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Playing Dirty - IEEE Spectrum. Photo: Jeff Newton; Digital Illustration: Sandbox Studio. Richard Thurman is like a lot of 3.

When he wants to blow off steam, he flops into his chair in front of his PC, and he fires up a computer game. But Thurman is no ordinary player. In the weird and burgeoning virtual universe, he's a former outlaw.

While earnest gaming geeks spend hours slaying dragons to earn booty playing Sony's Ever. Quest, Blizzard Entertainment's World of Warcraft, and other multiplayer online games, Thurman spent years using his coding chops to cut to the chase: rigging his computers to play games automatically and rake in gold. It took three months and 5.

And it was all perfectly legal, at least in the real world. In December 2. 00. Thurman's real- world family, he unplugged his operation and took a programming job with a major corporation, which he'd prefer not to name. Now that he's out of his gaming business, he agreed to give IEEE Spectrum an inside look at his pioneering automated gold- farming system.

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The games today have changed, but the way a person profits from them remains very much the same. Players and game makers despise the kind of hacking that was Thurman's specialty, because it makes their lives more difficult. That doesn't bother Thurman.

Some play by them, and some don't.”Thurman wasn't hacking for fun. In the new online economy, virtual cash, earned in games by killing a monster or performing a service, has real- world value, thanks to sites specializing in what are called real- money transactions (RMTs). People covet the jewel- encrusted super- sword in a game but can't spare the time to log the kind of hours they'd need to actually earn the virtual gold to buy it. So they obtain it the newfangled way: with their credit cards. In other words, they pay real money to buy virtual things. Edward Castronova, an associate professor of telecommunications at Indiana University, in Bloomington, and author of Synthetic Worlds: The Business and Culture of Online Games (University of Chicago Press, 2.

US $2. 00 million and $1 billion. Although that may sound like small potatoes- -the cellphone ringtone market is roughly $5 billion per year- -the cheating is already wreaking havoc in the virtual worlds.

In one episode a few years ago, cheaters unleashed fake currency into the world of Ever. Quest , one of the most popular online games, inflating its economy by 2. Gamers and game makers are feeling swindled. By definition, people are getting hurt.”There are odd and controversial real- world repercussions to the cheating.

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