Online virtual community
Second
Life affects worker productivity and can cause real life IT security
risks, a security vendor claimed today.
Sophos
said the growing use of Web 2.0 is redefining how users interact with the
internet and creating new avenues for cyber-criminals seeking the easiest point
of entry to the network.
"With more than four million registered users worldwide, many of whom
regularly visit Second Life on their business PCs, Sophos is warning of
the negative impact on staff productivity as well as the increased IT security
risks posed by allowing employees to access this virtual world at work," a
statement from Sophos said.
The immense media buzz about the virtual world has already made Second
Life a target for hackers trying to gain access to sensitive data to commit
identity theft and for financial gain, the security company claimed.
Sophos pointed to an attack last September, which saw hackers steal a
Second Life database containing passwords and login information for
about 650,000 players.
"If users cannot be trusted to act responsibly on corporate computers, then
system administrators will need to enforce policies through technology," said
Carole Theriault, senior security consultant at Sophos.
"IT departments are concerned that workers may be so keen to log on to
Second Life and other virtual worlds that there will not only be a
productivity hit but also a potential security issue."
Sophos said that from 22 March, the application control feature in its
antivirus software will allow businesses to block Second Life on
company networks.
The company said its recent web poll of more than 450 system administrators
showed that 90.4 per cent wanted the ability to block the unauthorised use of
games at work, with 62 per cent saying this was essential.
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