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Identity theft (online)
Stealing personal info (credit card, Social Security) via computer to buy goods charged to victim
Profitability of online theft
Easier and more profitable than traditional theft (store/bank burglaries)
Example: Carlos Salgado
Stole 100,000+ credit card numbers via computer-intrusion program; credit line ~$1B; caught by FBI; sentenced 2.5 years
Hacking commercial databases
Method used by identity thieves to steal mass consumer data
Phishing
Targeted e-mails pretending to be banks/e-commerce sites asking for personal info
Phishing example
Mark Nichols received fake eBay email asking for credit card info; avoided loss by verifying site
Keylogging programs
Software that records keystrokes and sends info to thieves; used to steal usernames, passwords, and bank info
Spyware/Trojans
Monitoring programs secretly planted in websites, emails, or downloads; includes keyloggers
Keylogger uses
Parents monitoring children, partners spying, but mainly thieves stealing cash/accounts
International cybercrime
Keyloggers and Trojans often used across borders; victims worldwide
Example: Joe Lopez
Joe Lopez lost $90,000 via keylogging Trojan; funds transferred to Latvia
Inside jobs in identity theft
Over 50% involve corporate insiders (employees, authorized users)
Example: GM employee
Stole personal info of executives on last day, caught, then repeated at another company
Company security failures
Lack of monitoring insiders; no firewalls; default/easy passwords; accidental data sales
Example: Choice-Point
Information broker sold 145,000 customer records to a fake company due to poor security
Consequences of weak corporate security
Consumer data exposed; increases identity theft risk
Preventive measures
Use firewalls, strong passwords, monitor insider access, verify requests for personal info
Internet gambling legality
Illegal in the U.S.; games requiring more skill than chance (chess, backgammon, eight-ball pool) are legal; games with more luck than skill (sports betting, poker, blackjack, slots) are illegal
Growth of Internet gambling
Players increased; sites grew from 700 (1999) to 2,400 (2006); revenue rose from
Reason U.S. law can't stop it
Global and borderless nature; foreign sites legal; U.S. sites often unenforced due to higher priority issues (terrorism, drugs)
U.S. government action
Continues to treat Internet gambling as illegal; some bills to block bank/credit card payments failed
Reasons for keeping illegal
1) Prevent minors from gambling 2) Protect compulsive gamblers from bankruptcy 3) Reduce fraud 4) Limit organized crime involvement 5) Prevent money laundering
Cost of illegality
Loss of potential tax revenue (~$900M/year); lack of regulation allows underage/compulsive gambling and offshore operators beyond U.S. law
Legalization benefits
Regulate industry, reduce youth/compulsive gambling, fraud, and money laundering
Types of Internet gamblers
Previous land-based casino gamblers more likely to gamble online; online gamblers tend to be younger, more educated, adventurous, financially stable, and bank online
Addictiveness of online gambling
More addictive than offline due to convenience, enjoyment, anonymity, and solitary nature
Financial behavior online vs offline
Online gamblers stop when funds run out; offline gamblers continue gambling beyond affordability; offline gamblers tend to be less educated
Cybersex definition
Use of the computer to find sexual partners, engage in erotic chats, trade pornographic images, masturbate, or have extramarital/real-life sex
How participants find partners
By posting/answering personals online or entering chat rooms
Activities involved
Exchanging erotic emails, trading pornographic pictures, engaging in steamy chat conversations, sometimes meeting offline for real sex
Typical demographics
Mostly white, male, college-educated; about half are married
Reason 1: Anonymity
Allows users to hide true identity, adopt preferred persona, feel confident or attractive, overcome shyness
Reason 2: Ease and convenience
Makes finding partners with similar sexual interests easier, especially for busy individuals
Reason 3: Sharing sexual fantasies
Allows discussion and realization of fantasies socially frowned upon in the real world
Reason 4: Masturbation outlet
Provides an easy outlet for sexual release through online interaction
Reason 5: Potential for real-life sex
Expectation that online sexual interaction may lead to satisfying face-to-face sexual encounters
Cyberporn typical users
Mostly older, married men, white, middle-class
Age demographics
Two-thirds are over 30 years old
Marital and social profile
Mostly married, relatively unhappy in marriage, weak ties to religion
Viewing time
70% of cyberporn traffic occurs during work hours
Teenage users
Less inclined to view cyberporn; exposed to porn from youth, less intrigued
Child porn demographics
Mostly white men in their 30s and 40s; occupations vary widely from unemployed to scientists/engineers
Motivations for child porn use
Used as masturbation aid and for trading pornographic material to satisfy “collective fetish”
Attitudes among child-porn consumers
Vary widely: some see it as wrong, some view it as “innocent” fantasy, some admit to molestation
Online affairs definition
Married people engaging in extramarital sexual activities through emails or chat rooms
Difference from offline affairs
Offline involves physical contact; online involves erotic conversations, sexual fantasies, or masturbation
Common rationalizations
“It’s just a friendship,” “merely flirtation or fun,” “relationship with a computer, not a real person,” “never met in person,” “no physical sex occurs”
Public perception
Most people view online affairs as real and harmful to marriages, similar to offline infidelity
Internet facilitation factors
Anonymity allows cheating without fear of being caught
Internet facilitation factors
Convenience of finding partners worldwide without leaving home or office
Internet facilitation factors
Escapism from real-life stress into a fantasy world
Offline progression
About 30% of married people with online affairs eventually meet partners in person and have sex
Case example
Ted, a 40-year-old married salesman, quickly progressed from first-time to habitual cheater due to anonymity, convenience, and escapism
NSHM definition
“Not so happily married” – individuals seeking casual sex online without wanting a steady partner
Cyberstalking definition
Using the Internet or e-mail to repeatedly harass or threaten another person
Growth factors
Cheaper, more accessible, and easier-to-use computer technology helps conceal the stalker’s identity
Prevalence
About 10% of students at the University of New Hampshire reported repeated harassment via e-mail
Perceived severity
Lack of physical contact may seem benign, but cyberstalking can be more disturbing and dangerous than traditional stalking
Access to victim
Cyberstalkers have greater access to personal data, can disrupt personal/professional life, and harass globally
Potential consequences
Emotional, mental, physical harm; sexual assault; kidnapping; murder
Demographics of perpetrators
Most cyberstalkers are male, victims are female, and perpetrators are often older than victims
Relationship to victim
Most cyberstalkers know their victims, but some target strangers
Example 1
50-year-old ex-security guard in LA harassed a 28-year-old woman online, posting personal info and fantasies; led to multiple attempted sexual assaults; sentenced to six years
Example 2
Recent male graduate in San Diego sent daily threatening e-mails (“e-mail bombing”) to five female students he believed mocked him; victims had never met him
Prejudice-driven cyberstalking
Apparent “normal” students may harass sexual minority strangers online but not friends, showing targeted online deviance
Hacking definition
Breaking into a computer network to plant viruses, steal data, change user names/passwords, manipulate webpages, or explore the system
Computer sabotage
Use of viruses to delete files or disrupt computer function; affects virtually all users
Worms
Malicious programs that replicate themselves without user assistance, potentially crashing systems
Malicious hacking
Includes viruses/worms and breaking into systems to disrupt services or steal info
Innocent hacking
Breaking into systems for challenge and notifying admins to improve security
Mischievous hacking
Illegal but playful hacking, e.g., accessing celebrities’ phones, posting personal info, changing grades
Financial-motivated hacking
Targeting individuals or corporations to steal personal info or money; often involves social engineering
Cybercrime demographics
Foot soldiers often young adults from poorer countries; hacking for profit also occurs within rich countries
Juvenile deviance link
Hacking is predominantly male and juvenile; shares characteristics with juvenile delinquency
Male overrepresentation
Male-to-female ratio among hackers can be as high as 99:1 due to interest in logical problem-solving, machines, and domination
Family background
Hackers often come from dysfunctional families with neglect, conflict, abuse, or parental substance issues
Peer influence
Hackers associate with peers and participate in competitive hacking (“out-hacking”) similar to delinquent group behaviors
Hacktivism
Use of hacking to promote political or social agendas
IC3
Internet Crime Complaint Center collects reports on hacking and cybercrime
Hacking and terrorism
Hacking can facilitate terrorism by disrupting networks or stealing sensitive info
Internet layers
Surface web: publicly accessible sites; deep web: not indexed; dark web: hidden, often illegal content
Global nature of cyberdeviance
Cyberdeviance occurs worldwide and easily crosses national borders, with perpetrators in one country targeting victims in another
Nigerian scam
Classic international fraud cheating Americans out of $5 billion from the early 1980s to 1996; still ongoing
Example of cross-border fraud
Canadian meth addicts stole personal info and sold it online to crime rings in Romania, Austria, and Egypt
Most common cyberdeviance
Online fraud, including identity theft, dominates cyberdeviant activity globally
IC3
Internet Crime Complaint Center; alliance of FBI, National White Collar Center, and Bureau of Justice Assistance
Top countries for cyberdeviance complaints
United States, United Kingdom, Nigeria
Increase in cybercrime
Reports rose from 640 in 1993 to over 1.35 million by 2002
Factors for rise in cyberdeviance
1) Increased use of computers and the Internet 2) Lack of law enforcement globally
Lax enforcement hot spots
Russia, Eastern Europe, and countries with high Internet access but low policing see high cybercrime
Recruitment of young hackers
Organized crime syndicates recruit computer-savvy youth through chat rooms or online contests (e.g., South Korea hacker contest)
International legal gaps
Criminals can evade prosecution due to lack of applicable laws or lack of international cooperation (e.g., "I Love You" virus creator in the Philippines)
Impact of COVID-19 pandemic (inferred)
Increased online activity likely facilitated more cyberdeviance, including scams and fraud