Money Laundering and the Virtual Gaming Threat Assessment Florida Department of Law Enforcement Financial Crime Analysis Center Prepared by Heather Desguin Money Laundering “The process by which one conceals the existence, illegal source, or illegal application of income and then disguises that income to make it appear legitimate” - Presidential Commission on Organized Crime 3 Steps to Money Laundering • Placement: Money placed into a legitimate financial institution. Placement • Riskiest stage. • Physical movement of cash. • Structuring: Avoiding the BSA reporting requirements (cash transactions of $10,000 or more). • Commingle deposits with legitimate funds. • Move funds to foreign country with loose/no currency controls. Now the money can be moved freely. 3 Steps to Money Laundering • Placement: Money placed into a legitimate financial institution (riskiest stage). • Layering: Movement of money through various transactions to change its form and make the trail difficult to follow. • Integration: Money enters the economy in a legitimate-looking form. Money Laundering • According to the 2008 National Drug Threat Assessment – “individuals and organizations frequently engage in illegal activities to generate income in order to purchase drugs or finance drug trafficking operations (DTO), such as… Money Laundering • Mortgage fraud • Ransom kidnapping • Counterfeiting • Identity theft • Shoplifting • Insurance fraud • Home invasion • Personal property theft Money Laundering • Diversification is a vital component of drug money laundering operations in the United States. • The DTOs rely on multiple methods to move and launder illicit proceeds Money Laundering The totality of the money laundered annually worldwide is roughly between $600 million and $1.5 billion U.S. Dollars. *(About 5% of the world’s gross domestic product). Money Laundering • The goal of money laundering is to establish the dirty money into the financial system or retail market without bringing attention from bankers or law enforcement. • The new emerging trend to complete this goal is through the use of virtual games. Money Laundering • Emerging technologies, like virtual games, are equipping DTOs with novel money laundering techniques. • Structuring in unusually small amounts is being employed by DTOs as a money laundering technique. Money Laundering • Structuring in unusually small amounts is gaining in prominence among DTOs. – It is similar to traditional structuring; the principal difference is that this method of structuring involves Money Laundering • Numerous deposits of cash • Numerous purchases of money orders • Numerous transfers of money through MSBs in amounts that are so far below normal BSA or AML thresholds (usually under $1,000) that they do not trigger the filing of SARs. Money Laundering “It’s easier to cleanse funds through virtual games than banks, though banks are used at some point in the laundering cycle” -Ken Rijock Virtual Games • Accessed by Internet Virtual Games • Accessed by Internet • Definition Virtual Games Computer generated graphic environment role playing game that resembles the real world. Technically these games are referred to as Massive Multiplayer Online Role Playing Games (MMORPG), also known as: Virtual worlds Virtual games Metaverses Virtual Games • Accessed by Internet • Definition • $3.4 billion annually Example of virtual world video CSI: NY-Down The Rabbit Hole episode Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state • Avatar Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state • Avatar • Communication Communication Users engage in conversations through the use of Avatars. These games allow real-time actions with other Avatars from all over the world. Communication is a central element to the game and is typically through instant messaging, either publicly within the game or privately between select users or by Voice over (a new option) and may be applied publicly or privately as well. Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state • Avatar • Communication • Monthly Charge Virtual Games • Accessed by Internet • Monthly Charge • Definition • Second Life (SL) • $3.4 billion annually • Multiple participants • Persistent state • Avatar • Communication Second Life • Statistics Second Life • Statistics – 15 million users – 28,000 residents – 15 million hours Second Life • Statistics • System Requirements System Requirements • First you must download the program and install it on your computer. • The Internet connection must be Cable or DSL. • The operating systems can be 2000, XP or Vista. • Computer memory can be 512 MB or more. System Requirements • Second Life is not compatible with dial-up Internet, satellite Internet, and some wireless Internet services. • Second Life may not run on certain graphic cards. Second Life • Statistics • System Requirements • Fees Second Life Fees Free Create an avatar Move about freely Engage in all SL activities Premium *monthly fees start at $9.95 Create an avatar Move about freely Engage in all SL activities Own Land Land The monthly fee is based on the type and amount of land you own. Land may be bought by the parcel or by the Island. It’s a matter of what you are willing to pay. Islands are about $1,600 dollars and owners must pay a $295 monthly maintenance fee. Second Life • Statistics • System Requirements • Fees • Player defined Second Life • Second Life is designed for social exploration. It’s like a video game world, but without the high scores and the fighting. • Instead, users explore the many different islands, buildings, and events created by others. It’s a playground for the artistic and the creative, where you can express yourself and discover new social experiences. Second Life Player defined… – On your property you can build, create and invite. – Invite only is a desirable option for criminal enterprise. Second Life Those seeking greater privacy can purchase private locations in which they can restrict access and “Invite only” residents they wish to be in contact with. They can hold private conversations that no one else is privy to or be at risk for monitoring by the game server. Allowing extremists and criminals to communicate covertly, spread propaganda, recruit and train new associates, launder money, share child pornography and commit other crimes ANONYMOUSLY. ******Unlike instant messaging over Yahoo, Linden Labs does not maintain written script. Which makes Second Life … Second Life • • • • Statistics System Requirements Fees Player defined • Controversial Second Life • One area of concern with Second Life is the potential for child exploitation. Child Exploitation • Linden Lab has absolutely zero tolerance for depictions of child pornography within Second Life. • Linden Lab will cooperated fully with any legal authorities that choose to investigate the individuals involved in such activities. • Child pornography is illegal and a breach of their Terms of Service. • Anyone engaged in this activity or any illegal activity will be permanently banned from Second Life. Child Exploitation A popular activity among a certain group of residents is • Age Play – Adults recast themselves as “child-like”, to play out sexual fantasies. ***The system does not allow you to create child avatars. Child Exploitation According to Second Life this is not a terms-of-service violation because no illegal activity is occurring---as no “real” children are involved. Child Exploitation Robin Harper, Linden Lab’s vice president of community development has stated that “IF this activity were in the public areas of Second Life then it would be viewed as being broadly offensive, and therefore unacceptable.” Harper has also stated that there hasn’t been a general outcry among users about age play. Child Exploitation and that “Most of the activity occurs in private sections of the virtual world and when all is said and done, the ability to try new behaviors and try new things out is a big reason people are in virtual worlds.” Child Exploitation • “virtual” child pornography is not a crime in the United States. • Under 18-year-olds are banned from taking part in Second Life. • Currently, Second Life has no age verification in place. Child Exploitation • There are unsafe, mature and PG areas located within Second Life. • Mature areas do allow nudity, bad language and even violence. – Businesses sell guns and other weapons and your Avatar can die. – When your Avatar dies the resident is logged off Second Life. Child Exploitation • There is an “abuse reporter” tool in the Help menu of the Second Life client. • For example, – If another Avatar bumps into your Avatar, you may receive a pop-up saying “Do you want to report this as abuse?” – Or you can right click on an Avatar to report abuse. Second Life • • • • • Statistics System Requirements Fees Player defined Controversial • Intellectual Property Rights Intellectual Property Rights Many game publishers are taking action against criminals and are trying to nip potential criminal enterprises in the bud by not allowing players to barter game items buy game items off site Intellectual Property Rights Intellectual Property Rights Intellectual Property Rights because game creators claim that the virtual items are the intellectual property rights of the game and not the game users. And that buying or bartering from others or off-site violates the game’s END-USER LICENSE AGREEMENT (EULA). Intellectual Property Rights • EULA – A legal contract between the manufacturer and/or the author and the end user, the final or ultimate user of a computer system. – The EULA details how the software can and cannot be used and any restrictions that the manufacturer imposes. Intellectual Property Rights In Second Life… Anything that the residents create is solely theirs to own and market… residents retain ownership of intellectual property rights. Intellectual Property Rights By allowing this Second Life has created a unique aspect to the game… Second Life • • • • • • Statistics System Requirements Fees Player defined Controversial Intellectual Property Rights • In-game economies In-game Economies • Players buy game currency with real money. • The money is automatically converted into that games currency and in the appropriate amount according to the game’s currency exchange rate at the time of purchase. • Currently Second Life’s exchange rate is roughly $300 Linden Dollars to $1 U.S. Dollar. NOTE: On average, SL residents conduct around $1.3 million in transactions every day. In-game Economies • Players can also barter, sell or trade virtual items to obtain game currency. • Second Life actually allows its residents to set up businesses to sell virtual items, that they have created in the game, that actually generate an actual income. In-game Economies • Although visiting the world is free, those who are keen to contribute, who want to design their own clothes or create their own buildings, have to purchase a premium account for a monthly fee. • But there is an added incentive for those who choose to be creative, they get to keep the copyright of everything they make within the game and have the option to sell their work to other players using a game currency called Linden Dollars. In-game Economies Real businesses are also in Second Life…… In-game Economies • • Avatars can go to browse virtual stores and exchange text or voice messages with each other while they shop. There’s a Sears store, a Toys R Us, a SkyMall outlet, a Brookstone, a Red Canoe, an Everything Olive, even a Shopping Channel store. Although they may be virtual, all of these stores offer real services. In-game Economies • By Clicking on any product on display, opens up the browser to display more information on it. In-game Economies • • You can watch live streaming video on the television sets that are on display. You can also sit on the couch and watch a nice 40″ flat panel on the wall. You can move the distance of the couch from the wall, to reflect the setting at your own home and the TV screen changes in size to recommend to you what you need for your home. Virtual Games By 2009 virtual commodities will be worth about $7 billion. Virtual Games • Virtual Games are taking over – Besides businesses capitalizing on the popularity, television shows are. – Recently, South Park aired an episode in which much of the animation was modified in-game footage from World of Warcraft – The Simpsons parodied World of Warcraft in an episode in which Bart and Marge became engrossed in an online role playing game Virtual Games • Law and Order: SVU chased a rapist through a fictional virtual game • In The Office, Dwight explores Second Life • CSI: NY chased a killer with the episode ending in a cliffhanger that will involve at least one more episode. Also, CSI: NY has their own Island where your Avatar may become a CSI and solve crimes • CNN opened up a news bureau to report on issues happening in Second Life Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state • Avatar • Communication • Monthly Charge • Second Life (SL) • Virtual Money Electronic Money • Also known as electronic money; emoney; digital cash. • Like conventional paper money, electronic money can function as a medium of exchange, a unit of account and a store of value AND is vulnerable to money laundering. Electronic Money • Electronic Purse – E-purse – Stored Value Card Electronic Money An electronic purse is a credit card looking device. – The value is stored electronically on the card with an integrated circuit chip. Unlike a card with a magnetic stripe, which stores account information, an electronic purse actually stores funds on the cards memory chip. Electronic Money The memory chip does not require an online connection to an account number. No cardholder identification is needed to make a payment. Value is transferred from the card directly to merchants without the transaction going through an account at a bank or financial institution. This limits the amount of identifying information on the user. Provides no transaction records. Electronic Money • Mobile Payments – Use of mobile phones or other wireless communication devices to pay for goods/services by accessing bank accounts/credit cards through these devices. • May OR May not require a financial institution. – The transactions that DO NOT require a financial institution rely on brokers. Electronic Money • Accounts are prepaid. – Reducing credit risk – Anonymous – Brokers protecting account information – May be accessed by voice, text or wireless applications • New mobile payments are not based on a bank or payment card account assigned to the transaction. • Service providers conducting these types of transactions are not regulated by a bank or financial institution. Electronic Money It has been estimated that by the end of 2008 mobile payments will total $55 billion Electronic Money • Internet payment services Electronic Money • Rely on an associated bank account and the Internet may be used to move funds to and from the associated bank account. OR • They operate entirely on the Internet and are indirectly associated with a bank account. Electronic Money • By not being associated with a financial institution it allows them to establish their own terms regarding methods of payment, such as: – Cash – Money orders – Transfers from anonymous prepaid cards Electronic Money • Depending upon the accessibility of the Internet payment service: – These activities could involve payment or fun transfers across international borders. – The payment service provider may not be subject to the same (if any) anti-money laundering measures that apply to banks and financial institutions. Electronic Money • Digital Precious Metals Electronic Money • Digital precious metal brokers allow consumers to purchase virtual precious metal at market price based on the world commodity exchanges. • Once acquired, precious metal may be used in exchange for goods and services. – E-Gold and Gold & Silver Reserve Electronic Money • On April 24, 2007, a federal indictment was filed by the United States District Court for the District of Columbia against the online payment system E-Gold and Gold & Silver Reserve for: – Conspiracy to launder monetary instruments – Conspiracy – Operation of unlicensed money transmitting business – Money transmitting without a license – Aiding and abetting Electronic Money • E-Gold had the second largest reach of any online payment system (PayPal being the largest), with more than – 3 million accounts in – 165 countries – And more than $2 billion annual transactions. Electronic Money • Allowed anonymous transactions. • Accounts could be opened with only a working e-mail address and no other identify verification. Electronic Money • Also known as virtual money, electronic money; e-money; digital cash. • Legitimate market demand. • Vulnerable to money laundering schemes. • FATF concerned for several reasons: Electronic Money • It’s not a credit instrument and there is no need for authorizations from a bank or credit institution (which is outside the normal banking structure). • Accounts may be opened with just an e-mail address AND no other customer identification may be required. * Making transactions anonymous * ALL virtual games use some sort of new payment system when dealing with their in-world economy. Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state • Avatar • Communication • Monthly Charge • Second Life (SL) • Virtual Money • Brokers Brokers • Brokers serve as intermediaries between buyer and seller and handle the financial transactions. • Brokers are not financial institutions or money service businesses so they are not held to any standards in reference to anti-money laundering or reporting requirements under the Bank Secrecy Act. • The financial transactions that brokers deal in have been termed “new payment methods” since they deal with virtual money. Virtual money is not defined as a currency like the U. S. Dollar, Yen or Euro, so these payment operators are currently not included in regulations. • Large percentage of brokers are located outside the US. Virtual Games • Accessed by Internet • $3.4 billion annually • Monthly Charge • Second Life (SL) • Virtual Money • Multiple participants • Brokers • Persistent state • Avatar • Communication • Virtual Banks • Definition Virtual Banks • In 2007 Entropia Universe sold 5 banking licenses for $400,000 real US$. – The licenses allow their owners to lend cash to the game’s participants for the virtual purchase of anything from game-fighting weapons to real estate. – Licenses are good for two years. – $100,000 US$ as collateral for license. – No BSA reporting requirements. – Cash Cards. Virtual Banks Owners of the licenses: Jon “NeverDie” Jacobs (avatar name), an Entropia nightclub owner—pp $90,000. Janus JD D’Arcwire (avatar name), representing an undisclosed real life bank—pp $59,060. Yuri iNTellect (avatar name), representing Russian Internet payment provider MONETA.ru—pp $99,900. Anshe Chung (SL avatar name), 1st virtual millionaire— pp $60,00. Jolana Kitty Brice (avatar name), anonymous entrepreneur—pp $95,000. Virtual Banks • Entropia Cash Card – By simply transferring your PED* to the Cash Card using the Transfer Center in the Entropia Universe, you can use the Cash Card to pay for goods and services in retail outlets, or to withdraw real cash from millions of ATM machines around the world. – WITHOUT having to go through traditional financial institutions or banks. *Project Entropia Dollar Virtual Banks • As of January 22, 2008, Second Life banned banks and any ATMs to offer interest of any direct return on an investment without proof of an applicable government registration statement or financial institution charter. • Why this action? Virtual Banks Sometime around September 2007 the virtual bank in Second Life, Ginko Financial, vanished. SL residents lost around 200,000 Linden Dollars (equivalent of $75,000 US$). Virtual Banks Ginko became popular over its three-plus year existence in SL thanks to incredibly high returns on investments, as high as 60%. Virtual Banks Ginko was able to skip town and leave virtually no trail for authorities to follow. The bank founder won’t reveal what he did with the money. ***in-game laws don’t dictate that he even has to. Virtual Banks No individual seems to have lost enough money to make filling a lawsuit worthwhile. Because Second Life members live in different countries, it’s not clear what jurisdiction you would file suit in. Money Laundering Scenario • Cash is earned illegally in country A. • An avatar is created in a virtual game and the player purchases online currency (virtual money) with that illegal cash. • A collaborator in country B creates an online shop in a virtual game. • The party in country A visits the shop in the virtual game and pays inflated prices for online services using the virtual money previously bought. • The shop owner transfers the virtual money received back into the real world as proceeds from a virtual online business. Money Laundering Scenario Money Launderers can legitimize their income through accounts established with online game companies by… Money Laundering Scenario • Selling virtual game items to other players for a credit to their account; the game company periodically settles the account by issuing a legitimate check to the account owner/launderer for the virtual items sold in the game. Money Laundering Scenario • Accepting virtual money in exchange for illicit drugs, thereafter receiving a legitimate check from the game company. Money Laundering Scenario • Maintaining multiple game accounts through which they can buy items from and sell items to themselves, in a cyber version of a trade-based money laundering scheme. Money Laundering Scenario • Selling virtual currency in exchange for real money to other players. Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state • Avatar • Communication • Monthly Charge • Second Life (SL) • Virtual Money • Brokers • Virtual Banks • Internet Internet • It is estimated that 4 of every 5 people who use the Internet will actively participate in Second Life or some similar medium. • 1.6 billion out of a total 2 billion Internet users will have found new lives online. China’s Internet population ties US for world’s largest at 221 million people. Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state • Avatar • Communication • • • • • • Monthly Charge Second Life (SL) Virtual Money Brokers Virtual Banks Internet • Florida Florida • Florida has over 18 million residents, which makes it the fourth most populous state. • Florida ranks third for total number of complainants (of Internet crime) residing in Florida. – When the perpetrator did reside in the same state as the victim, Florida was ranked the second highest. • Florida ranks third for total number of perpetrators (of Internet crime) identified as residing in Florida. Virtual Games • Accessed by Internet • Definition • $3.4 billion annually • Multiple participants • Persistent state • Avatar • Communication • • • • • • Monthly Charge Second Life (SL) Virtual Money Brokers Virtual Banks Internet • Florida • Recommendations Recommendations • Education • Training • Implementation of changes to existing lawsUnlawful Internet Gambling Prohibition and Enforcement Act of 2006 • Due diligence of game creators • Federal Task Force • All individuals/companies that provide services involving monetary transactions should be regulated and compliant with anti-money laundering requirements. • Define virtual money as indisputable genuine financial currency. www.secondlife.com Contact Information Heather Desguin Government Analyst Florida Department of Law Enforcement Office of Statewide Intelligence Financial Crime Analysis Center P.O. Box 1489 Tallahassee, Florida 32302 850-410-7057 Are there any questions?