For customers in the Massively Multiplayer Online Gaming (MMO) space, devices coming from Israel had the highest percentage of denied transactions at 34 percent. Mexico and Australia followed with 19 percent and 13 percent, respectively.
bb1weds, World of Warcraft or Second life are both MMOs. In these games players can buy and sell goods that they have either earned, built, or bought themselves. So just like their real world mirrors so too can these patrons fraud the system.
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