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We've pulled together 50 of the best games out there that can be played natively on Mac OS.
Peep our list of The 50 Best Mac Games Out Now and let us know which one is your favorite.
In Second Life, players create customized human avatars that can resemble themselves or take on other personas — supermodels and bodybuilders are popular — who can socialize, buy and sell virtual goods, and go places like beaches, cities, art galleries and strip clubs.
In Microsoft’s Xbox Live service, subscribers connect online in games that can involve activities like playing soccer or shooting at each other in space.
It's no mystery that Apple makes great computers but the problem has always been with finding cool games for them. Well, as Macs became more mainstream, developers finally started showing love and released some of their classics for the OS.
Games like World of and many others can be played on a Macbook or desktop without having to install virtual Windows environments that would frustrate players if the game was too much of a resource hog.
One document reveals that while GCHQ was testing its ability to spy on Second Life, the agency vacuumed up three days’ worth of Second Life chat, instant message and financial transaction data — totaling 176,677 lines of data. At an intelligence conference that year, researchers outlined a fictitious scenario where terrorists took to World of Warcraft to plot an attack on the White House, but there is little evidence that terror groups view the games as safe havens. One team produced a study of World of Warcraft finding “younger players and male players preferring competitive, hack-and-slash activities, and older and female players preferring non-combat activities." (Image via Intelligence Advanced Research Projects Activity) Online games might seem innocuous, a top-secret 2008 NSA document warned, but they had the potential to be a “target-rich communication network” allowing intelligence suspects “a way to hide in plain sight.” Virtual games “are an opportunity! But for all their enthusiasm — so many CIA, FBI and Pentagon spies were hunting around in Second Life, the document noted, that a “deconfliction” group was needed to avoid collisions — the intelligence agencies may have inflated the threat.
The documents do not cite any counterterrorism successes from the effort, and former American intelligence officials, current and former gaming company employees and outside experts said in interviews that they knew of little evidence that terrorist groups viewed the games as havens to communicate and plot operations.
The British spies running the effort, which was code-named “Operation Galician,” were aided by an informer using a digital avatar “who helpfully volunteered information on the target group’s latest activities.” Though the games might appear to be unregulated digital bazaars, the companies running them reserve the right to police the communications of players and store the chat dialogues in servers that can be searched later.He visited the agency’s headquarters at Fort Meade, Md., in May 2007 to speak to staff members over a brown bag lunch, according to an internal agency announcement.“Second Life has proven that virtual worlds of social networking are a reality: come hear Cory tell you why! It added that virtual worlds gave the government the opportunity “to understand the motivation, context and consequent behaviors of non-Americans through observation, without leaving U. soil.” Ondrejka, now the director of mobile engineering at Facebook, said through a representative that the NSA presentation was similar to others he gave in that period, and declined to comment further.In 2007, as the NSA and other intelligence agencies were beginning to explore virtual games, NSA officials met with the chief technology officer for the manufacturer of Second Life, the San Francisco-based Linden Lab.The executive, Cory Ondrejka, was a former Navy officer who had worked at the NSA with a top-secret security clearance.