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private-sector professional societies, and have a commendable subcultural esprit-de-corps. And in the well-manned Secret Service, they have willing national-level assistance. PLAYER TWO: The Telephone Companies. In the early 80s, after years of bitter federal court battle, America's telephone monopoly was pulverized. "Ma Bell," the national phone company, became AT&T, AT&T Industries, and the regional "Baby Bells," all purportedly independent companies, who compete with new communications companies and other long-distance providers. As a class, however, they are all sorely harassed by fraudsters, phone phreaks, and computer hackers, and they all maintain computer-security experts. In a lot of cases these "corporate security divisions" consist of just one or two guys, who drifted into the work from backgrounds in traditional security or law enforcement. But, linked by specialized security trade journals and private sector trade groups, they all know one another. PLAYER THREE: The Computer Hackers. The American "hacker" elite consists of about a hundred people, who all know one another. These are the people who know enough about computer intrusion to baffle corporate security and alarm
police (and who, furthermore, are willing to put their intrusion skills into actual practice). The somewhat older subculture of "phone-phreaking," once native only to the phone system, has blended into hackerdom as phones have become digital and computers have been netted-together by telephones. "Phone phreaks," always tarred with the stigma of rip-off artists, are nowadays increasingly hacking PBX systems and cellular phones. These practices, unlike computer-intrusion, offer direct and easy profit to fraudsters. There are legions of minor "hackers," such as the "kodez kidz," who purloin telephone access codes to make free (i.e., stolen) phone calls. Code theft can be done with home computers, and almost looks like real "hacking," though "kodez kidz" are regarded with lordly contempt by the elite. "Warez d00dz," who copy and pirate computer games and software, are a thriving subspecies of "hacker," but they played no real role in the crackdown of 1990 or the Jackson case. As for the dire minority who create computer viruses, the less said the better. The princes of hackerdom skate the phone-lines, and computer networks, as a lifestyle. They hang out in loose, modem-connected gangs like the "Legion of Doom" and the "Masters of Destruction." The craft of hacking is taught through "bulletin board systems," personal computers that carry electronic mail and can be accessed by phone. Hacker bulletin boards generally sport grim, scary, sci-fi heavy metal names