Massively Multiplayer Online Role Playing Game (MMORPG) has become a very popular business area to study as it represents new patterns of collaboration and social interaction in the virtual world. In this study, we empirically raise the issues of identity fraud in MMORPGs. In principle, the online game classification system controls the scope of users’ activities with regard to the level of age appropriateness. However, the results from this study cast doubt on the effect of the current classification system in that distinctive behavior differences were not found to exist from one age group to another. Specifically, the econometric and multivariate analyses show that the behaviors of the group whose ages are around 40 is very similar to those of the group whose ages are under 14.