Gaming industry can become the next big target of cybercrime
Gaming industry next target of cybercrime
New features breed new hacking possibilities.
For those who are unfamiliar, Steam is a multi-OS platform owned by gaming company Valve, which acts as an e-store for video games. But what started as a basic delivery and patching network eventually grew into a fully featured gaming market that counts more than 125 million members, 12 million concurrent users and thousands of games. Aside from the online purchase of games, the platform offers features for game inventories, trading cards and other valuable goods to be purchased and attached to users’ accounts. Gaming industry next target of cybercrime
This has fueled the development of Steam Stealer, a new breed of malware that is responsible for the hijacking of millions of user accounts. According to official data recently published by Steam, credentials for about 77,000 Steam accounts are stolen every month.
Research led by cybersecurity firm Kaspersky – Gaming industry next target of cybercrime
Once the intruder gains access to victims’ credentials, they not only siphon the financial data related to the account, but also take advantage of the possible assets stored in the account and sell them in Steam Trade for extra cash.
Every online game and platform can become the target of cyberattacks.
What makes the attacks successful?
“I think it’s because in the gaming world
Gamers are also to blame for security incidents, Pontiroli believes. “There’s this view from the other side of the table — from gamers — that antivirus apps slow down their machines, or cause them to lose frame rate,
” he explains, which leads them to disable antiviruses or uninstall them altogether. “Nowadays you just need to realize that you can lose your account and your information.”
A separate report by video-game security startup Panopticon Labs about cyberattacks against the gaming industry maintains that in comparison to financial services and retail, the video-game industry is new and highly vulnerable to cyberattacks. “Whereas other industries now have cybersecurity rules, regulations and standards to adhere to, online video games are just now recognizing that in-game cyberattacks exist and are harmful to both revenue
and reputation,” writes the report.
What’s being done to deal with the threats?
Why bother taking the pains of hacking a banking network when there’s easier cash to be made in the gaming industry?
Other firms, such as Panopticon, are working on special in-game security solutions that distinguishes
No one is safe
Nowadays, online games contain a wealth of financial and sensitive information about users, along with other valuable assets. And as is their wont, online fraudsters and cybercriminals will be following the money and aim for the weaker targets. So why bother taking the pains of hacking a banking network
when there’s easier cash to be made in the gaming industry?
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