7 Ways Gaming Companies Can Battle Cybercrime on Their Platforms
Balancing gameplay and security can drive down risks and improve gamers' trust and loyalty.
Cybercrime includes illegal digital activity such as hacking, fraud, and extortion, posing risks to data, systems, finances, and public safety.
Search across headline titles and summaries.
Background for this topic.
Cybercrime involves illegal activities conducted using computers or networks, such as hacking, identity theft, financial fraud, and distribution of malware. These crimes exploit vulnerabilities in software, hardware, or human behavior to gain unauthorized access, steal data, or disrupt services. Understanding the methods and motives behind cybercrime is essential for identifying relevant threats and attack vectors.
For security practitioners, cybercrime highlights the importance of protecting critical systems against exploitation through strong access controls, timely patching of vulnerabilities, and user awareness training to prevent social engineering attacks. Monitoring for indicators of compromise and analyzing threat intelligence related to cybercriminal tactics can improve detection and mitigation efforts. Effective defense requires a focus on both technical safeguards and operational readiness to respond to evolving criminal techniques.
Balancing gameplay and security can drive down risks and improve gamers' trust and loyalty.
Cybercrime marketplaces are increasingly selling stolen corporate email addresses for as low as $2 to fill a growing demand by hackers who use them for business email compromise and phishing attacks or initial access to networks. [...]
The Vice Society cybercrime group has disproportionately targeted educational institutions, accounting for 33 victims in 2022 and surpassing other ransomware families like LockBit, BlackCat, BianLian, and Hive
EU-funded study finds concerning levels of risky behavior
In December 2021, Google filed a civil lawsuit against two Russian men thought to be responsible for operating Glupteba, one of the Internet's largest and oldest botnets. The defendants, who initially pursued a strategy of counter suing Google for tortious interference in their sprawling cybercrime business, later brazenly offered to dismantle the botnet in exchange for payment from Google. The judge in the case was not amused, found for the plaintiff, and ordered the defendants and their U.S. attorney to pay Google's legal fees.
42% of UK manufacturers have been a victim of cybercrime in the past 12 months, according to new research