Digitally based games typically played on personal computers or dedicated gaming devices, such as game consoles (e.g., Xbox, PlayStation) or handheld game devices (e.g., 3DS, Vita) ( DaCosta et al., 2015 ).
Published in Chapter:
Cybercrime in Online Gaming
Copyright: © 2020
|Pages: 12
DOI: 10.4018/978-1-5225-9715-5.ch059
Abstract
Video games offer rich interactive experiences. Increasingly, however, their popularity coupled with their global connectivity has raised concerns about safety. Although it can be argued that video game developers and publishers have been plagued by cybercrime since the beginning of the industry, video game companies are not the only targets. Cybercriminals also have their sights on gamers. This article examines cybercrime affecting the video game industry and its players. Focused on some of the most deliberate forms of cybercrime found in the literature within the past few years, the article explores data breaches, compromised accounts and stolen data, the theft and sale of in-game items, and money laundering. While the information is anticipated to be of value to educators, practitioners, researchers, game developers, and publishers, it should by no means be considered an all-inclusive reference, but rather a catalyst for discussion, debate, and future research.