Cybercriminals Target Children Using Online Games

The increased use of online games has brought a host of challenges and risks, including children’s exposure to inappropriate content, cyberbullying, sexual exploitation, addiction, gambling and toxic peers, warned Thursday. a new report.

The global gaming industry is expected to grow over the next few years, and the risks associated with it, such as cybercrime and cyberbullying, need to be recognized by parents, gamers and government, according to the CyberPeace Foundation report. , a think tank and grassroots NGO of cybersecurity and policy experts.

Online gaming also exposes children to sexual predators and serves as a ‘gateway drug’ to online pornography, according to the report titled ‘Online Gambling – Issues, Challenges and Recommendations for End Users, Parents and Regulations government ”.

Children are also vulnerable to cyberbullying, which triggers serious problems like depression and suicidal tendencies.

This danger is compounded by the fact that strangers can find the location of children in real life and endanger them or share their personal information with their peers.

Most games require players to be seated in one place for long periods of time. In addition to causing mental strain, this habit increases the risk of deep vein thrombosis, cancer, heart disease, liver disease, carpal tunnel syndrome, and other significant problems.

Continued exposure to blue rays from a monitor or smartphone can also increase the risk of eye damage and hamper their sleep schedules, the report warned.

Several games, including multiplayer mobile games, are equipped with facilities for players to make in-app and in-game purchases.

Cybercriminals are well aware that people prefer to download pirated versions of games instead of buying them, and they take advantage of this fact by embedding malware in these versions which are then easily implanted into players’ systems.

Horrific real-life incidents associated with online gaming include bank accounts emptied by teenagers for in-app purchases.

Games and virtual savings are even often used for money laundering, the CyberPeace Foundation said.

The gaming industry suffered 12 billion cyberattacks between November 2017 and March 2019, according to a report from Akamai Technologies.

This suggests that cybercriminals are interested in the industry to extract valuable personal information and financial data that gamers often leave on forums or accounts, the CyberPeace Foundation said.

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