Vulnerabilities / Threats
3/11/2010
07:02 PM
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GDC: Developers Vs. Cybercriminals

At the Game Developers Conference, accounts of run ins with hackers show many gaming firms haven't grasped how cybercrime can ruin everything.

Cybersecurity is a serious issue for any online business, but for online gaming companies it's doubly so.

Beyond issues of data protection, which are similar for any company that handles customer data, Internet gaming companies can be damaged by cyber attacks in a broader variety of ways than other companies.

Online retailers for example may suffer financially when they get hacked or hit with a denial of service attack, but damage to physical assets is likely to be insulated from online threats.

For operators of online games, however, hackers threaten not only revenue and user trust, but user experience and the intellectual property -- game source code -- upon which the business is built.

The ongoing exploitation of game bugs for fraud and cheating can be compared to altering Amazon.com so that links don't work, pages don't load, and recommendations don't fit users -- the result is a poor user experience that can drive customers away and limit both immediate and future revenue.

It can also raise support costs as frustrated players call to recover stolen game items or to deal with in-game problems.

At the Game Developers Conference on Wednesday afternoon, Patrick Wyatt, COO of En Masse Entertainment, recounted his extensive experience with hackers, cheaters, griefers, and cybercriminals in an effort to help game developers understand that game security can't be an afterthought. Having worked on Warcraft, Diablo, Starcraft, Guild Wars, and Aion, he has seen his share of hacking.

"Hacking games is as easy to do now as it was 20 years ago," Wyatt lamented, pointing to the recently released blockbuster Modern Warfare 2, which is vulnerable to a character speed hack.

And the incentive to hack games has risen as virtual goods have been embraced by the masses: Online games are like banks, but without regulations and expensive security measures. Gold farming and gold frauding -- undesirable and illegal methods respectively of amassing huge amounts of in-game currency for black market resale -- cause losses to the gaming industry of somewhere between $1 billion and $15 billion, Wyatt estimated, though he conceded that no one really has accurate figures.

The potential ramifications for gaming companies are significant: degradation of the play environment, fraud prevention technology integration costs, customer support costs, billing transaction costs, billing charge-back fees (from stolen credit cards used to open accounts), fines from credit card brands, enforcement false positives (turning away legitimate customers), and problems selling digital goods.

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The cybersecurity profession struggles to retain women (figures range from 10 to 20 percent). It's particularly worrisome for an industry with a rapidly growing number of vacant positions.

So why does the shortage of women continue to be worse in security than in other IT sectors? How can men in infosec be better allies for women; and how can women be better allies for one another? What is the industry doing to fix the problem -- what's working, and what isn't?

Is this really a problem at all? Are the low numbers simply an indication that women do not want to be in cybersecurity, and is it possible that more women will never want to be in cybersecurity? How many women would we need to see in the industry to declare success?

Join Dark Reading senior editor Sara Peters and guests Angela Knox of Cloudmark, Barrett Sellers of Arbor Networks, Regina Wallace-Jones of Facebook, Steve Christey Coley of MITRE, and Chris Roosenraad of M3AAWG on Wednesday, July 13 at 1 p.m. Eastern Time to discuss all this and more.