Online Games a 'Playground' For Organized Crime
New submitter cadenceaniya sends this excerpt from Polygon:
"Online games are a 'playground' for organized crime and cyber criminals, JD Sherry, vice president of technology and solutions at Trend Micro said following the news that League of Legends accounts were compromised. Earlier this week, account information — usernames, email addresses, salted password hashes, and some first and last names — for some North American League of Legends players were 'compromised' by hackers. Riot was also 'investigating that approximately 120,000 transaction records from 2011 that contained hashed and salted credit card numbers have been accessed.' The increase of free-to-play online gaming across all platforms over the years 'have opened the doors to micro-transactions in-game.' The simple and functional systems created so players can spend money effortlessly creates 'playgrounds' for cyber criminals take advantage of. 'Game platforms can have millions of users all storing sensitive information or code access for more features,' Sherry said. 'These are highly sought after in the cyber-crime underground for trading and selling in the black market. These platforms can fall victim to cyber-attacks just like any organization, especially if they have vulnerabilities that go unpatched.'"
VP of online security firm warns people the internet isn't safe.
What's next? Glock's VP says streets aren't safe?
The headline makes it sound as if the criminals are -playing- the games to steal info. They are just stealing the info same as they would from any other company. It has absolutely nothing to do with the fact that it is a game, except for the fact that the amount of players and possibly lax security make it a valuable and vulnerable target.
Silence is a state of mime.
Someone has been reading Reamde lately. Anyway, that something that enables you to interact with other people can be used to interact in "wrong" ways is something that don't applies just to games, and yet, that argument is being used to demonize internet, games, even the Tor network. If you want to be free must accept that people could use that freedom to do bad things, and the solution is going after those people, not punishing everyone taking out freedom.
Replace FOO with some type of online service in the following soundbite:
"FOO a 'playground' for organized crime."
Congratulations, you are now a security expert! Let's try it out:
"Social network services a 'playground' for organized crime."
"FTP servers a 'playground' for organized crime."
"VoIP providers a 'playground' for organized crime."
See! Wasn't that easy!?
why would you bother storing hashed and salted credit card information? The only thing you could do is match it against the credit card used on the next transaction - but what does that really get you? The hashed/salted card number would be usable again (if hashed+salted properly)
I've always avoided any game which relies on these in-game purchases.
Firstly, because I'm cheap and have no interest in having to pay for baubles in a video game with real money. But second, because I don't necessarily trust that companies put enough effort into safe-guarding my financial information -- they put a lot of work in the glossy bits and setting up a way to get my money, but they're not as interested in keeping it secure.
If you know that a system has a vast number of credit card details stored in it, it's going to be an attractive target, because any exploit of it is going to yield a lot of stuff. In this case, it's a big giant database of credit cards and names, stored by a company who may or may not have put enough effort into protecting that.
This is why I'm of the opinion that companies need both restrictions on the kind of data they collect and use, but also some steep penalties for failure to safeguard it once they have it.
If someone can do an incompetent job of security and have their users be the ones affected by it, it has to be a lot more than "ooops, sorry".
Lost at C:>. Found at C.
One use would be for ongoing purchases in / for the game. When you sign up, they store the CC on a protected payment system that's not directly accessible from the internet. The internet-accessible server has only a secure salted hash of the CC. For a purchase, the client prompts for the CC to use, then sends the hash of it to the public server. That confirms that the user truly has presented the correct card number. The public server can then call the one and only function exposed by the payment server, billcard(hash,amount).
That way they can prove that the customer entered the card number into their game, without sending the card number over the internet.
A bit off-topic, but if games with online playability lack security, it by their choice. They certainly spy on their players enough.
Get an IP sniffer.
When I play StarCraft II, which insists on being online even for single-player, I get tons of connection attempts going places other than Blizzard. I block them, and gameplay does not suffer.
* www.reuters.com
* www.googleanalytics.com
* akami (OK, that's for downloading updates)
* sevreral other all-digit IPs, which I also block.