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Cybercrime in Online Gaming

Cybercrime in Online Gaming

Copyright: © 2020 |Pages: 12
ISBN13: 9781522597155|ISBN10: 1522597158|EISBN13: 9781522597162
DOI: 10.4018/978-1-5225-9715-5.ch059
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MLA

DaCosta, Boaventura, and Soonhwa Seok. "Cybercrime in Online Gaming." Encyclopedia of Criminal Activities and the Deep Web, edited by Mehdi Khosrow-Pour D.B.A., IGI Global, 2020, pp. 881-892. https://doi.org/10.4018/978-1-5225-9715-5.ch059

APA

DaCosta, B. & Seok, S. (2020). Cybercrime in Online Gaming. In M. Khosrow-Pour D.B.A. (Ed.), Encyclopedia of Criminal Activities and the Deep Web (pp. 881-892). IGI Global. https://doi.org/10.4018/978-1-5225-9715-5.ch059

Chicago

DaCosta, Boaventura, and Soonhwa Seok. "Cybercrime in Online Gaming." In Encyclopedia of Criminal Activities and the Deep Web, edited by Mehdi Khosrow-Pour D.B.A., 881-892. Hershey, PA: IGI Global, 2020. https://doi.org/10.4018/978-1-5225-9715-5.ch059

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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.

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