Game! Crime? - The Shadow Economy Around Digital Games as a Playground for Cybercrime

Alexander Pfeiffer (Speaker), Thomas-Gabriel Rüdiger, Stephen Bezzina, Simone Kriglstein, Thomas Wernbacher

    Research output: Chapter in Book or Conference ProceedingsConference Proceedings with Oral Presentationpeer-review

    Abstract

    The games segment is growing steadily and is a major part of the entertainment industry. In particular, the Free2Play games, or games that primarily rely on mechanics like in-game purchases which are playable on mobile devices, play an important role. In the context of virtual items, online role-playing games and multiplayer online battle arenas, still account for a significant share of total sales. The loop is completed with esports, that is competitive digital gaming for real cash prizes. As such, esports can certainly be seen as one of the major trends, and consequently a part of the gaming industry that should be in focus, with regard to potential criminal behaviour. This article discusses cybercrime in relation to digital games and its various forms. The focus of the paper is the players' perspective on the issue of cyber-crime around the world of digital games. For this purpose, a focus group with players has been conducted to discuss various aspects that have been identified through desk-research.
    Original languageEnglish
    Title of host publicationProceedings of the 16th International Conference on Cyber Warfare and Security
    Pages267-271
    Number of pages5
    DOIs
    Publication statusPublished - 2021
    EventICCWS - 16th International Conference on Cyber Warfare and Security -
    Duration: 25 Feb 202126 Feb 2021

    Conference

    ConferenceICCWS - 16th International Conference on Cyber Warfare and Security
    Period25/02/2126/02/21

    Research Field

    • Former Research Field - Experience Business Transformation

    Keywords

    • Cybercrime
    • Gamecrime
    • Cybergrooming
    • Identity theft

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