The famous Steam gaming platform will be a victim of its own success? It seems that hackers have chosen to make Steam a prime target for lead their dark larceny.
It appears in fact that nearly 77000 Steam accounts are hacked every month, fueling various traffic increasingly organized, to steal not only information, but above all to steal virtual items that are then sold or exchanged.
The phenomenon is not new, there has always been hackers who specialized in hacking accounts of players to fly in most cases, virtual items, weapons, maps, etc. sometimes very rare and easily salable. What is new is that hackers organized and that the importance of hacker is constantly increasing.
The Steam gaming platform actually costs more regularly because month after month the number of hacked accounts is increasing. To date, nearly 77,000 accounts are hacked every month and the company decided to say "stop" and take action.
As ZDNet points out, moreover Steam stated on his blog: "Having stolen your account, and your bartered items, is a terrible experience, and we hate that this has become more common for our customers," adding "all Steam accounts are now targets. " To change this situation, the video game platform has decided to reinforce controls in trade objects between player accounts.
Steam stated: "This means that anyone using Steam Guard Mobile Authenticator to confirm transactions can continue to trade as before. Users who have not activated or can not do, can still trade, but they will have to wait three days for the transaction to succeed. This gives both Steam and users time to discover that their accounts were hacked and recover before the hackers can steal their objects. " Players will probably sometimes frustrated to buy or sell an item and not able to enjoy it for a few days, but that's the price to pay for that thieves can not get benefits of their flights.
This is a drastic but necessary measure as precise as Steam, the entire customer confidence that is altered by these hackers and most importantly, it is the whole economic model of the platform that is affected. Indeed, when a virtual object is stolen, Steam must duplicate it to get to the hacked user, with the consequence that the scarcity of objects decreases, causing it to lose value to all objects of the community ...
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