For years, cybercriminals have been trying to capitalize on the multi-billion dollar PC gaming market. From active development of game cracks and patches aiming to bypass the distribution protection embedded within the games, to today’s active data mining of a botnet’s infected population looking for gaming credentials in an attempt to resell access to this asset, cybercriminals are poised to capitalize on this market.
What are some current trends within this market segment, and how are today’s modern cybercriminals monetizing the stolen accounting data belonging to gamers internationally? Pretty simple – by automating the data mining process and monetizing the results in the form of E-shops selling access to these stolen credentials.
In this post, I’ll profile a recently launched Russian service selling access to compromised Steam accounts.
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