THREATQ FOR:

The Entertainment and Gaming Industry
The Entertainment and Gaming industry is not safe from cyber attacks. According to InfoSec Magazine, the media industry is more visible to the public than virtually any other sector. Encompassing film, television, radio, gaming consoles, online and print, it is the arena that provides people with access to news and insights into the outside world, as well as fulfilling people’s entertainment needs.1

Key Entertainment and Gaming Challenges

ATTRACTIVE TARGETS

Cybercriminals are drawn to the video game industry as an expanding threat surface, seeing players as a potentially less cautious group of victims.3 The gaming industry is not alone, all online streaming services are potentially too relaxed in their habits with the opportunity for compromise of their privacy and computer security.4

FOLLOWING BEST PRACTICES

As the media and entertainment sector continues to grow, piracy, extortion, disruption and the targeting of customers is only likely to increase.5 This is why the importance of following security “best practices” are increasingly important. Make sure that your organization selects the right tools and makes them actionable.

COMPROMISE AND LOSS

Distributed denial of service attacks don’t always directly threaten personal information. More often, they cause financial losses for gaming companies and frustration for gamers who can’t access servers. Akamai documented more than 3,000 such attacks from July 2019 to June 2020.6 This can also lead to blackmail if the wrong assets fall into the wrong hands of cyber criminals.7

1. https://www.infosecurity-magazine.com/news-features/cyber-attacks-media-industry/
2. https://www.infosecurity-magazine.com/news/gaming-sector-cyberattacks-167/
3. https://www.darkreading.com/threat-intelligence/cybersecurity-major-game-company-value-proposition
4. https://www.cisa.gov/sites/default/files/publications/gaming.pdf
5. https://www.verizon.com/business/resources/articles/s/preventing-cyber-attacks-in-the-entertainment-industry/
6. https://www.securedata.com/blog/gaming-industry-faces-growing-cyber-threats
7. https://www.forbes.com/sites/davidbalaban/2021/06/11/why-cyber-attacks-againstfilm-and-media-industries-are-escalating/?sh=214912226896

THE DATASHEET

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ThreatQ Brings Order to the Entertainment and Gaming Industry

CONSOLIDATE

all sources of external (e.g., FS-ISAC) and internal (e.g., SIEM) threat intelligence and vulnerability data in a central repository.

ELIMINATE

noise and easily navigate through vast amounts of threat data to focus on critical assets and vulnerabilities .

PRIORITIZE

what matters most for your environment.

INTEGRATE

only relevant indicators into your security policies.

PROACTIVELY HUNT

for malicious activity which may signal bank account data compromise, payment card fraud, DDoS attacks and other harm to consumers and merchants.

FOCUS

on known security vulnerabilities in currently active exploits which may impact regulatory status and security posture.

ACCELERATE ANALYSIS

and response to attacks against multiple targets including ATM systems, SWIFT network, web applications, new digital channels and supporting infrastructure.

AUTOMATICALLY

push threat intelligence to detection and response tools.

The Power of ThreatQ

The ThreatQ Platform has taken a data-driven approach to security operations. This approach allows security teams to prioritize based on threat and risk, collaborate across teams, automate actions and workflows and integrate point products into a single security infrastructure.

 

Learn how ThreatQ supports different use cases:

ThreatQ Threat Hunting

THREAT
HUNTING

ThreatQ Incident Response

INCIDENT
RESPONSE

Spearphishing

SPEAR
PHISHING

Alert Triage

ALERT
TRIAGE