Indian Gamers Get Affected Hacker?

According to a study conducted by EGB, Indian gamers are at least somewhat likely to hack into their friends’ or acquaintances’ accounts if they knew it would provide them with a competitive edge.

Indian Gamers Get Affected Hacker?

On the basis of age, however, 69% of gamers in 18-24 years of age experienced hacking more than three times compared with 53% of people aged 45-54 years.

According to EGB, 66% of respondents who reported their experience said they had to pay up some form of ransom/compensation for unauthorized access.

Indian Gamers Get Affected Hacker?

Further, the EGB study revealed that 28% of gamers in India said they had already spent some form of ransom/compensation for unauthorized access.

Among Indian gamers, it is 18-24 years who are most likely to hack into an account (71%). This age group was also most likely to have suffered from attacks on their gaming accounts with half saying they had experienced hacking more than three times.

As far as gender is concerned, Indian women were slightly less vulnerable to hacking in comparison with men with 39% against 42%. However, the number of women attacked by ransomware increased in 2018 compared to 2017 when 36% reported being attacked against 20%.

One in five Indians has admitted that he/she would hack into an online account if they knew it would give them a competitive edge. Indian Gamers Get Affected Hacker?

While women were less likely to hack into an account (19%) than men (27%), those who did were more likely to make it a habit as compared to their male counterparts. More than one in three women admitted they knew how to get unauthorized access, while only 11 percent of men said the same thing.  Further, women are also more susceptible to attacks with malware or ransomware when trying to gain access to an account without permission, according to EGB survey results.

According to the Norton Cyber Safety Insights Report: Special Release – Gaming & Cybercrime study conducted by The Harris Poll on behalf of Norton by Symantec, gamers’ online behavior is affected by cybercrime that occurs during gameplay, with 31% of Indian gamers reporting at least one instance or more of their gaming experience being interrupted by an attack.

Indian Gamers Get Affected Hacker?

More than three in five (62%) gamers in India have experienced cybercrime while playing video games, which include hacking into gaming accounts, the introduction of malware into a game, and unauthorized access to personal information. Among Indian gamers who have experienced online attacks during gameplay, half said they had never reported it to anyone.

Looking at the frequency of cybercrime in India according to age groups, 69% of people between 18-24 years said they were affected by cybercrime multiple times. This is followed by 54% 25-34-year-olds who were also affected multiple times.

According to EGB’s study conducted among 1000 respondents in India, 48% of gamers think that cybercriminals are targeting them mainly because they perceive them to be wealthy.

While the cost of living in India is expected to rise by 7% in 2019, 76% of Indian gamers are expecting it to increase the amount they spend on gaming products and services over the next year. As a result, 26% of Indians will buy new games while 25% will purchase virtual currency or content for their favorite game.

Areas Affected by Cybercrime during gameplay:

Malware attack        – 62 percent Accessing another player’s account without permission      – 51 percent Hacking into gaming accounts – 31 percent Unauthorized access to personal information – 17 percent Introduction of malware into games – 11 percent Unauthorized access to social media accounts – 10 percent

Among Indian gamers who have experienced online attacks during gameplay, half said they had never reported it to anyone.

Among the 18-24 age group, 69% of people said they were affected by cybercrime multiple times. This is followed by 54% 25-34-year-olds who were also affected multiple times.

The cost of living in India is expected to rise by 7% in 2019, 76% of Indian gamers are expecting it to increase the amount they spend on gaming products and services over the next year. As a result, 26% of Indians will buy new games while 25% will purchase virtual currency or content for their favorite game.

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