More than 4 in 5 Indian Gamers surveyed were Impacted Financially as a Result, losing Rs 7894 on average
Three-quarters of Indian gamers (75 per cent) have experienced cyberattack to their gaming account, most commonly detecting malicious software on a gaming device (35 per cent) and detecting unauthorised access (29 per cent), as per Norton Cyber Safety Insights Report titled Special Release Gaming and Cybercrime, conducted by The Harris Poll.
According to the report, of those who experienced a cyberattack, more than 4 in 5 (81 per cent) reported that they were financially impacted as a result and have lost Rs 7, 894 Indian rupees on average.
The report indicated that 2 in 5 Indian gamers (42 per cent) say they are at least somewhat likely to hack into the account of a friend, family member, or romantic partner if they knew it would give them a competitive advantage.
“Our report reveals that online gaming is not all about fun and games. In the virtual field, we must take precautions to protect the information we share, to avoid becoming vulnerable to cyberattacks. With online gaming, come concerns including hidden fees and in-game currency, characters, or other items being lost or stolen, as our survey showed to be the case for over half of respondents (fees, 60 per cent; in-game items, 58 per cent). In these challenging times, it is crucial to stay updated and aware of the threats that can compromise your safety and privacy in this complex digital world,” said Director Sales and Field Marketing, India & SAARC Countries, NortonLifeLock, Ritesh Chopra.
In India, 56 per cent of respondents said that they are at least somewhat likely to exploit a loophole or bug in a game to give themselves a competitive advantage, the report said.
“Around 2 in 5 or more would consider paying to take possession of another user’s gaming account (48 per cent), installing cheats to their gaming account or gaming device (46 per cent), or hacking into the gaming account of a random player (39 per cent),” the report read.
Amid the ongoing Coronavirus pandemic, more than 6 in 10 gamers in India (62 per cent) said they picked up gaming during the outbreak and 60 per cent said the amount of time they spend gaming has increased since the start of the pandemic.
“Over 2 in 5 gamers (41 per cent) have been tricked into compromising their personal security, either by downloading malware onto a gaming device (28 per cent) or tricked into sharing account information online (26 per cent). Notably, 1 in 5 gamers (21 per cent) have been doxed (i.e., had personal information stolen and posted/shared publicly online, without their consent),” the report added.
In partnership with Harris Poll, the report surveyed adults ages over 18 years old across 8 countries, including 703 Indian adults, to explore the Cyber Safety risks gamers face and their online security attitudes and behaviours.