Over the past year, online gaming has been extremely popular, boosted by the many people in various parts of the world who were stuck at home during lockdown, but still keen to engage in social contact.
These social interactions based in virtual worlds resemble our own and the research presented below is based on the hypothesis that virtual worlds re-create the same security problems we experience in an enterprise context today.
It is important to point out that the focus is not ‘technical’ vulnerabilities or weaknesses in applications and infrastructure that host the game. Doing this would simply be . . .