Gamers can easily be considered among the groups of people most vulnerable to fraudulent attacks. Often, young players find ways to download entertainment cheaper or even for free.
The same applies to in-game collectible items - instead of purchasing from the official seller, gamers frequently turn to other users or questionable websites selling game items at much lower prices.
It is precisely the reluctance to pay for licensed software, game items, and inventory that can lead gamers into the hands of malicious actors, who are then capable of obtaining personal data in just a few steps. And if the victim is a child, no special tricks are needed beyond smooth talking.
In addition to saving money, the thrill of new skins, advantageous item trades, or obtaining limited-edition antiques can also push gamers towards careless (in terms of security) actions. In such cases, clicking a link or entering a login doesn't seem risky - who would want to deceive for just one in-game item? But there are those who do.
The journalists at the IGN portal conducted an investigation into fraud on the popular online gaming platform Roblox. Spoiler: the main hackers who breach accounts, steal personal data along with in-game items, and even "launder" money, are teenagers. We will share the key points from the article.
Roblox is a virtual gaming platform where users can create their own games, visit a variety of virtual worlds, interact with other users, and organize collaborative events. In other words, Roblox is a sandbox where users can become both game developers and guests in worlds created by other users.
The platform was released in 2006, and within 9 years it became available on all Xbox One consoles, iOS and Android devices. Currently, Roblox is one of the most popular metaverses for gamers - the Google Play Store reports over 500 million downloads of the app, says Android Police.
At the same time, the average age of the user base has also increased. While a year ago it was 12 years old, now, due to the growth in platform popularity and the addition of new content, the average user age is 13 years old. Nevertheless, the core audience of the platform remains Gen Z users aged 9 to 25 years old.
Not only creators, but also the players themselves can earn from the platform. Roblox has a virtual currency called Robux - users earn it by completing tasks, regularly launching the platform, and by purchasing it with real currency. Users can use these in-game "Robux" to acquire new skins, game inventory, and collectible items.
It is important to mention that the sandbox has a simple and, most importantly, free registration, a user-friendly interface, and reasonable system requirements. In other words, even elementary school students can easily access and use the platform. This is largely what attracts the teenagers who make up the majority of the platform's audience. However, scale, popularity, and accessibility do not always guarantee safety.
The black market of "cosmetics" and the development of child gambling on Robux
While the free entry and tools, as well as the lack of hosting fees for projects, benefit users, the platform itself does not earn a penny from this, and in fact, quite the opposite.
Roblox earns from the monetization of content, the possibilities of which in the service are, roughly speaking, no longer limited.
Luke Winkie in his material also mentions the investigations of Quentin Smith, dedicated to the lack of protection for teenagers who create games on the platform. The blogger describes in detail how the corporation turns a blind eye to moderation rules and neglects user safety in favor of its profits.
Smith emphasizes the in-game market for cosmetic items on the platform. On this shop, users can purchase clothing, skins, avatars, and character attributes for "Robux". The platform indeed offers a wide assortment of "cosmetics" to suit any taste. For example, the market often features collaborations of game items with the Vans brand or even avatars with popular celebrities.