Recently, various background information around the Epic Games and Fortnite, became interesting for the attention of cyber communities facts – who and how is trying to use the warmed-up audience to their advantage – and, strangely, all versions have as their object under the pretext lighten the wallets of the naive audience. Some plan to do this right now, and others-to convince that the constant overpayment of several tens of percent is for their own good…

Eset, an information security company, for example, has received data about phishing in order to collect credit card lairs using the Fortnite brand.

 

The main page of the phishing site has a list of 150 addresses associated with Fortnite. They fuel interest and offer an advantage in Fortnite: unlock weapons, virtual currency (V-bucks), and the like. When the user selects a game item, it is redirected to a different address (for entering email and password). There is a possibility that this is the way to access your accounts.

 

When you select a list of items of interest, a simulated connection to the server is started and the entered data is displayed. Such actions lull the user’s critical attention and create a realistic effect of authenticity and legitimacy of what is happening.

 

And that’s not all! Next, information authentication is started: it is redirected to a page where you enter the name, zip code of the post office, and information about the Bank card that is supposed to be used to pay for services. The victim also receives a message that the site does not have a license to distribute content in certain countries, for which they need additional billing information. All this looks extremely convincing, even a notification is displayed on the monitor that no operations will be performed with the card.

 

Such sites, however, are safely indexed by search engines and links to them are distributed in social networks and forums.

 

And this applies not only to the above example: brands of popular games are increasingly used for phishing. A similar campaign was also used for users of Marvel Contest of Champions.

Phishing tools are constantly being improved, and the degree of their visual reliability is extremely high.it is almost impossible to distinguish many such sites (created for the collection and misuse of personal data) from the real ones at first glance.

 

Therefore, comprehensive information security solutions with mandatory anti-phishing modules are mandatory for everyone! For those who are afraid of data collection everywhere – at least plugins with anti-phishing for portable versions of private browsers…

 

 

The second use of the situation around Fornite – of course, by the whales of the IT industry-is Apple.

 

Apple, Amazon, Facebook and Google appeared in a hearing before the US House of representatives in late July as part of an antitrust investigation. The main claim is around the App Store… For many years, developers have complained about Apple: a high Commission of 30% and strict requirements in the payment system for internal purchases.

In defense of the App Store, however, the company presented some arguments that could explain the company’s policy – but instead things got complicated…

That is, a joint study by Apple and Analysis Group, which compared the Commission of the App Store and others, clearly showed that 30% is standard practice in Google Play, Amazon Appstore, Samsung Galaxy Store and Microsoft Store…

 

In game stores, the situation is similar, with the exception of the progressive scale for the number of users on Steam and the 12% rate of Epic Games.

Of course, the conclusions and legal assessment in this situation should not be made by users, but by professional lawyers; here a conscious choice of services is an independent choice and you will not be able to shift responsibility for it.

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