¶ … Risk Management
The video game industry forms a significant part of the leading companies worldwide currently. The huge diffusion of the internet and associated information technologies over the recent years has raised the need of increased security. Advancement in technology consequently leads to the advancement of video games as well as associated security risks. Some of the common threats and vulnerabilities involving this industry include: misuse by human, hacking, fraud, virus attacks, among others. Such factors can facilitate adversities such as information loss and alteration, and unauthorized access. This paper identifies and assesses potential threats, malicious attacks, and vulnerabilities expected by the organization. It also gives the control procedures to mitigate the mentioned risks and vulnerabilities.
The Threats and Vulnerabilities
There are a number of dominant security threats involving technology and information that affect the organization. Such threats poise a serious disruption to the business continuity planning (BCP) cycle of the video game organization. These threats include system failure, network failure, virus attack, fraud, hacking, fabrication, and theft.
Enterprise Systems Security Weaknesses
The biggest enterprise weakness presents itself through acquisition processes. Acquisitions are a vital step in expanding a company's size, particularly, the video game company. Progressive involvement in acquisitions by the company can and does pave way for potential security weaknesses (Rahman and Morh 2011). The actual acquisition process involves the integration of many different systems, a process that could create possible, inherent security risks. There is the risk of providing too much access, blocking of valid network traffic or mistrust towards the domains might evolve. This process also could have the organization integrate with systems with unknown risks. The video game industry constitutes of programs with potential security risk s. As leverage to this factor is by use of common programs (e.g. Microsoft Office, Adobe Reader, and Quick Time). These programs act as a vector for infecting computers with internet access; hackers acquire information by using such infection vectors. Another security risk comes with the coding language that the video game organization uses to generate its products. All programming languages contain threats and vulnerabilities; the mode of writing the language influences such threats and...
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