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Cheats, Hacks, and Cyberattacks: Threats to the Esports Industry in 2019 and Beyond

Cheats, Hacks, and Cyberattacks: Threats to the Esports Industry in 2019 and Beyond

Cheats, Hacks, and Cyberattacks Mayra Rosario Fuentes and Fernando MercêsThreats to the Esports Industry in 2019 and Beyond TREND MICRO LEGAL DISCLAIMERThe information provided herein is for general information and educational purposes only. It is not intended and should not be construed to constitute legal advice. The information contained herein may not be applicable to all situations and may not reflect the most current situation. Nothing contained herein should be relied on or acted upon without the benefit of legal advice based on the particular facts and circumstances presented and nothing herein should be construed otherwise. Trend Micro reserves the right to modify the contents of this document at any time without prior notice.Translations of any material into other languages are intended solely as a convenience. Translation accuracy is not guaranteed nor implied. If any questions arise related to the accuracy of a translation, please refer to the original language official version of the document. Any discrepancies or differences created in the translation are not binding and have no legal effect for compliance or enforcement purposes.Although Trend Micro uses reasonable efforts to include accurate and up-to-date information herein, Trend Micro makes no warranties or representations of any kind as to its accuracy, currency, or completeness. You agree that access to and use of and reliance on this document and the content thereof is at your own risk. Trend Micro disclaims all warranties of any kind, express or implied. Neither Trend Micro nor any party involved in creating, producing, or delivering this document shall be liable for any consequence, loss, or damage, including direct, indirect, special, consequential, loss of business profits, or special damages, whatsoever arising out of access to, use of, or inability to use, or in connection with the use of this document, or any errors or omissions in the content thereof. Use of this information constitutes acceptance for use in an “as is” condition.ContentsWho are the targets?7Who are involved in esports?6Threat predictions8Conclusion30For Raimund Genes (1963-2017)Published by Trend Micro ResearchWritten by Mayra Rosario Fuentes and Fernando MercêsWith contributions by Ahmed Kamal Aly, Vladimir Kropotov, and Ariane ParraStock image used under license from Shutterstock.com Electronic sports, more commonly called esports, is positioned to be a billion-dollar industry in 2019, buoyed by growing ad revenues, sponsorships, media rights, and viewership.1 Events that previously catered to a niche market are now considered mainstream entertainment, with major esports tournaments held in full-sized stadiums and fans coming in from all over the world. Cash prizes from these competitions are also increasing.2 The total prize money for esports competitions reached $150.8 million in 2018 — a significant increase from the $112.1 million prize pool in 2017.3 In 2019, The International 9, the largest Dota 2 tournament of the year, awarded more than US$30 million in prizes, taking the record for awarding the largest prize pool for a single esports event.4Several universities in the United States and the United Kingdom have also started offering esports programs for those who want to enter the field, further legitimizing it as a viable career for young adults.5 This progress shows how esports has evolved past being just entertainment; these hugely popular gaming competitions are now a thriving business. However, as an industry grows and becomes more lucrative, those who are involved in the business also become more attractive cybercrime targets. 4 | Cheats, Hacks, and Cyberattacks: Threats to the Esports Industry in 2019 and BeyondEsports titles are individual or team-based games that are played worldwide in leagues or tournaments on PCs, gaming consoles, and mobile devices throughout the year. The competitions are typically watched by live audiences, and streamed on video platforms like Twitch and YouTube. In the United States, ESPN and TBS have broadcasted esports tournaments on cable networks. Viewership for these competitions has reached all-time highs — the 2018 League of Legends World Championship had 1.9 million peak viewers, logging a total of 78.8 million hours watched.6A study done by Syracuse University predicts that esports viewership will compete with — and even surpass — traditional sporting events by 2021. Their data projects that esports in the U.S. will have more viewers than every professional sports league but the NFL.7The esports industry is a fast emerging target because the systems and infrastructure around it are still m