'You can be an ethical hacker, not a criminal one': the initiative guiding young gamers into cybersecurity

The Dark Side of Gaming: How Cybercrime is Targeting Young Gamers

As the popularity of video games continues to soar, so does the threat of cybercrime targeting young gamers. According to recent estimates, a staggering 3 billion people worldwide are now avid gamers, with over 90% of Gen Z players spending more than 12 hours a week playing games. This has led to concerns that these creative skills may be hijacked by malicious actors, who see potential hackers as an easy target.

Cybercrime is a growing concern, with the global cost expected to reach $23 trillion by 2027. Organized groups and state actors are increasingly targeting young people, often through social media platforms, which can provide instructions and tools for hacking, while also presenting a lifestyle to aspire to and a sense of community.

The Hacking Games initiative is a response to this threat, founded by Fergus Hay and cybersecurity expert John Madelin. Their mission is to guide young gamers into legitimate careers in cybersecurity, rather than letting them fall prey to cybercrime. The organization has developed an innovative platform called HAPTAI, which builds hacking aptitude profiles for young people based on their performance in popular gaming titles.

This approach recognizes that many young hackers are naturally inclined towards creative problem-solving and experimentation, often with neurodivergent tendencies. If harnessed correctly, these skills can be used to protect society rather than exploit it.

The partnership between The Hacking Games and Co-op Academies Trust is a notable example of collaboration to address this issue. The initiative aims to redirect potential hackers into legitimate career paths through engaging and creative sessions, focusing on careers education, and providing industry partners with exciting opportunities in cybersecurity.

A path to a legitimate career for these young gamers can be complex, as some may get caught up in modifying games without permission or selling cheat codes on the dark web. However, by reaching out early, identifying skill sets, spotting potential, and mapping this to an education framework that addresses the growing need for cybersecurity skills, we can create a "generational opportunity" to shape the next generation of hackers.

The battle against cybercrime is far from won, but with initiatives like The Hacking Games, we may be on the right track.
 
I'm low-key impressed by this whole situation 🤔. I mean, it's crazy how gaming can be both a fun escape and a target for hackers 👀. But at the same time, it's awesome that The Hacking Games is trying to turn these young gamers into cybersecurity experts 💻. I think their HAPTAI platform is a genius move 🤓. It's like, why not tap into the skills that gamers already have and use them for good? Plus, it's cool that they're working with organizations like Co-op Academies Trust to create a more legit career path 🙌. We gotta support initiatives like this, 'cause cybercrime is a real thing 💸, and we need all the help we can get 😬.
 
idk why ppl rnt thinkin bout this 4 ages... its so obvious that cybercrime is a big deal now, especially wif gaming getting so popular 🤔 3 billion people play games? that's crazy! and its not just game devs who need to worry, but also the gov & law enforcement. but seriously, whats good about ppl using gaming skills 4 hacking & cybercrime? cant we do better? like, why rnt they makin these kids use those skills 4 good instead of havin them go rogue 🤑
 
I'm seeing this trend and its crazy how gaming communities can get sucked into the dark side 🤯. These young gamers are so passionate about what they do, it's no wonder some of them get caught up in hacking & selling cheats online 🤑. But The Hacking Games initiative is a breath of fresh air - redirecting those talents to legit careers in cybersecurity would be a total game-changer 💻!
 
I'm not sure about this whole hacking games initiative... sounds like a bunch of folks trying to capitalize on kids being good at gaming 🤔. I mean, 12 hours a week playing games is already a concern, but turning it into a legit career path in cybersecurity just seems weird. What's next? Turning Fortnite pros into FBI agents? 😂 I need some solid sources on this one before I get on board. How do we know these kids are actually being steered towards legitimate careers and not just getting roped into working for the dark web 🤑?
 
I don’t usually comment but I think it’s wild that the gaming community is being targeted by cybercrime and now there are groups trying to turn this into a positive 💡. It's like, who would've thought that all these hours spent playing games could actually help people become cybersecurity experts? 🤯 The Hacking Games initiative seems pretty cool, especially with their platform HAPTAI that builds hacking aptitude profiles based on gaming skills 📊. I just hope they can reach all the young gamers and not just the ones who are already interested in hacking 🔍.
 
😊 "You can't have too much of a good thing." Just saying, gaming is awesome and all, but when it gets too serious, that's when we gotta step in 💡 I mean, think about it, some kids are already spending 12 hours a week playing games - imagine if they're also getting cybercrime skills at the same time 🤯 That's not cool, fam. We need to make sure they know how to use their gaming skills for good instead of hacking other people 😕
 
Back
Top