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Difference between revisions of "OWASP Video Game Security Framework"
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==OWASP Video Game Security Framework (VGSF)== | ==OWASP Video Game Security Framework (VGSF)== | ||
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With the fast growth of the video game industry (174 billion by 2021 - Newzoo Global Game Forecast) in recent years, it is critical that organizations operating in this space have a strong security posture. Cyber-attacks aimed at various components of a business can affect the interoperability, user protected info, end-game product, and overall business model. As more businesses and clients operate in the cyber space its important to leverage security as a way to create sustainable trust, lead competitively, and operate more agile with different types of data. | With the fast growth of the video game industry (174 billion by 2021 - Newzoo Global Game Forecast) in recent years, it is critical that organizations operating in this space have a strong security posture. Cyber-attacks aimed at various components of a business can affect the interoperability, user protected info, end-game product, and overall business model. As more businesses and clients operate in the cyber space its important to leverage security as a way to create sustainable trust, lead competitively, and operate more agile with different types of data. | ||
− | ''The framework is comprised of five discipline areas that could produce many best practice methodologies:'' | + | ''The framework is comprised of five discipline areas that could produce many best practice methodologies:''[[File:VGSF-LOGO.png|thumb]] |
Revision as of 15:14, 9 April 2019