Showing posts with label Network. Show all posts
Showing posts with label Network. Show all posts

PSN hack: network will be back 'within days'

PlayStation Network Sony's PlayStation Network has been breached by hackers, giving them access to the data of millions of users. Photograph: Julian Stratenschulte/Picture Alliance/Photoshot

Sony could only promise that the hacked PlayStation Network would start coming back online within six days, as the company's engineers grapple with the consequences of security breach that affected 77 million users.

The maker of the PS3 console issued a blogpost update, saying that "some services" would be up and running "within a week from yesterday", such is the gravity of the situation.

In a message posted on the US PlayStation blog, Patrick Seybold, SCEA's director or corporate communications, offered a string of apologies.

He said that he understood that the situation was "frustrating" for consumers, adding "we know you are upset" and "we sincerely regret any inconvenience". He promised that the company was "taking steps to make our services safer and more secure than ever before".

The post goes on to answer a series of questions about the hack, in which the personal details of the network's 77 million users may have been obtained. Sony claims it is working with law enforcement to investigate the attack.

The company has also pointed out that "the entire credit card table" was encrypted, answering suggestions from gamers and the media that this sensitive data was stored unprotected. At the time of writing there is still no firm evidence that this data was taken.

However, Sony has admitted that personal data (names, addresses, birthdates, etc) was NOT encrypted: "But was, of course, behind a very sophisticated security system that was breached in a malicious attack." The new FAQ also mentions that all PSN users will be required to change their passwords when logging on to the system when it re-emerges.

As for the company's attempts to ensure there is no repeat of the attack, the blogpost states:

Moving forward, we are initiating several measures that will significantly enhance all aspects of PlayStation Network's security and your personal data, including moving our network infrastructure and data center to a new, more secure location, which is already under way. We will provide additional information on these measures shortly.

The attack, which took place between 17 and 19 April, forced Sony to shut down the PSN, which allows owners of PlayStation consoles to play online games and rent movies.

• Check out our guide to the PSN hack for more information.



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PlayStation Network users fear identity theft after major data leak

Playstation Network user The PlayStation Network has 77 million users around the world, who play games online and download content. Photograph: Thomas Peter/Reuters

Up to 3 million Britons are believed to be among the 77 million users of Sony's PlayStation Network, which has been hacked into by criminals who have stolen users' personal information, possibly including credit card details.

Reeling from one of the worst such security breaches in history, Sony warned all users of the PSN network – used to play games online and download content including films – that they should be alert for fraudulent activity on their credit cards. Users have been warned to be wary of "phishing" emails pretending to be updates or security information, and to urgently change the passwords on any sites or services that use the same password as their PSN username.

The firm conducted a "forensic security" examination and discovered a hacker, or hackers, had accessed the internal corporate computer systems that hold the details. The UK's information commissioner said he would ask Sony to explain the circumstances of the data leak, which might constitute a breach of the Data Protection Act.

The details of the users of the worldwide PlayStation Network – used by owners of Sony Playstation 3s and PlayStation Portables – include names, addresses, dates of birth, email addresses, and passwords to the network. They are a treasure trove potentially worth more than £100m to those who have stolen them if sold through online black markets, where the data required for an individual identity theft can cost up to $10, and a million unverified email addresses cost just $8.

Sony confirmed late on Tuesday that it had suffered an "intrusion" into its system on Wednesday 20 April, and that it had shut down the PSN and its Qriocity music streaming services as soon as the incident was discovered.

The PSN system was still down late on Wednesday. As well as costing Sony money the closure will be affecting a new generation of games companies that had hoped to use the system as a new means of selling games solely through downloads.

The admission will be a huge blow to Sony, which has been struggling to regain its once iconic status after years of missteps, and will increase pressure on its chief executive, Sir Howard Stringer.

Sony has not said how the hackers broke in. But Rik Ferguson, a computer security consultant at Trend Micro, said: "This has all the hallmarks of commercial criminal activity going for a saleable commodity. It doesn't look as though they would have broken in directly through the PlayStation Network. Far more likely is that they breached the corporate systems and then moved through them to access this valuable data."

The breach is one of the biggest ever, and in terms of the value of the data contained may be the most valuable to the hackers. In January 2009 a US payment card processor, Heartland Payment Systems, was hacked, affecting up to 100m cards; in March 2007 the systems of the store chain TK Maxx were hacked, leading to the theft of 46m credit card details.

However the PSN break-in is potentially more valuable because of the quality and breadth of data involved, as it could be used to construct an entire identity.

Security experts are wondering whether Microsoft's rival XBox Live service, which provides a similar function to Sony's PSN, could be targeted, though experts said it was a more closed system.

Dave Whitelegg, a data security blogger, said: "Microsoft's approach to [running a gaming network] is a bit more guarded than Sony's. The PSN is a much more open system. It's a whole different philosophy. A classic example is, on Xbox Live you do not get a web browser – the reason for that is security; it's a possible attack vector and could get you into their network. But the PlayStation 3 has one."

Ferguson said highly targeted commercial hacking attacks had increased recently, with large online repositories of information being targeted. The activism group Anonymous took the unusual step of insisting it was not behind the breach. It had previously attacked Sony over the company's legal complaints about gamers who tried to hack software that would let PS3s play any game.

"For once we didn't do it," the organisation, which describes itself as fighting for internet freedom, wrote on its blog. "AnonOps was not related to this incident and does not take responsibility for whatever has happened."

Sony has been criticised for the fact that the hackers have apparently been able to copy the data directly, implying it was not encrypted.

Almost every commercial site scrambles a user's password before storing it; when the user tries to log in, the password they provide is scrambled in the same way and then compared with the stored one, meaning the "plaintext" password is not available. It does not appear that Sony has done this.

Ian Shepherd, chief executive of video-games retailer Game Group, told Reuters: "The issue, the experience that Sony are having … is a really serious one. It's one we're staying very close to. I think there are lessons for the whole industry from the experience that Sony are having."

Many gamers expressed anger. On the PS3news.com online forum, PSN member Jarvis wrote: "Stop purchasing anything remotely related to Sony. Let companies who deal with Sony know that you can't support them if they continue to work with Sony."

But Ferguson said such threats were unlikely to amount to anything. "That's just frustration. There would be a real hardware cost in doing that. In fact, it's likely to be more like what happens after a terrorist attack: security is stepped up and everyone is much safer for some time afterwards."

Since Stinger's appointment in March 2005 he has struggled to break the company out of its "silo" organisation that has prevented co-ordination between different divisions.

But revenue and profits have both remained flat, while the company has struggled to make an impact in new areas. The PlayStation 3, launched in 2006 in Japan and 2007 elsewhere, is widely seen as third-placed behind Microsoft's Xbox and Nintendo's Wii, and has dragged down profits.

A series of other problems such as battery fires and spyware embedded on music CDs have not helped its reputation either, and Stringer is now widely seen as being vulnerable if the company's performance does not improve.

Meanwhile the first lawsuit resulting from the security breach has been filed.

It was filed on behalf of Kristopher Johns, 36, of Alabama. Johns accuses Sony of not taking "reasonable care to protect, encrypt, and secure the private and sensitive data of its users."



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Xbox Live security alert follows PlayStation Network hack

In the midst of Sony's PlayStation Network security breach, Microsoft has had to issue its own security alert today. On the company's Xbox Live Status page, the following warning has been issued:

"Users may receive potential phishing attempts via title specific messaging while playing Modern Warfare 2.

"We are aware of the problem and are working to resolve the issue. We apologise for any inconvenience this may cause and thank you for your patience."

The problem appears to be restricted to one title, and is centred around the system's matchmaking process, which arranges online multiplayer gaming sessions. It seems to be a reasonably routine problem, but with fears over online security riding high, several industry news sources have picked up on it.

US games blog Kotaku has also reported that dozens of modified Xbox 360 machines previously banned from Xbox Live have been allowed back on to the service – but only for a short time. Users who had 'modded' their machines to run unnofficial applications and pirated games found that they could suddenly sign in to the Xbox Live service – even though they had previously been ejected in one of Microsoft's regular 'banhammer' sessions. However, shortly afterwards all the machines were reportedly banned again.

The speculation is that Microsoft may have been testing its infrastructure in the wake of the PlayStation Network hack, or that it was trialling its new Xbox 360 disc format, which is partially intended to prevent piracy by blocking the DVD firmware hack that's been exploitable on Xbox 360 for several years.



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PapayaMobile Raises $18 Million For Mobile Social Gaming Network

PapayaMobile, the developer of a plug and play technology that incorporates social gaming elements into iOS and Android games, has secured $18 million in Series B funding led by Chinese venture firm Keytone Ventures and DCM. This brings Papaya’s total funding to $22 million.

PapayaMobile hosts mobile games on its social network, which is comprised of over 15 million users and offers mobile developers the tools to build social gaming apps on Android and iOS. Since launching the gaming platform last year, 350 applications have integrated PapayaMobile. PapayaMobile has experienced over 375% growth in its user base since opening its social gaming network in June of 2010.

And Papaya has placed a big bet on the Android platform specifically. The company was one of the first developers to integrate Google Android’s in-app billing on its social gaming network to enable microtransactions.

The new funding will be used to help expand PapayaMobile’s developer ecosystem in both the U.S. and Europe and to improve serve infrastructure so that the company can scale. Papaya is also looking to expand its platform to the Chinese market.

Joe Zhou, founder and managing partner of Keytone Ventures said in a statement: Android growth in China over the next 2 years will be staggering…Couple this growth with the monetization potential of mobile games in China and we believe PapayaMobile is well positioned to be the leader in social gaming platforms for the largest mobile market in the world.

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Forum Network CrowdGather Acquires Free Forum Host Forumer


LA-based Internet forum community CrowdGather has acquired free forum hosting platform Forumer for $400K in cash. Forumer will be joining CrowdGather’s other platforms Lefora and FreeForums.org as a hosting option for its 65,000 plus online forums.
Forumer currently serves 35 million monthly pageviews for 200,000 forums. The purchase increases CrowdGather’s network traffic by 50% from 90 million monthly pageviews at the beginning of this year to 135 million monthly pageviews and 13 million monthly unique visitors (CrowdGather was at 100 million monthly pageviews before the acquisition).
CrowdGather (CRWG.OB) has been a publicly traded company since 2008 but just raised $7.85 million through private placement in March. Apparently it’s spending the money by going on a forum shopping spree, snapping up underpriced forums communities like rapmusic.com and digishoptalk.com and optimizing them for monetization.
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NuCaptcha’s Advertising Network For Video Captchas Goes Self-Serve

NuCaptcha, a startup that develops video captcha technology, unveiled its ad formats last year. Today, the startup is releasing a self-serve advertising server that will enable both advertisers and publishers to sell their own captcha ads directly.

Captchas are security questions you find on Web sites that require you to decipher and type words or numbers and detects whether the user is a human or a spambot. Most Captchas you see are transcription, text-based Captchas. NuCaptcha is trying to disrupt the space by adding video to the mix. NuCaptcha’s ad format allows brands to place advertisements behind the actual Captcha text. NuCaptcha’s video animation technology aims to be easier to read and more secure, with animation that makes the captcha far easier for humans to solve.

Online publishers can replace website Captchas with the video-based advertisements and earn revenue. Brand advertisers can upload their video ads into NuCaptcha’s system to. It is essentially becoming an ad network for video captchas.

NuCaptcha had over a dozen advertisers who are using the platform and the startup is optimistic that more advertisers will sign up now that the service is self-serve. The startup says that it has seen high engagement rates with ads, so there is a benefit to brands using the format. Since June 2010, NuCaptcha has served millions of video-based Captchas.

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