Tuesday, May 24, 2011

Analysis: Sony missed a hiccup with the phenomenon of game online


NEW YORK- when the service was finally restored to PlayStation Network of Sony Corp. earlier this month, millions of customers flocked to her, eager to return to friends battling sports or shooter games.


It was difficult to answer that many expected after a violation of major security, that close the games Sony network for about a month at United States and exposed the personal information of customers in over 100 million.


While the Sony incident has made headlines and produced lawsuits, it was also clear that security concerns are not about to derail the rising online game industry.


"Some players are more concerned by the lack of online as a breach of access to personal information," said Ted Pollak, Manager of industry concentrated video game Electronic Entertainment Fund Portfolio.


Pollak said that for many players online their multiplayer connection with the experience, play games with friends on Internet, is an important part of their lives and have removed it is not a small matter. It is analogous to a fan of sport is not not able to watch sports on television.


To exploit this passion, video game publishers invest millions of dollars in their offerings online. Some virtual worlds like World of Warcraft are already crammed with 12 million players.


"Online games is still growing hyper," said analyst Sterne Agee Arvind Bhatia. "Even if the breach is Sony online gaming suffer a little bit of this, we did notice it because the growth rates are so high.".


Sony said Monday that the interruption caused by hackers who broke into the system and stole the personal information of users will cost the company profit of $ 170 million this year. The network is still offline in some markets.


But the financial pain of Sony is low in relation to that video game publishers are scraping of online games. Activision Blizzard has said its revenues from the digital channels to 428 million in the last quarter Electronic Arts said its digital revenues was 211 million last quarter and is expected to increase 20% next year.


UNFAZED BY HACKERS


Sony is the only service games to deal with security issues.


In 2007, Microsoft Xbox Live Service to criticism for having been a fertile ground for phishing attacks, which occur when users fraudulently posed as friends of the players to retrieve sensitive information. Microsoft now contains guidelines for users to follow, including tips of good sense as not sharing passwords and keep private physical addresses. (Read here: http://bit.ly/jHCLfG)


More. More than 25,000 email addresses were stolen with 350 resumes of job seekers.


Online gaming has taken measures to protect customers - particularly their credit card information. Microsoft and Sony both sell cards prepaid for their networks online stores such as GameStop Corp.


The cards have been introduced for parents could let their children play games online without having put their Internet credit card information. Today, they create a measure of protection for all users.


NEXON, a private company that specializes in online games, said he introduced cards prepaid in 2007 and saw a "huge lift" in sales.


"Our philosophy on payments, it is that we want that pay you the way that feels natural to you, said Min Kim, Nexon marketing Vice-President."


Kim said that people fear of fraud are more likely to turn to prepaid cards, which are sold in stores like target and Rite Aid.

"Sony incident is unfortunate, but it won't stop people from going online," said Kim.

GameStop, detailing the a for producers of video games, is still waiting for des à le pour les de vidéo à le pour les de vidéo à le à le pour les de vidéo pour les pour les de vidéo de de vidéo vidéo, awaits the more rapid, the company President Tony Bartel said in a recent interview.

While some players may think twice before you go online once more, Sony public struggles with security on its network of game can have raised profile of online games, he added.

Prior to the breach of Sony, Bartel said that many people had no idea there were 100 million people on Sony game networks.

Sony missed "awareness that there is a huge group of players out there and it is nothing other than future growth". Bartel said.

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