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Simfin

online safety and digital citizenship specialist

 Tagged with gaming


22 October 2020

A live stream of Congresswoman Alexandria Ocasio-Cortez playing the popular game Among Us has become one of the most-watched videos on Twitch.

More than 400,000 viewers made it the third-highest peak on record for the the game-streaming platform.

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13 August 2019

Yet another armed police force has been called in on yet another unsuspecting victim, as the recently crowned Fortnite world champion took a break from a livestream to deal with a swatting incident at his own front door.

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09 July 2019

Four children spent nearly £550 in three weeks buying player packs to play the Fifa football video game online on the family's Nintendo Switch console.

In Fifa, special players can be bought in packs, but the contents are only revealed after payment is completed.

The children's father, Thomas Carter, had bought them a single pack for around £8, and had not realised they had seen how he made the purchase.

"You pay £40 for the game, which is a lot of money in itself, but then the only way to get a great team is essentially by gambling," he said, referring to online play.

"They spent £550 and they still never got their favourite player, Lionel Messi."

 

There are two themes here; adults' digital literacy and how users (children) become gamblers to be successful players of games.

 

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22 December 2018

Children as young as 14 are making thousands of pounds a week as part of a global hacking network built around the popular video game Fortnite.

About 20 hackers told the BBC they were stealing the private gaming accounts of players and reselling them online.

"The email said that my password had been changed and two-factor authentication had been added by someone else. It felt horrible," he recalled.

Two-factor authentication meant his account could only be accessed by entering a code sent to an email address or app registered by the perpetrator.

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You can learn how to use two factor authentication for Fortnite here

10 December 2018

A House of Commons committee has announced plans to investigate the growth of “immersive and addictive technologies”, to advise the government on how to create policy and regulation that can protect the public from the negative effects of digitisation and “gamification”.

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