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

You can be an ethical hacker, not a criminal one': the initiative guiding young gamers into cybersecurity
"Video games have come a long way since they gained widespread popularity in the 1970s and the numbers of people playing them have rocketed. Today, it is estimated that there are about 3 billion gamers worldwide, including more than 90% of gen Z, who spend on average more than 12 hours a week gaming. Modern gaming epics are packed with imagination and invention, drawing young people into noisy, colourful, and often seemingly infinite worlds that they can shape and develop themselves."
"Recent research has found that 69% of European youth self-report to have committed at least one form of cybercrime or online harm or risk taking, while in the UK the National Crime Agency last released figures in 2015 showing that the average age of suspects and arrests for cybercrime is 17 substantially younger compared with some other crimes, such as drug offences, which is 37."
Gaming has become a global mass activity, with about 3 billion players and over 90% of Gen Z gaming more than 12 hours weekly. Modern games cultivate creative skills as players modify and hack environments, developing coding and security abilities. Criminal networks exploit these platforms to identify young people for cybercrime recruitment, using games as entry points and social media to provide tutorials, tools, aspirational lifestyles, and community. Cybercrime costs are projected to reach $12 trillion by 2025, and youth involvement is high: 69% of European youth report committing at least one cyber offense or online harm. In the UK the average age of cybercrime suspects is 17.
Read at www.theguardian.com
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