Topic 11: Entertainment ( Phần 2)
19547 lượt thi 16 câu hỏi 60 phút
Text 1:
New data from Akamai, an internet delivery and cloud services company, has exposed that the video game industry remains a growing threat vector for security breaches. Hackers have targeted 12 billion credential stuffing attacks against game websites within a 17-month period.
The rise and success of credential stuffing attacks is a result of people continuing to reuse the same passwords across multiple accounts. Google identified that 59% of online users reuse passwords. When a data breach happens, user credentials are exposed and can subsequently be found on the internet and the dark web. Cybercriminals use a bot with a list of exposed credentials against a website to gain access to an account on that site.
The reason that gaming is subject to so many breaches is twofold; No. 1, most video game companies use low-friction authentication measures because increasing friction drives customer attrition and results in a loss of revenue. The second issue is that from a consumer perspective, gaming is seen as having a low financial risk and, as a result, gamers tend to use less secure passwords. Adding to these challenges is the fact that game developers are pressured to deliver more products at a faster pace, meaning there are more bugs and security issues for cybercriminals to exploit. This has created a perfect storm in the video game industry upon which hackers are all too eager to capitalize.
A significant number of gamers are young — elementary, middle, and high school-aged — who are less security-conscious and more trusting of people they meet online. To them, privacy is a learned behavior leaving them open to exploitation. They may need to be taught best practices to safeguard their accounts and understand the risks of using weak passwords linked to the games they play.
Providing a seamless online experience is paramount in the digital age and, as a result, many organizations balk at implementing robust security procedures for fear of alienating customers. The challenge for the video game industry is to find a balance between increased security without frustrating its players. One notable exception is Microsoft, which has deployed vigorous security measures with Xbox in line with the rest of its business. Without a fundamental change in approach from both gamers and the industry overall, the escalation of this problem shows no signs of slowing down.
Text 2:
Next time your boss asks you to work late and miss your band rehearsal or board game night, point them to a new study in the Journal of Vocational Behavior. Researchers have found that spending more time on a hobby can boost people’s confidence in their ability to perform their job well. Ciara Kelly at Sheffield University and colleagues recruited 129 hobbyists — from amateur climbers to improv comedians — to look at how the time spent on their hobbies shaped their work life.
To begin with, the team measured the seriousness of each participant’s hobby, asking them to rate their agreement with statements like “I regularly train for this activity”, and also assessed how similar the demands of their job and hobby were. Then, each month for seven months, participants recorded how many hours they had dedicated to their activity, and completed a scale measuring their belief in their ability to effectively do their job, or their “self-efficacy”, in which they rated themselves on statements like “At work I am able to successfully overcome many challenges”.
The researchers found that when participants spent longer than normal doing their leisure activity, their belief in their ability to perform their job increased. But this was only the case when they had a serious hobby that was dissimilar to their job, or when their hobby was similar to their work but they only did it casually. When their hobby was both serious and similar to their job, then spending more time on it actually had a detrimental effect, decreasing their self-efficacy. Why might that be? To maintain a serious hobby, people need to invest significant psychological resources, so if the activity has the same kinds of demands as their work, they may be left drained and unable to perform as well at their job. But if their hobby is quite different from their career, it may not interfere in the same way but instead help them develop other knowledge and skills that can boost their confidence at work.
Of course, the data don’t provide conclusive evidence about the direction of the effect. Still, the results suggest that companies may want to encourage employees to pursue interests outside of work, as long as those activities differ from their day-to-day tasks. And they also may give pause to those who dream of packing it all in and turning their hobby into a career.
Danh sách câu hỏi:
3909 Đánh giá
50%
40%
0%
0%
0%