

While the experiences may be new, we do have a solid framework to look at when it comes to understanding the attack lifecycle: the MITRE ATT&CK framework. The good news is these new security challenges aren’t insurmountable. What does security look like in such a setting, and where does it go? And how does it function in a highly scalable environment where vast quantities of data are being streamed and millions of people are interacting with it?ĭefending the expanded virtual attack surface Security threats or weaknesses can be brought on by complexity there is significant potential for exploitation as a result. In these new interactive worlds, people can interact not only with one another but also with objects, some of which are very complicated and have their own distinct procedures and code. That would make it simpler for attackers to obtain things like face recognition data, retina scans and fingerprints for their own gain. These virtual assets and items are likewise susceptible to theft and resale.ĭue to the AR and VR-driven elements of virtual cities, biometric hacking may also become feasible. Cryptocurrency exchanges, NFTs, digital wallets and any other currencies used in purchases give cybercriminals still another attack surface, because people can buy products and services in virtual cities. As a result of the intersection of humans and technology, many social engineering attacks aimed at exploiting unsophisticated users are also likely to occur.Ī person taking part in an online world is a prime target for attackers because their avatar basically serves as the entry point to their personally identifiable information (PII). First, because virtual platforms are new, they’re likely to draw many malicious actors eager to take advantage of new opportunities. Users should exercise caution when interacting with new virtual environments for several reasons. Virtual worlds could enable new ways for them to get into networks.

All these activities extend the attack surface, which creates new opportunities for the criminally minded. Designer Ralph Lauren debuted a unique digital apparel line on the online gaming site Roblox toward the end of last year. For instance, digital goods are being launched by retailers for sale in these virtual environments. While these new virtual spaces will provide untold opportunities, they also set the stage for an unparalleled rise in cybercrime.Ĭompanies ranging from Microsoft to Meta to Nike and Walmart are spending on investments in this next evolution of the internet. Individuals create avatars that can then work, shop, play and more in a virtual space. These virtual cities-Dubai being the first-promise to replicate real-life experiences and places. In fact, Gartner predicts that by 2026, a quarter of the population will spend a minimum of an hour each day in some type of immersive virtual environment for work, shopping, education, social media and/or entertainment.Ĭities are among the first to enter this new iteration of the internet powered by virtual reality (VR), augmented reality (AR) and mixed reality (MR) technology. The concept of a virtual world in which people live, work, and interact with others without leaving their living room in the physical world gained more momentum during the pandemic. As a result of the intersection of humans and technology, many social engineering attacks aimed at exploiting unsophisticated users will occur
