PvP: Profiling Versus Player! Exploiting Gaming Data for Player Recognition

Video games Industry generated 150$ billion (approx. two times Facebook revenue) and involved one-third of the world population, in 2019 only. It is not hard to imagine how this attracted cyber-criminals, e.g.: 77 million PlayStation Network accounts were compromised in 2011; in 2015 Steam reported more than 70 thousand victims of scam monthly; cyberbullism events are also frequently reported. Being able to recognize gamers leveraging their gaming data could help to mitigate these issues, e.g., harmful players that are banned could be found again in all the other profiles they own. On the other side, this capability could be a further tool in the hand of cyber-criminals.

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