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HACKTECH

For game studios and publishers, streaming and broadcast platforms, news publishers and creator platforms

Security testing for media and gaming platforms

Attackers go after media and gaming companies for player accounts with valuable items, unreleased builds and source code, paywalled content, and the reach of a hijacked channel. We test the account systems, game and content APIs, developer infrastructure and anti-abuse controls that decide whether an attacker can take any of them.

What an attacker wants from media and gaming platforms

Player and subscriber accounts hold money, items and payment details, so account takeover is a business. Unreleased games, episodes and source code are worth stealing because a leak spoils a launch and stolen code helps cheaters. A hijacked social or video channel can broadcast a scam to its whole audience before anyone regains control, and a service that falls over on launch day takes its reviews with it.

How media and gaming platforms are attacked

  • Account takeover and item theft

    Credential stuffing against game and streaming logins, followed by theft of in-game items, currency or gift card balances that can be resold. Weak account recovery through support channels does the rest.

  • Session cookie theft and channel hijacking

    Malware disguised as sponsorship offers or software trials steals browser session cookies from creators and staff, which gets past passwords and multi-factor authentication alike. Hijacked channels are renamed and used to stream scams.

  • Source code and build leaks

    Attackers talk their way into an employee's chat, ticketing or source control account, then download source code and unreleased builds. Extortion follows, or the files are leaked to damage a launch.

  • Game and content API abuse

    Game servers that trust the client, unauthenticated content APIs and predictable media URLs allow cheating, paywall bypass, scraping and item duplication. The client is in the attacker's hands, so every rule has to be enforced on the server.

  • Denial of service around launches and live events

    Game servers, login services and live streams are attacked when the audience is largest. Edge protection helps, but application endpoints that are expensive to serve can still be exhausted with modest traffic.

Frameworks that shape a test for media and gaming platforms

Player and subscriber data is personal data under GDPR, which gives children's data specific protection and sets conditions for a child's consent to online services. If you take card payments on your own pages or store card data, PCI DSS 4.0.1 applies, including the payment page script requirements 6.4.3 and 11.6.1. Social networking platforms are among NIS2's other critical sectors, which can bring large community and creator platforms into scope. Israeli studios and publishers keep player databases under the Data Security Regulations, where a high-security database needs a risk assessment and a penetration test at least every 18 months; since Amendment 13 took effect on 14 August 2025, the Privacy Protection Authority can impose a monetary sanction for a missed test or a severe incident reported late.

What we test for media and gaming platforms

The scoping call settles which of these apply to your systems.

  • Account security: login rate limits, multi-factor authentication, session handling, and recovery through support, email and phone
  • Game servers and APIs: server-side validation of moves, purchases, inventory and rewards, and race conditions that duplicate items
  • Virtual currency and storefronts: receipt verification with app stores and payment providers, refund abuse and gift card handling
  • Content delivery and paywalls: signed URL expiry, token checks on streams and downloads, and DRM licence requests
  • Developer infrastructure: source control, build servers, chat and ticketing, and the path from one compromised employee account to unreleased builds
  • Creator and staff accounts on third-party platforms: session protection, publishing rights and the recovery procedure for a hijacked channel
  • Client trust and anti-cheat: what the client is trusted to decide, and what a modified client can do
  • Launch readiness: rate limits and expensive endpoints that could be exhausted, tested in agreed windows against staging

Services we scope for media and gaming platforms

  • Authenticated, role-aware testing of your application and its API surface, with an account for every role. We chain small findings into the access they lead to, such as a sequential invoice ID and a missing tenant check that together let one customer read another's invoices.

    Duration: 5 to 10 working days

  • iOS and Android testing of the binary, on-device storage and transport, and of the backend API the app calls, replaying the app's own tokens to check whether one user can read another's data. On the device we check what the keychain or keystore stores, whether certificate pinning survives a bypass attempt and what deep links can trigger.

    Duration: 6 to 10 working days

  • A white-box review of your application: source code, architecture, dependencies and build pipeline. Automated analysis finds the candidates; reviewers confirm each one by reading the code path, and only confirmed defects reach the report, each with a file and line reference.

    Duration: 5 to 15 working days, depending on codebase size

  • An IAM-first review of AWS, Azure or GCP. We map what an attacker reaches after compromising one workload or one developer laptop, then rank those paths by the data at the end of each and write the Terraform or policy change that cuts it.

    Duration: 4 to 8 working days

  • Phishing, vishing and physical pretexting run against your staff, help desk and finance team, only under written authorisation that names the targets, pretexts and limits. Results are reported by channel and pretext, never by name: how far a convincing approach got, how many people reported it and how long the first report took to reach someone who acted.

    Duration: 2 to 4 weeks including campaign preparation

Questions about testing media and gaming platforms

Can you test our game servers without disrupting players?

Yes. Server logic is tested against a staging shard or a private build where possible, and anything that touches live players runs in agreed windows with test accounts. Load-sensitive checks stay away from production during launches and live events.

Do you test anti-cheat?

We test what the server trusts the client to decide, which determines how much any client-side protection matters. Reverse engineering a commercial anti-cheat product is a separate question that depends on the vendor's terms, so it is either scoped explicitly or left out.

How would you test our exposure to a source code leak?

By following the route an attacker takes: from a phished or socially engineered employee account into chat, ticketing and source control, then to build servers and release storage. We test access controls, session protection and logging at each step, and an exercise against your help desk can be added under written authorisation.

Turn the checklist into a written scope

We pick the checks that apply to your systems and the frameworks you answer to. A 45-minute scoping call ends with a fixed quote and a proposed start date; the written scope follows by email.