"3% of Fortnite players have an abusive profile"



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The New Zealand attack was recorded in the retina of all those who were exposed to a 17-minute live broadcast broadcast live by attacker Brenton Terrant on his Facebook account. In the pictures you can see how the Australian enters two mosques in Christchurch and shoots in the face.

In these images, everything seems unreal and very similar to what is happening in a game of Fortnite, the most popular game of 2018. Young and children have surely seen images similar to those of New Zealand on their consoles. Berrant wears a Go Pro camera as if his intention was to recreate a scene from the same game.

"According to the World Health Organization, 3% of people playing Fortnite have an abusive or pernicious profile, and the likelihood that another madman will do it again is extremely high," Cadena Gabriel said. Zurdo 3, cybersecurity specialist at Cadena 3.

He added: "87% of the users in this game are under 18. In about 20 years, they will wash their heads."

Referring to the specific video of the attacker, Zurdo said: "The similarity between the Fortnite, a game where you have to kill and nail them, and the way the attack is prepared is very important. "

For the specialist, one of the main problems is the "closeness" of images of these video games and reality. "We always recommend our customers to work with the loss of the difference between reality and real life.The images of today are no longer those of 30 years ago, with the definition that seems to be real, "he explained.

The Fortnite is not the only referenced video games to compare to the images transmitted by the attacker going on Facebook. The GTA, a car video game, has also been cited to refer to the violence transmitted in consoles.

"This game involves acquiring gold coins in exchange for entering a brothel and hitting a prostitute, killing, stealing, etc. There are 6-year-olds exposed to this guy of images, "said Zurdo.

Among other problems discussed from these images, there is the reason why this type of consumption has no limit. For the specialist, it is about the economic gains brought by this type of company.

"Today, the companies that create these games are gigantic economic monsters, their value lies in the number of users and the time that people spend online.Nobody is looking for the need to regulate the Internet", says exile.

In addition, I mention that you are missing out on China, Russia and Korea trying to put in place some controls but avoid cyberattacks and the theft of public information.

"The fundamental problem is who has the Internet domain and this information," he said.

Source: channel 3

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