Game publishers must be comfortable that new revenue streams will not affect their primary revenue stream. Thus, they likely want to prevent the items they're selling directly to gamers to be resold.
Games are also constantly evolving, and occasionally, they may have bugs that can be exploited for duplicating or multiplying new items that damage their in-game economy. Alternatively, bad actors can commit financial fraud (e.g. using stolen credit cards) to buy and generate items to be sold quickly before they can be caught.
In these scenarios, game publishers must urgently react, often that means temporarily halting or throttling item transfer to prevent further damage before the game bugs can be fixed. Using our solution, game publishers will have such flexibility and be comfortable that they can protect their games and their gamers from bad actors.
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