Cyber criminals target the rapidly expanding entertainment industry

Juta Gurinaviciute, the Chief Technology Officer at NordVPN Teams

Australia’s Channel Nine TV network was hit by a cyber attack causing disruption to broadcasting and its website. Global Entertainment & Media Outlook 2020-2024 predicts some industry branches will grow by 25% and will attract unwanted online attention.

The cybercriminals infiltrated Channel Nine’s email and editing systems, halting daily operations. Media and entertainment companies rely on broadband for production and broadcasting. The cyberattacks have resulted in costly and prolonged downtime.  

Financial implications of data breaches

Data breaches averagely cost $4.08m in entertainment and $1.65m in media sectors.

IBM and Ponemon indicate that over half of these companies still haven’t deployed proper cyber security tools. With 34% of all breaches caused by human error (among the most significant proportions in all economic fields), there are clear steps to be taken in the industry. 

Media and entertainment is a consumer-facing industry, so companies have to think about protecting their data and keeping users secure. Robust security measures are crucial for streaming platforms, gaming engines, consumer apps, and production itself. 

“A holistic cyber security approach is vital for media and entertainment. Companies have to protect their teams, intellectual property and create safe networks for mobile workers.”

“They also have to stream content on secure and trusted platforms for customers to watch, play and enjoy. Their vigilance with personal data and payment information is key,” says Juta Gurinaviciute, the Chief Technology Officer at NordVPN Teams

PwC estimates that the annual revenue of subscription video-on-demand (VOD) will reach $24.5 billion by 2024, with TV bringing another $81.4 billion 

To malicious users, this will be very appealing. The plethora of network-connected tools, cloud storage, and remote workers will also widen the surface area for cyber attack. 

Solving the efficiency vs. cybersecurity problem

Verizon indicates that web applications are the primary attack vector in the Arts & Entertainment sector — targeting 25% of all breaches. The most potent DDoS attacks cause prolonged service downtime and allow hackers to get a foothold in vulnerable networks.  

Content creators face the challenge of managing remote and distributed teams. Filmmakers are used to remote working and are properly equipped to deal with off-site conditions.

For video game creators, remote work is entirely novel. It requires many programs, tools, assets, and cyber security measures to shift to a home office setup.

As most media and entertainment employees operate with much unique intellectual property, companies must properly secure their corporate networks.

Companies should protect data using only robust encryption algorithms, like AES-256. Zero trust network access (ZTNA) tools reduce the availability of assets for particular employees.

Cloud access security brokers control the traffic in-and-out of the cloud storage and apps. 

“Media and entertainment handles huge files like graphics, 3D models, and 4K video clips. They need to transfer them from remote working locations to HQ, or edit them online.”

“Cybersecurity tools shouldn’t slow down the process. Otherwise, employees will neglect them in favor of a smooth process”, says Gurinaviciute. 

Aspects to evaluate in choosing digital protection

Speed 

Files and online apps need good connectivity. Cyber security shouldn’t interfere with that.

Scalability 

Each project is different and requires different measures. Choose tools that can easily accommodate both large and small teams.

User experience 

Tools have to be accessible for both creatives and those unfamiliar with cyber security — requiring no active user engagement.