Case Study

Square Enix Introduces Two-Factor Authentication In Online Games For The First Time In Japan

Square Enix Introduces Two-Factor Authentication In Online Games For The First Time In Japan

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CASE STUDY SHARE THIS ? ? ? BUSINESS OBJECTIVES Business Objective • Prevent fraud access and damage caused by hacking online games The Problem • It was the first case to introduce OTP in the domestic game industry • Solution had to be cost-effective with favorable battery life and price The Results • Overwhelming decrease of fraud damages and reduced customer service expenses • Improved security awareness among gamers and the online game industry SQUARE ENIX INTRODUCES TWO-FACTOR AUTHENTICATION IN ONLINE GAMES FOR THE FIRST TIME IN JAPAN Square Enix Co., Ltd. implemented OneSpan’s Digipass® GO6 for the first time in the gaming industry in Japan to prevent fraud in online games. As a result, online gamers have changed their awareness of security significantly. Serious

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