- This data is taken from a survey carried out by S2 Grupo through its blog Hijosdigitales.es
- This study also detects that, in this area, computers, tablets, smartphones or video game consoles are some of the most common gifts.
- S2 Grupo has been warned of the importance of using them in a cybersecure way to avoid possible cyber risks such as theft of passwords, personal data or even credit card passwords.
Valencia, December 20, 2018. – On the occasion of the arrival of Christmas, S2 Grupo has carried out a survey through its blog Hijosdigitales.es which shows that 26.4% of parents plan to give to their children some kind of game, toy or device connected to the Internet.
In this sense, S2 Grupo highlighted that the growing digitization of any area of our lives makes it essential to increase the awareness and training of families in the safe use of these devices to prevent children or adults from becoming victims the cyber-criminals.
“The presence of technology is increasing in our lives and this trend will grow even more in the coming years. It is very common for us to give our children toys or devices that work online and, therefore, we must bear in mind that this entails benefits such as interactivity, game evolution, connectivity, etc., as well as some risks because we can put ourselves in the spotlight of cybercriminals, “said José Rosell, managing-partner of S2 Grupo.
“The fact that there are risks does not mean that we should not use or opt for this type of gift, but that it is necessary to know what dangers we can face in order to protect ourselves adequately. For example, using strong passwords and changing those that come by default in any article, are two small steps that will improve the cyberprotection of families “, explained Miguel A. Juan, managing-partner of S2 Grupo.
This survey also shows that 35.4% of parents will take advantage of these holidays to give away a Smartphone, 30.9% a computer or tablet, 21.8% a video game console and 11.8% some other type of toy connected to the network through apps or webcam, for example.
On the other hand, the team of experts from S2 Grupo ensures that only 14.7% of users of videoconsoles claim to have incorporated some mechanism for their cybersecurity and that 34% of parents leave this issue to their children due to ignorance of how to do it themselves.
Some of the main risks that are run, if the connected games are not used safely, are that they can become a gateway to cyber attackers and they could access both personal data and pre-configured credit cards for payment as well as attempt against the privacy of people through a webcam, for example.