Tag Archive for: culture

Are companies paying enough attention to cybersecurity culture among employees?


The advent of new technologies such as cloud computing, big data, artificial intelligence, and the Internet of Things have made today’s IT world a lot different than what it was a decade ago. As the technology has been evolving substantially, so have the cyber criminals, with attacks getting increasingly sophisticated. 

The pandemic’s role in pushing companies of all sizes and sectors toward adopting an always-online mode and cloud and other cyber technologies is accompanied by a whirlwind of scams and fraudulent activity hitting companies in 2020 and 2021 with cybercriminals targeting employees’ access to the organization’s systems. 

In this time of digital disruption and increased cyber threats, many companies are focusing their cybersecurity efforts on the technology component—to the detriment of the human factor. When data is compromised, often it’s tied to negligence or failure in the cybersecurity system within the company or from a third-party working with the company.

First line of defense: Employees 

It is imperative that companies focus on building and sustaining a culture of cybersecurity and cultivate it in the workplace for effective cyber risk management. This would entail moving beyond the typical strategy used in which most businesses simply allocate a certain portion of their IT budgets or revenue to security without considering their actual needs. The approach must include helping employees realize that the risk is real and that their actions can have an impact on increasing or reducing that risk. Companies’ cybersecurity blanket must also include third-parties and others on their IT architecture.

Effective cybersecurity necessitates a persistent effort that covers employee behavior, third-party risks, and numerous other potential vulnerabilities in addition to application security, penetration testing, and incident management.

Enterprises spend millions of dollars on hardware and software but may neglect the simple act of properly training their employees on security practices. Teaching employees to recognize threats, curb poor cyber behavior, and follow basic security habits can provide the best return on…

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Huge hotel hack, iPhone 14 issues, how TikTok changes our culture


October 4, 2022

A new study says social media makes children rude and anti-social, how TikTok is changing the way we speak, watch out for this huge hotel hack, Queen Elizabeth II’s golden Wii console, how to record your computer screen for free and iPhone 14 issues. Plus, how to see live bird migration maps in your area and what to do when you get a text with a verification code you didn’t request.

Previous episode

October 3, 2022

Police can access your home security cameras, Tesla’s cybertruck delays, Starlink bypasses government controls, signs a keylogger is on your phone and find out how long it will take to beat a video game. Plus, search through your old Facebook posts for something specific, 3 Google Maps tricks and how to hear your TV at whatever volume you want.

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Activision Blizzard accused by California watchdog of fostering ‘frat boy’ culture, fatally toxic atmosphere • The Register


California’s Department of Fair Employment and Housing on Thursday sued Activision Blizzard and its subsidiaries, alleging the company fostered a “frat boy” culture that led to lower pay for female employees, sex and race discrimination, and sexual harassment.

According to the lawsuit, as an example of the effects of this toxic culture, a female worker killed herself on a company trip due to a sexual relationship she had with her male boss.

“All employers should ensure that their employees are being paid equally and take all steps to prevent discrimination, harassment, and retaliation,” said dept director Kevin Kish in a statement [PDF]. “This is especially important for employers in male-dominated industries, such as technology and gaming.”

Activision Blizzard, the gaming behemoth forged in 2008 and based in Santa Monica, California, makes popular computer games such as Diablo, Call of Duty, and World of Warcraft, and runs online gaming service Battle.net.

Accusations of sexism, sexual harassment, and pay inequality have dogged the gaming industry for decades, as demonstrated recently by “gamergate” in 2014 and 2015 and harassment claims at UbiSoft in 2020. But as the “#MeToo” movement has shown, workplace hostility toward women extends far beyond electronic entertainment.

An Activision Blizzard spokesperson told The Register in an emailed statement the gaming biz takes these issues seriously and the Department of Fair Employment and Housing (DFEH) allegations don’t reflect its current workplace.

We note that one Blizzard executive identified in the complaint, “so known to engage in harassment of females that his suite was nicknamed the ‘Crosby Suite’ after alleged rapist Bill Crosby,” appears to have quietly left the company around June 2020. A DFEH spokesperson tentatively confirmed that this is a misspelling of “Cosby,”…

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Study: Hadopi Has Been Great For Big Artists And Labels, Bad For The Spread Of Culture And Smaller Or New Artists

Hadopi, the French law built to punish copyright infringers in graduated steps, was always controversial. In addition to many in the public scoffing at the punishment ramp the law put on the public, the actual effects of the law have been murky at best. While Hadopi basically ceased to be in 2016, it is true that the French public has been trending towards less piracy and more legal practices in its wake. Always at question is exactly how direct a relationship that kind of trend has with laws like Hadopi. Studies have straddled both answers to that question, even as we all realize the truth, which is that the impact of laws like Hadopi is nuanced.

Fortunately, the latest study looking back at when Hadopi was first introduced has a nicely nuanced output. The academic study by Ruben Savelkoul compared digital music sales across several European countries looking to answer two questions. First, did Hadopi actually correlate to increased digital music sales through its threat of enforcement? Second, how were those effects spread across the music industry landscape and how long-lasting were they?

The answers are quite fascinating. As to the first question:

One of the main findings is that Hadopi had a positive effect on the sales of digital music tracks in France compared to the two control countries. This effect was the strongest for popular artists. In addition, the findings suggest that the effect of Hadopi on sales decreased over time, except for bigger artists.

“The introduction of the Hadopi anti-piracy law in France had a positive effect on sales for all artists, superstars as well as artists lower in the sales distribution,” Savelkoul writes. “The effect is stronger for superstars, suggesting that smaller or niche artists gain exposure from illegal downloading, partly offsetting the negative substitution effect on sales,” he adds.

So, did Hadopi result in increased digital music sales? This study says “yes.” However, the bulk beneficiaries of those increased sales were already massively popular artists. For the lesser known, or as of yet mostly undiscovered artists, the effect was low enough to have us question whether allowing for more piracy and discovery would have been even better. This gets to the heart of the modern copyright era. The entire point of copyright writ large is to promote more artistic creation and culture through limited monopolies on creations. The point of copyright is absolutely not to create a music industry monoculture where only a few artists get noticed and survive. Yet this study seems to show that’s what Hadopi did.

And how the culture creation cross-genre shook out after Hadopi tells an even worse story.

This leads to the second hypothesis tested by Savelkoul. Did the anti-piracy measures lead to a reduction in variation when it comes to music consumption? This indeed turned out to be the case.

“We found that in the absence of piracy, consumers tend to concentrate more on genre and style,” Savelkoul writes.

The researcher suggests that piracy makes it easier to discover newer music. As a result, people consume more different types of music. Stricter anti-piracy measures limit this effect and as a result music fans buy more ‘popular’ music.

“In absence of the possibility to sample ‘adventurous’ music, consumers might not be willing to pay and purchase these music items to discover its quality and instead opt for ‘safer’ purchases, thus consuming less variety,” Savelkoul notes.

So, again, we find that the anti-piracy measures story is far more nuanced than some would like you to believe. The question is not: do you want artists to make money from their creations or not? Instead, the question appears to be: which do you care about more, famous artists being able to strictly control access to their content, or the larger spread of culture? Because if you answer the latter, it seems clear that anti-piracy measures like Hadopi work counter to that goal.

Anyone that cares about art should understand that new, inventive, and foreign art adoption by consumers is absolutely preferred, full stop. The spread of art and culture is, in many respects, art’s entire point. None of this is to say that we cannot have some form of copyright protection and enforcement that doesn’t limit cultural spread, of course, but it is certainly to say that any anti-piracy measure that has the sort of effects that Hadopi had should be a complete nonstarter in the future.

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