The number of users attacked by ransomware targeting Android-based devices has increased four-fold in just one year, hitting at least 136,000 users globally.
A report on the ransomware threat landscape, conducted by Kaspersky Lab, also found that the majority of attacks are based on only four groups of malware. The report covers a full two-year period which, for reasons of comparison, has been divided into two parts of 12 months each: from April 2014 to March 2015, and April 2015 to March 2016. These particular timescales were chosen because they witnessed several significant changes in the mobile ransomware threat landscape.
Ransomware – a type of malware that blocks access to information on a victim’s device by locking the screen with a special window or encrypting important files, and then extorts money – is a widely recognised security problem today. But it is not only PC users who are in danger. The cyber-threat landscape for owners of Android-based devices is also being filled with ransomware, as is clearly visible in the key findings of the report.
· The number of users attacked with mobile ransomware increased almost four-fold: from 35,413 users in 2014-2015, to 136,532 users in 2015-2016.
· The share of users attacked with ransomware as a proportion of users attacked with any kind of Android malware also increased: from 2.04% in 2014-2015, to 4.63% in 2015-2016.
· Only four groups of malware were responsible for more than 90% of all attacks registered in the period. They are the Small, Fusob, Pletor and Svpeng malicious families.
· Unlike the threats facing PCs, where crypto-ransomware is skyrocketing while the number of users attacked with screen-blockers is decreasing, Android ransomware is mostly in the form of screen-blockers. This is due to the fact that Android-based devices can’t remove screen lockers with help of external hardware, making mobile screen blockers as effective as PC crypto-ransomware.
Although the actual number of users attacked with ransomware is lower and the rate of growth slower than that seen for PC ransomware, the situation with Android ransomware is still worrying. At the start of the comparison period, the monthly number of users who encountered this type of malware on Android devices was almost zero, but by the end it had reached nearly 30,000 attacked users per month. This clearly indicates that criminals are actively exploring alternative opportunities to the PC and show no signs of moving on.
“The extortion model is here to stay. Mobile ransomware emerged as a follow-up to PC ransomware and it is likely that it will be followed-up with malware targeting devices that are very different to a PC or a smartphone. These could be connected devices like smart watches, smart TVs, and other smart products including home and in-car entertainment systems. There are a few proof-of-concepts for some of these devices, and the appearance of actual malware targeting smart devices is only a question of time,” said Roman Unuchek, mobile security expert at Kaspersky Lab.
In order to protect yourself from mobile ransomware attacks, Kaspersky Lab advises the following measures:
· Restrict the installation of apps from sources other than official app stores.
· Use a reliable security solution capable of detecting malware and malicious web links.
· If installing apps from non-official sources is unavoidable, keep an eye on what permissions the app is requesting. Don’t install such apps without a security solution in place.
· Educate yourself and your relatives on the latest forms of malware propagation. This will help you to detect an attempted social-engineering attack.
AppDate: DStv taps Xbox, Hisense
DStv Now for Xbox and Hisense
Usage of DStv Now, the online DStv service available free to DStv customers, is increasing rapidly with more than two million plays of live and Catch Up content per week. In addition to using DStv Now to watch TV on tablets and smartphones, an increasing number of DStv customers are also opting to use it as their primary method of getting DStv on additional TVs in the house. This is set to increase with the release of two new big-screen TV apps, one for Xbox gaming consoles (Xbox One, Xbox One S, Xbox One X) and another for Hisense smart TVs (2018 and newer models).
Expect to pay: A free download.
Platform: Any of the Xbox One range of gaming consoles and 2018 or later Hisense smart TVs.
Stockists: Visit the store linked to your Xbox console or HiSense smart TV.
Santam Safety Ideas
Start-up businesses that have a FinTech or InsurTech business venture brewing are called to enter the third annual Santam Safety Ideas competition. Safety solutions or InsurTech ventures that are ready for piloting could win up to R150 000 worth of incubation support and R200 000 in seed funding.
The Safety Ideas competition was launched two years ago in partnership with LaunchLab, Stellenbosch University’s startup incubator that facilitates valuable connections for corporates and startups sourced from the startup ecosystem and partner universities in South Africa. The previous winners are Herman Bester and Anton Swanevelder, co-founders of MyLifeLine – a wearable panic device that won the competition last year; and Ntsako Mgiba and Ntandoyenkosi Shezi, co-founders of Jonga – a cost-effective security system for low income families, which won the competition in 2017.
Entries close on 28 February 2019. For more information on how to enter, visit: www.santam.co.za/safetyideas/
Click here to read about the FNB Snapchat lens, Spotify Free with data saver, and 00:37.
Fortnite fixes hackers’ hole
Epic Games has repaired a vulnerability that exposed Fortnite, the world’s most popular game of the moment, to hackers. The hole, which was left in Epic’s web infrastructure, allowed hackers to target players with email that appeared to come from Epic Games, but would have led them to a phishing site, where their log-in details would have been stolen.
Researchers at cyber security solutions provider Check Point Software alerted Epic to vulnerabilities that could have affected any player of the hugely popular online battle game.
Fortnite has nearly 80 million players worldwide. The game is popular on all gaming platforms, including Android, iOS, PC via Microsoft Windows and consoles such as Xbox One and PlayStation 4. In addition to casual players, Fortnite is used by professional gamers who stream their sessions online, and is popular with e-sports enthusiasts.
If exploited, the vulnerability would have given an attacker full access to a user’s account and their personal information as well as enabling them to purchase virtual in-game currency using the victim’s payment card details. The vulnerability would also have allowed for a massive invasion of privacy, as an attacker could listen to in-game chatter as well as surrounding sounds and conversations within the victim’s home or other location of play.
While Fortnite players had previously been targeted by scams that deceived them into logging into fake websites that promised to generate Fortnite’s ‘V-Buck’ in-game currency, these new vulnerabilities could have been exploited without the player handing over any login details.
Click here to read how the Fortnite hack would have worked.