Online gaming is intense and immersive; its success depends on the gamer experiencing total absorption in the game so that playing it generates emotional responses from tension and fear to excitement and elation.
In many ways, 2016 was very much the 'Year of the Ransomware Threat', and it is very hard to see that changing much next year. After all most cybercrime is driven by hard cash and the fact remains that most ransomware and extortion attacks are successful.
There's presently a lot of frustration surrounding who is to blame for the mess and general concern over whether the IoT industry is a failure threatening to destabilise the entire internet infrastructure.
We now expect everyday objects to be connected and have the ability to think autonomously. This presents a drastic change of approach for the manufacturing industry - they have had to adopt a completely new way of thinking and working, which if not done properly, could be catastrophic and potentially life threatening for consumers.
There's a lot to be learned from last Friday's spate of cyberattacks, which denied millions of users access to major websites such as Twitter, PayPal, Netflix and Spotify. The attack was targeted mainly in the U.S. east coast, with other geographical areas being affected to a lesser degree.
Last week, one of the most interesting cyber security stories of this year ended up being drowned out under the news of the Yahoo breach. The story in question was about a distributed denial of service (DDoS) attack against a site owned by Brian Krebs, a well-known security researcher.
As the lines between the professional and social use of technology continue to blur, it is vital that we start to really recognise the significance of these attacks, how likely they are and how damaging they can be.
Scepticism has been thrown on reports that a massive online attack caused speeds on the internet to slow around the world