A game is never just a game once it enters your network.
It started with a YouTube ad. A game advertisement appeared, polished and harmless, like thousands of others.But instead of clicking without thinking, I asked a simple question: where does this game actually come from?
That question led me to War Thunder. And no, War Thunder is not a Chinese game. It is developed by Gaijin Entertainment, a company founded in Russia and now headquartered in Budapest, Hungary.
Tencent helped publish and distribute the game in China, and the game includes a Chinese tech tree, but that does not make the global game Chinese-owned.
Still, that discovery opened a larger question. Tencent invests in many parts of the gaming world.
Modern games are connected to launchers, publishers, platforms, ads, voice chat, analytics, anti-cheat systems, and payment networks.
Gaming used to feel simpler
There was a time when gaming was simple. You bought a game, installed it, and played it.
No launcher ecosystem. No always-online account. No background services. No silent telemetry. Just the game.
Back then, many gamers used tools like Xfire, Ventrilo, TeamSpeak, or mIRC.
They were not perfect, but they felt smaller, more direct, and less centralized.
You joined a server. You talked to friends. You played.
Today, unfortunately, many games are no longer just games. They arrive with launchers, updaters, overlays, anti-cheat systems, analytics, payment systems, ads, cloud services, and connections that reach far beyond the match you are playing.
The quiet bargain behind modern games
The old bargain was simple: install the game, play the game, close the game.
The new bargain is harder to see.
Many online games now include launchers, automatic updaters, overlays, anti-cheat systems, telemetry, payment systems, chat services, ad systems, and background processes.
Some are useful. Some are necessary. Some are mainly there for marketing, tracking, or convenience.
End users have responsibility too
It is easy to blame schools, companies, platforms, or governments. And yes, they have responsibilities. But you as an end user are part of the security chain too.
When you install a launcher or a free-to-play game without checking who made it, where it comes from, what it installs, and what permissions it needs, you are not just installing entertainment.
You are giving software a place inside your system and sometimes even network infrastructure.
That does not mean every player must become a cybersecurity expert. But it does mean we should stop treating every shiny game ad as harmless by default.
Before installing, ask: Who developed this? Who publishes it? Who owns or funds it? What launcher is required?
Does it keep running after I close the game?
Does it use anti-cheat with deep system access?
Does it come from a country or company that deserves extra scrutiny?
DNS: the internet’s address book
DNS stands for Domain Name System. It is often described as the internet’s address book.
When a computer connects to a website, game server, update server, ad network, or tracking domain, DNS helps translate a name like example.com into the technical address the computer can reach.
This matters because many games and launchers do not connect to just one server. They may contact game servers, login servers, update servers, analytics domains, crash-reporting systems, anti-cheat services, content delivery networks, and advertising partners.
Ports: the doors software uses to communicate
A port is like a numbered door on a device or server. Different services use different ports to communicate. Web traffic often uses ports like 80 and 443. Games may use other ports for matchmaking, voice chat, peer-to-peer connections, updates, or anti-cheat communication.
Open ports are not automatically bad. Without network communication, online games would not work. But unnecessary or poorly controlled ports can increase risk. They can expose services, allow unwanted traffic, or create opportunities for attackers if the software behind them has a vulnerability.
Ads can bypass trust
What I find hard to understand is how easily we still see game ads on large platforms like YouTube from companies based in countries where our political, security, or legal relationship may not be strong.
This does not mean every company from those countries is dangerous. But when ransomware, data leaks, phishing, supply-chain attacks, and privacy-related hacks are becoming normal, we should be more careful about software being advertised to millions of users.
Large ad platforms can review ads, scan landing pages, block known malware, and remove bad advertisers.
But they cannot see everything perfectly. The advertising ecosystem moves fast, and attackers know how to play the system.
The problem becomes worse when advertisers use ad cloaking. Ad cloaking means showing one version of an advertisement or landing page to moderators and a different version to real users. In simple terms: the platform may review a clean page, while the user is later redirected to something misleading, aggressive, or dangerous.
This is where responsibility moves closer to the user and the network architect. The end user should be careful before installing software promoted through an ad.
A school or company should go further: use DNS filtering, block risky domains, restrict unnecessary ports, prevent unapproved installers, and separate sensitive systems from personal or gaming traffic.
In other words: ad platforms are the first gate. But they should not be the only gate.
Every extra component is another door
Online games need to communicate. They connect to servers for matchmaking, updates, chat, anti-cheat checks, purchases, statistics, ads, and player profiles.
Some also use local services, background processes, or network ports to keep those systems running.
None of this automatically makes a game malicious. But it does make the machine more exposed. Every launcher is another door. Every updater is another key. Every background service is another thing that must be secure, honest, and properly controlled.
If one part fails, is compromised, or is quietly changed, the risk no longer belongs only to the game. It belongs to the device. And if that device sits inside a school or company network, the risk can belong to everyone connected to it.
CPU and GPU power can be abused
A gaming computer is not an ordinary target. It often has a powerful CPU, a strong GPU, fast storage, saved accounts, microphones, cameras, chat tools, browser sessions, and constant internet access.
To a player, that is a setup for entertainment. To an attacker, it is useful infrastructure.
If a launcher, installer, mod, or update chain is abused, that power can be redirected.
It can mine cryptocurrency. It can collect system information. It can steal tokens or passwords.
It can run quietly in the background while the user believes the game is closed.
Software origin is a security factor
The country a game comes from should not be the only thing we look at. Good and bad software can come from anywhere. But origin does matter when there is a serious political, military, or legal conflict between the country behind the software and the country where the player lives.
If a game, launcher, anti-cheat system, or update service is controlled by a company under pressure from a hostile or unfriendly state, that creates a trust problem.
The concern is not just what the software does today. The concern is what it could be forced, hacked, or updated to do tomorrow.
This does not mean every foreign game should be blocked. It means schools, companies, and governments should apply stricter checks to software from high-risk vendors, unclear ownership structures, or countries with poor cybersecurity relations.
Discord, Tencent, and the danger of internet rumors
This is also why I wonder why we do not invest more seriously in our own Western alternatives for gaming communication and community platforms.
Discord became the default place for many gaming communities. Tencent was reported as one of the investors in Discord funding rounds, including earlier investment activity and a 2018 round.
But Discord is a private company, so its exact ownership table is not fully public.
There are also claims online that Tencent owns a very large percentage of Discord, sometimes numbers like 38%. Those claims should be treated carefully. They are widely repeated, but they are not supported by clear public company data. The better conclusion is more precise: Tencent was an investor, but Discord is not considered to be controlled by Tencent.
Some reports and summaries also suggest Tencent may have reduced or exited parts of its Discord position around 2021–2022, but because Discord is privately held, the exact current percentage is not officially disclosed. That uncertainty is exactly the point: when private platforms become critical communication infrastructure for gamers, schools, creators, and communities, ownership transparency matters.
Tencent’s wider gaming influence is not imaginary. It has owned Riot Games, held a major minority stake in Epic Games, and invested across many parts of the gaming ecosystem. Exact percentages can change over time, but the pattern is clear: gaming is no longer just culture. It is infrastructure, identity, communication, payments, data, and influence.
In the past, gamers spread themselves across tools like Xfire, Ventrilo, TeamSpeak, IRC, and independent forums. Today, more of our communication, identity, friend lists, communities, moderation, and behavioral data move through a small number of platforms.
That centralization may be convenient. But convenience is not the same as resilience. A healthy digital world should not depend on only a few platforms, a few investors, or a few countries.
The risk is bigger in schools and companies
A personal gaming PC is one thing. A managed school laptop or company device is different. These devices may have saved passwords, email access, cloud storage, internal documents, VPN profiles, student data, or business systems.
If gaming software introduces a vulnerability, opens unnecessary connections, runs background services, or communicates with risky domains, it can create a path for hacking, data theft, surveillance, or ransomware.
The problem is not that players want to play. The problem is that entertainment software can quietly become part of a professional or educational network that was never designed for that risk.
For the player
- Stolen accounts or exposed passwords
- Slower machines or unwanted mining
- Hidden tracking or fake login pages
- Private data leaving the device
For the network
- Compromised devices
- Leaked files or exposed accounts
- Network scanning from inside the environment
- Ransomware entry points
- Attackers moving from one weak machine to stronger targets
What schools and companies can do
Schools and companies do not need to block all games everywhere. But they should stop treating game software as harmless by default. A stricter network policy is not extreme; it is basic digital hygiene.
- Use DNS filtering. Block known gaming, ad-tech, malware, tracking, and high-risk domains on school and company networks.
- Control ports. Only allow the ports needed for education, work, and approved services. Block unnecessary gaming traffic on managed networks.
- Separate networks. Keep guest Wi-Fi, student devices, personal devices, and internal systems on different network segments.
- Require approval. Do not allow game launchers, anti-cheat systems, or gaming platforms on school or company devices unless IT has reviewed them.
- Check software origin. Apply extra review to software from high-risk vendors, unclear ownership, or countries with hostile cyber activity toward your country.
- Monitor unusual usage. Watch for unexpected CPU/GPU spikes, strange outbound traffic, unknown background services, or devices contacting suspicious domains.
- Block ad-supported installers. Do not allow software that depends on aggressive ads, fake download buttons, or unclear third-party installers.
- Educate users. Teach students and employees that ads, launchers, mods, and “free downloads” can be security risks.
Transparency is the minimum price of trust
A good game should not need secrecy to function. If it opens random connections, that is a red flag.
If it runs after closing, that is another major red flag. If anti-cheat reaches deep into the system, explain why.
If telemetry is collected, name it. If third parties receive data, disclose them.
This should not be hidden in a legal document no normal person will read. It should be clear enough for parents, schools, IT teams, and players to understand before they install anything.
Trust should be earned before installation, not demanded after the damage is possible.
Keep games fun.
Keep networks safe.
Gaming should stay creative, social, and enjoyable.
But schools, companies, and public institutions should not install unnecessary vulnerabilities just to allow entertainment software on sensitive systems.
And as end users, we should not give blind trust either.
Before installing a launcher, a mod, or a game promoted through an ad, we should do basic research.
Origin matters.
Ownership matters. Permissions matter. Network behavior matters.
Less blind trust. Better DNS. Stricter ports. Safer networks.




![Warlock – Delirious [Thunderdome IX]](https://maikelvanesdonk.blog/wp-content/uploads/2026/05/thunderdome-ix-the-megamix.jpg)



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