The article examines the issues of information security in modern online games, which in the context of digitalization have become not only a tool for entertainment, but also an important part of social interaction and communications. The emphasis is on a comprehensive analysis of the main cyber threats that users and developers of gaming services face. In particular, widespread attacks on accounts, phishing schemes, the use of bots and malicious software, as well as the implementation of massive DDoS attacks aimed at disrupting the availability of game servers, were studied in detail. Particular attention is paid to social engineering methods of influence that combine technical and psychological aspects of influencing players. An important component of the study was the construction of a model of information security threats that systematizes the types of attacks, the conditions for their occurrence, the level of damage, objects of violation (confidentiality, integrity, availability) and typical network ports used to implement threats. The proposed classification allows us to identify the most dangerous areas of influence on gaming systems and forms the basis for further developme
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