Entertainment
Media and gaming run on content that is worth most before release, platforms that take payments and identities at scale, and players who will find any flaw you leave. We test the vendors, platforms and games behind them — film, TV, streaming, music and audio, casino and iGaming, console and PC.
Book a ConsultationPre-release content, live platforms, and an audience of attackers
Media. Unreleased films, episodes, albums and soundtracks pass through post-production houses, VFX vendors, dubbing studios and streaming platforms before anyone sees them. The major studios publish a common security baseline they expect of those vendors, and premium streaming has to hold up against piracy from the first day of release.
Gaming. Casinos, sportsbooks and online gaming operators hold payment and identity data under licensing regimes that demand independent security assessments. In September 2023 Caesars reported a breach that began with social engineering of an outsourced IT support vendor, and MGM Resorts estimated a negative impact of about $100 million on its adjusted property earnings for September 2023 from its own incident. Console and PC publishers face a different crowd: account takeover, item-economy fraud, cheat developers, and leaks of unreleased builds — Take-Two disclosed in 2022 that early development footage of the next Grand Theft Auto was taken in a network intrusion.
AI. Voice and likeness models are now valuable — and legally protected — assets, the studios’ 2026 baseline adds AI security controls, and AI characters and deepfakes bring new disclosure duties.
Three services, tuned to media and gaming
Artificial Intelligence Security (AI-BOM)
Voice and likeness models, AI dubbing and generation pipelines, AI characters and companions, and agents in player support or fraud detection. We test prompt injection, isolation between clients for vendors serving several studios, and whether a model can be steered into reproducing someone’s voice or likeness.
Learn more →Post-Quantum Cryptography Readiness (CBOM)
A cryptographic inventory across DRM and licence servers, device and code-signing certificates, content-transfer and archive encryption, and payment and wallet links. No sector rule sets a post-quantum deadline yet; long-lived catalogues and signing roots are where it matters first.
Learn more →Product Penetration Testing
Media: vendor applications and content transfer tools, post-production networks, streaming apps, and the DRM, licence and CDN back ends behind them. Gaming: casino and iGaming platforms, wallets and player accounts, game clients and launchers, anti-cheat drivers, and in-game economies — tested the way players and fraudsters actually abuse them.
Learn more →Built for content and play, not adapted from enterprise IT
Unreleased content stays sealed
We test with dummy or watermarked assets wherever possible, touch unreleased material only within agreed scope, and handle any evidence that contains it under the same controls you apply to your own vendors.
Never on live play
Wagering, payments, anti-cheat and in-game economies are tested with test accounts in non-production environments, so no live player, bet or match is affected — unless you agree otherwise in writing.
Evidence for assessors and regulators
Results structured for the people who review them — a studio content-security assessor, a gaming regulator’s independent assessment, or your annual security auditor. We are not a TPN assessor or a gaming test lab, and we say so.
Source review through rouage
Source-level review of game clients, SDKs, anti-cheat and player apps is delivered through rouage, verrou’s secure AI development brand.
What studios, regulators and players expect
Media security is driven by studio standards; gaming security by licensing regimes and consumer law. Current as of October 2026.
| Area | Instrument | What it means for you |
|---|---|---|
| Media — studios | MPA Content Security Best Practices v5.3.2 with AI Supplemental (September 2026) | The studios’ common, voluntary baseline for vendors, managed by the MPA’s Trusted Partner Network. It calls for penetration testing of critical networks, applications and content transfer tools annually and on significant change, by an independent certified third party or an internal red team; security testing of in-house applications; and, new in 2026, AI security controls including AI-specific penetration test cases. TPN publishes assessment results; it issues no certifications, and content owners make their own vendor decisions. |
| Media — streaming | MovieLabs ECP v1.4 (2024) | The studios’ specification for premium content protection: hardware-backed DRM, debug interfaces disabled on production devices, and operator practices for streaming back ends — separate content keys, entitlement checks within the availability window, tamper-proof CDN URLs, and geo-filtering. Each studio decides which practices it requires. |
| Gaming — Nevada | Regulation 5.260, amended January 2026 | Covered licensees must notify the Board’s Chair within 24 hours of activating their incident response plan. Group I licensees need annual independent verification of their cybersecurity practices and a written attestation of compliance. |
| Gaming — New Jersey | N.J.A.C. 13:69O-1.2(q) | Casino licensees offering internet gaming need an annual system integrity and security assessment by an independent professional, subject to Division approval. |
| Gaming — Michigan | Admin. Code R 432.638 (internet gaming) and R 432.738 (internet sports betting) | Internet gaming and internet sports betting operators and platform providers need an integrity and security assessment within 90 days of launch and annually — including vulnerability assessment and penetration testing of internal, external and wireless networks. |
| Gaming — UK | Gambling Commission security audit and RTS | Remote betting, bingo and casino operators, and larger remote lottery operators, need an annual security audit against ISO/IEC 27001:2022 controls by an independent, suitably qualified auditor, who may review externally conducted penetration tests. Breaches affecting customer data must be reported within five working days. |
| Gaming — Ontario | AGCO iGaming Go-Live Compliance Guide and Registrar’s Standards for Internet Gaming Casino gaming-system technical standards, section 14 | Before going live, iGaming operators and suppliers running critical gaming systems must give the AGCO results of vulnerability assessments and internal and external penetration tests of their Ontario production systems by an independent, qualified security firm; independent security assessments must then be performed regularly. Under the casino standards, new publicly exposed gaming systems need source code analysis and penetration testing — authenticated and unauthenticated — before go-live. |
| Gaming — industry | GLI-19 v3.0, Appendix B.9 | A test-lab standard, binding only where a regulator adopts it — Michigan incorporates v3.0 and excludes later editions. It calls for annual third-party technical security testing of interactive gaming production environments: vulnerability assessments, and network- and application-layer penetration tests. A v4.0 draft was issued for comment in July 2026, pointing its security appendix to GLI’s newer Gaming Security Framework. |
| Games — children | COPPA Rule, as amended (compliance from April 2026) | Operators of services directed at children need a written information security program whose safeguards are regularly tested and monitored. The FTC’s 2022 settlement with Epic Games included a $275 million COPPA penalty. |
| AI — likeness | ELVIS Act (Tennessee, 2024) California digital replica laws (2024) NO FAKES Act (proposed) | Tennessee protects voice as property; California regulates digital replicas of performers, including in video games. The federal NO FAKES Act is not law — it was reported by the Senate Judiciary Committee in June 2026. |
| AI — EU | AI Act Art 50 | Since 2 August 2026, people must be told when they are interacting with an AI system, and deepfake image, audio or video must be disclosed — for evidently artistic or fictional works, by disclosing that such content exists. Generative systems already on the market have until 2 December 2026 to mark outputs in a machine-readable way. From the same date, the Act prohibits AI that generates non-consensual intimate imagery of identifiable people or child sexual abuse material where that output is reasonably foreseeable and safeguards do not reliably prevent it. |
| European Union | Cyber Resilience Act — Reg (EU) 2024/2847 | Commercially supplied apps installed locally — media players and game clients among them — can be products with digital elements. Since 11 September 2026, their manufacturers must report actively exploited vulnerabilities and severe incidents; full application follows on 11 December 2027. The Commission’s draft guidance (content approved July 2026; non-binding, and applying only once formally adopted) treats browser-only services as generally out of scope. |
| Post-quantum | No sector-specific requirement | None of the studio standards or gaming rules above sets a post-quantum requirement yet. The general timelines on our PQC page are the reference points. |
What you get
- Findings report — application, platform, client and economy findings with reproduction steps and fixes, ranked by what an attacker, cheater or pirate could actually gain
- Assessor and regulator evidence — scope, methods, tester independence and results, ready for a content-security assessor, a gaming regulator or your security auditor
- Cryptographic bill of materials — DRM, signing, content and payment cryptography in CycloneDX format, with a post-quantum roadmap
- AI bill of materials — the voice, likeness and generation models in your pipeline, and the data and tools behind them, as a CycloneDX ML-BOM
- Retest of fixes — evidence that remediation landed before your next release or audit
Protect the release, the platform and the players.
An entertainment engagement starts with your content, your platforms, and the studio or regulator you answer to.
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