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Activision puts the cheating economy at $8.5 billion a year

Activision's anti-cheat team says the wider cheating economy runs to about $8.5 billion a year, and it wants players to understand where that money actually goes.

A stylised illustration of a plain unbranded game controller on a desk beside neat stacks of coins under a desk lamp

Activision has spent years telling players that cheating is being dealt with. This week its anti-cheat team tried a different approach and published the receipts, setting out the business that sits behind the aimbots and arguing that the whole enterprise is worth roughly $8.5 billion a year.

Where the $8.5 billion comes from

The figure is not Activision's own estimate. Team Ricochet's post cites a February analysis by the threat intelligence platform Intorqa, which put cheat subscriptions across just 15 games at about $3.5 billion annually. Once adjacent trades such as account sales, boosting and spoofing are folded in, the forecast for the wider cheating economy lands near $8.5 billion a year.

What the company says it is doing about it

Team Ricochet says it has disrupted more than 375 reseller operations, issued more than 80 cease-and-desist demands and helped shut down 31 primary cheat vendors, pairing detection with legal action aimed at the payment channels and business relationships that keep those operations running. It also describes a pyramid: developers at the top hiding behind intermediaries, primary vendors below them, and layers of resellers pushing the same product through overlapping storefronts under different names.

The most quotable passage concerns public relations. Cheat sellers, Activision writes, use social media to make unstable operations look stable, explaining months of downtime with excuses such as "the flu", "surgery" or "a car accident" rather than admit their tools had been detected. The post adds that cheating has become more expensive for buyers as a result of the pressure being applied.

Our opinion

A company publishing the size of the market it is losing to is a bracing change from the usual silence, and the pyramid breakdown is genuinely useful, because it explains why banning accounts so rarely achieves anything permanent: the customer-facing layer is the cheapest part to replace. But an $8.5 billion figure sourced to a third-party estimate inside a marketing-adjacent blog post measures the problem rather than any progress against it. The number worth watching is what it costs the people still buying in, and that is the one figure Activision is not going to publish for us.