Recurring |
one_organization |
(a) The software failure incident of a privacy breach at Nintendo had happened before within the same organization. In April, Nintendo acknowledged a breach where 160,000 accounts were accessed maliciously. This incident was linked to its Nintendo Network ID login system. However, in June, Nintendo updated the notice to reveal that an additional 140,000 accounts were also accessed maliciously, indicating a recurrence of the software failure incident within the organization [101247].
(b) There is no information in the provided article to suggest that a similar software failure incident has happened at other organizations or with their products and services. |
Phase (Design/Operation) |
design, operation |
(a) The software failure incident related to the design phase can be seen in the article where it mentions that the breach was linked to Nintendo's Nintendo Network ID login system. The breach began in early April and was due to a major privacy breach that allowed malicious access to accounts, impacting players' personal information like nicknames, dates of birth, regions, and email addresses [101247].
(b) The software failure incident related to the operation phase is evident in the article where it states that hackers were able to access Nintendo accounts and abuse attached payment card information to make unauthorized digital purchases in Nintendo's eShop. Users complained on social media about hackers spending money on Fortnite currency and other digital goods, indicating a failure in the operation or security measures of the system [101247]. |
Boundary (Internal/External) |
within_system |
(a) within_system: The software failure incident at Nintendo, where 140,000 additional accounts were accessed maliciously, was due to a breach in its Nintendo Network ID login system [101247]. This indicates that the contributing factors leading to the failure originated from within the system itself.
(b) outside_system: The breach that occurred at Nintendo was linked to its Nintendo Network ID login system, indicating that the failure was not due to factors originating from outside the system [101247]. |
Nature (Human/Non-human) |
non-human_actions |
(a) The software failure incident in this case was primarily due to non-human actions. The breach in Nintendo's system was linked to its Nintendo Network ID login system, indicating a vulnerability in the software itself that allowed unauthorized access to user accounts [101247]. Additionally, the breach resulted in unauthorized digital purchases being made in Nintendo's eShop, highlighting a failure in the system's security measures that allowed such actions to occur without direct human involvement. |
Dimension (Hardware/Software) |
hardware, software |
(a) The software failure incident related to hardware:
- The incident was a major privacy breach where 140,000 additional accounts were accessed maliciously on top of the initial 160,000 accounts [101247].
- The breach was linked to Nintendo's Nintendo Network ID login system, indicating a potential vulnerability in the hardware or infrastructure supporting the login system [101247].
(b) The software failure incident related to software:
- The breach allowed unauthorized access to players' nicknames, dates of birth, regions, and email addresses, indicating a software vulnerability in the system that allowed this information to be viewed by a third party [101247].
- Hackers were able to abuse attached payment card info to make unauthorized digital purchases in Nintendo's eShop, suggesting a software flaw in the payment processing or security mechanisms [101247]. |
Objective (Malicious/Non-malicious) |
malicious |
(a) The software failure incident related to the Nintendo breach can be categorized as malicious. The incident involved unauthorized access to Nintendo accounts by hackers, leading to potential exposure of users' personal information and unauthorized digital purchases being made. The breach was described as "accessed maliciously" by a third party, indicating that the failure was due to contributing factors introduced by humans with the intent to harm the system [101247]. |
Intent (Poor/Accidental Decisions) |
poor_decisions |
(a) The software failure incident related to the Nintendo privacy breach can be attributed to poor decisions made by the company. The incident was a result of a major privacy breach where 140,000 additional accounts were accessed maliciously on top of the 160,000 already acknowledged by Nintendo [101247]. This breach was linked to the Nintendo Network ID login system, indicating a vulnerability in the system that allowed unauthorized access to user information. Additionally, prior to Nintendo's official statement, players had been complaining on social media about hackers making unauthorized purchases using their accounts [101247]. These incidents highlight the consequences of poor decisions related to security measures and system vulnerabilities within the software. |
Capability (Incompetence/Accidental) |
development_incompetence, unknown |
(a) The software failure incident related to development incompetence is evident in the Nintendo privacy breach incident. The breach, which affected a significant number of accounts, was linked to the Nintendo Network ID login system. The fact that hackers were able to access and exploit user information, leading to unauthorized purchases, indicates a failure in the development of robust security measures to protect user data [101247].
(b) The software failure incident related to accidental factors is not explicitly mentioned in the provided article. |
Duration |
temporary |
The software failure incident reported in Article 101247 was temporary. The incident involved a major privacy breach at Nintendo, where unauthorized access to accounts occurred due to a breach in the Nintendo Network ID login system. The breach began in early April and was linked to malicious access to 140,000 additional accounts on top of the 160,000 initially acknowledged by Nintendo in April. As a response to the incident, Nintendo disabled the ability to log in using the affected Nintendo Network IDs, reset passwords for impacted accounts, and recommended setting up two-step verification for accounts. Additionally, the company stated that they would make further efforts to strengthen security to prevent similar events in the future. This indicates that the software failure incident was temporary and not permanent [101247]. |
Behaviour |
crash, omission, other |
(a) crash: The software failure incident related to the Nintendo breach can be categorized as a crash. The breach led to unauthorized access to 140,000 additional accounts on top of the 160,000 already acknowledged by Nintendo, resulting in the system losing control and not performing its intended functions of safeguarding user data [101247].
(b) omission: The incident can also be classified as an omission. The breach caused the system to omit performing its intended function of protecting user information, leading to the exposure of players' nicknames, dates of birth, regions, and email addresses to unauthorized parties [101247].
(c) timing: There is no indication in the article that the software failure incident was related to timing issues.
(d) value: The incident does not align with a failure due to the system performing its intended functions incorrectly.
(e) byzantine: The incident does not exhibit characteristics of a byzantine failure.
(f) other: The other behavior exhibited by the software failure incident is a security vulnerability that allowed malicious actors to exploit the system and make unauthorized digital purchases in Nintendo's eShop, which was not the intended function of the system [101247]. |