Two weeks before Call of Duty: Modern Warfare 4 ships on October 23, Activision published its estimate of the business it is fighting: an $8.5 billion (£6.3 billion) a year market built from account sales, boosting and spoofing services. Independent anti-cheat firm Anybrain reached the same figure from the studio side.

Call of Duty: Modern Warfare 4 key art
Call of Duty: Modern Warfare 4 — October 23, 2026. Image via Steam.

Activision’s Side of the Ledger

Speaking ahead of Modern Warfare 4, Activision described cheating as a “multi-billion-dollar market” that generative AI has made harder to police. Its reported enforcement actions:

  • More than 375 reseller operations disrupted through technical detection and legal action
  • 31 primary cheat vendors shut down
  • Over 70,000 hardware bans issued in the previous month

Anybrain: Cheating as a Service

Anybrain’s whitepaper The Rise of Cheating as a Service, published September 15 and based on a survey of 250 studios in the US and UK that ship competitive multiplayer games, quantifies the studio-side damage:

FindingShare of studios
Call cheating a significant or very significant problem69%
Saw measurable decline in player retention or revenue51%
Plan to increase anti-cheat spending in the next 12 months88%
Use anti-cheat as standard practice76%
Considering changing their anti-cheat approach within a year73%

The survey drew on Intorqa’s findings, and 51% of respondents reported direct losses in retention or revenue — the number that converts cheating from a community complaint into a budget line.

“Cheating has evolved over the last 30 years into a highly advanced and continually changing industry.” — André Pimenta Ribeiro, CEO, Anybrain

Anybrain’s own framing is that cheating has moved “from something individual players did for an edge into a professionalized economy in its own right,” with generative AI shortening the time between a game patch and a working exploit.

Why the Numbers Agree

Activision’s $8.5bn is a demand-side figure: what cheaters pay for accounts, boosts and spoofing. Anybrain’s is supply-side: what 250 studios spend and lose. Both land on the same structure — a service economy with resellers, subscriptions and hardware-level bypasses, rather than a scattering of individual bad actors.

For multiplayer operators, the cost of enforcement is now a permanent line in the live-operations budget — and 88% of surveyed studios expect theirs to grow.

What Comes Next

The immediate test is Modern Warfare 4, the biggest release in the genre this year. The structural test is whether the 73% of studios considering a change actually switch providers — and whether AI-assisted detection keeps pace with AI-assisted cheats.

Sources