This document tries to give an overview of the video game hacking, cracking and modifi-cation (modding) activities, common in the video game industry and a constant issue be-tween hackers and official video game and console publishers. This research allows the reader to have, first, a general overview of the actors in the game cracking industry, such as Warez communities, while defining relevant terms for the phenomenon. As well, it gives a short summary of the video game hacking history so far and the current state of the activity, where a duality between hardware modification and online services security is present. The reader also gets a glimpse of the most common hacking techniques for video games and consoles, while showing also countermeasures taken by game publishers, such as banning and blacklisting. At last, this research describes the video game hacking and cracking phenomenon in emerging and low-income markets, and how it acts as a fa-cilitator of video game content.