91 research outputs found
Crime Scene Re-investigation: A Postmortem Analysis of Game Account Stealers' Behaviors
As item trading becomes more popular, users can change their game items or
money into real money more easily. At the same time, hackers turn their eyes on
stealing other users game items or money because it is much easier to earn
money than traditional gold-farming by running game bots. Game companies
provide various security measures to block account- theft attempts, but many
security measures on the user-side are disregarded by users because of lack of
usability. In this study, we propose a server-side account theft detection
system base on action sequence analysis to protect game users from malicious
hackers. We tested this system in the real Massively Multiplayer Online Role
Playing Game (MMORPG). By analyzing users full game play log, our system can
find the particular action sequences of hackers with high accuracy. Also, we
can trace where the victim accounts stolen money goes.Comment: 7 pages, 8 figures, In Proceedings of the 15th Annual Workshop on
Network and Systems Support for Games (NetGames 2017
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Online gaming and addiction: a psychosocial investigation using mixed methods
Online virtual worlds known as Massively Multiplayer Online Role-Playing Games (MMORPGs) have gained increased popularity over the last decade. MMORPGs provide a sophisticated environment that enables complete immersion within the virtual world to the extent that it may become an alternative reality to its users. Some researchers have suggested that online gaming addiction is growing in prevalence among adolescents and adult gamers. It has been proposed that research is needed to establish the incidence and prevalence of MMORPG addiction. The aim of this body of research was to examine the impact of MMORPGs (psychologically and socially) on peoples' lives for the purpose of providing an empirical research base on which future research in the area can build. Using a mixed methods approach for data collection and analysis, an online scoping study, interview study and two questionnaire studies were conducted. The thesis provides a detailed conceptualisation of the psychological processes involved in MMORPG playing. The thesis was directed by previous research into video games, online gaming and addiction which provided a substantive picture of the psychosocial effects of online gaming. The findings showed that there were both positive and negative effects associated with online gaming; gamers used MMORPGs to alleviate negative feelings and to meet new people, learn about new cultures, and build friendships. Gamers also provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. A small percentage of gamers (3.6%) were classified as addicted to MMORPGs, these gamers may find it difficult to control their game playing behaviour. However, there are still gaps in our knowledge of MMORPGs. Overall, the research has shown that the psychology of MMORPGs is an important topic that requires further in-depth investigation. The present research has revealed valuable information about the impact of MMORPGs on the lives of gamers that can be built upon by other researchers. Implications of the findings regarding excessive playing and addiction to MMORPGs, and social responsibility were discussed, and recommendations for future research studies were proposed
ActiBot: A Botnet to Evade Active Detection
In recent years, botnets have emerged as a serious threat on the Internet. Botnets are commonly used for exploits such as distributed denial of service (DDoS) attacks, identity theft, spam, and click fraud. The immense size of botnets, some consisting of hundreds of thousands of compromised computers, increases the speed and severity of attacks. Unlike passive behavior anomaly detection techniques, active botnet detection aims to collect evidence actively, in order to reduce detection time and increase accuracy. In this project, we develop and analyze a botnet that we call ActiBot, which can evade some types of active detection mechanisms. Future research will focus on using ActiBot to strengthen existing detection techniques
Forensic investigation of cross platform massively multiplayer online games: Minecraft as a case study
Minecraft, a Massively Multiplayer Online Game (MMOG), has reportedly millions of players from different age groups worldwide. With Minecraft being so popular, particularly with younger audiences, it is no surprise that the interactive nature of Minecraft has facilitated the commission of criminal activities such as denial of service attacks against gamers, cyberbullying, swatting, sexual communication, and online child grooming. In this research, there is a simulated scenario of a typical Minecraft setting, using a Linux Ubuntu 16.04.3 machine (acting as the MMOG server) and Windows client devices running Minecraft. Server and client devices are then examined to reveal the type and extent of evidential artefacts that can be extracted
Demystifying Social Bots: On the Intelligence of Automated Social Media Actors
Recently, social bots, (semi-) automatized accounts in social media, gained global attention in the context of public opinion manipulation. Dystopian scenarios like the malicious amplification of topics, the spreading of disinformation, and the manipulation of elections through “opinion machines” created headlines around the globe. As a consequence, much research effort has been put into the classification and detection of social bots. Yet, it is still unclear how easy an average online media user can purchase social bots, which platforms they target, where they originate from, and how sophisticated these bots are. This work provides a much needed new perspective on these questions. By providing insights into the markets of social bots in the clearnet and darknet as well as an exhaustive analysis of freely available software tools for automation during the last decade, we shed light on the availability and capabilities of automated profiles in social media platforms. Our results confirm the increasing importance of social bot technology but also uncover an as yet unknown discrepancy of theoretical and practically achieved artificial intelligence in social bots: while literature reports on a high degree of intelligence for chat bots and assumes the same for social bots, the observed degree of intelligence in social bot implementations is limited. In fact, the overwhelming majority of available services and software are of supportive nature and merely provide modules of automation instead of fully fledged “intelligent” social bots
Opportunities and Risks in Online Gaming Environments
Massively Multiplayer Online Role Playing Games (MMORPGs) have evolved from traditional video games in that they embrace both the technology of the Internet and video games. The massive “exodus” from the physical offline world to online gaming communities brings with it not only a number of unique and exciting opportunities, but also a number of emerging and serious risks. This research set out to examine the unique opportunities and risks to vulnerable individuals, namely, young adults, teenagers and young children; all of whom are considered by many to be priority groups in the protection from harm. The purpose was to examine the reality of vulnerable individuals encountering these opportunities and risks.
This research combined a number of methodologies supported by underpinning qualitative and quantitative theories. Questionnaires, semi-structured interviews and focus groups gathered information from teenagers, adults and children in order to critically examine the unique opportunities and risks encountered in Massively Multiplayer Online Role Playing Games.
The findings from these interactions identified specific examples of opportunities and risk posed to vulnerable individuals. The findings demonstrated that there was a need for a support and protection mechanism that promoted the identification and awareness of the potential risk among vulnerable individuals. Emerging from these findings was a set of concepts that provided the evidence base for a Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Game environments that was designed to assist in the assessment of risk. Validation of the proposed taxonomy was achieved by means of an ethnographic study of (World of Warcraft) online gamers’ behaviour and social interactions through unobtrusive video capture of gaming sessions.
The Novel Taxonomy of Opportunities and Risks provided a basis for the development of a proof-of-concept Decision Support System; the purpose of which was to assist both social work practitioners and individuals to identify and reduce risks. Representatives from both user groups were consulted for evaluation of the acceptability of such an approach. Favourable responses from participants demonstrated acceptability of the aforementioned approach. The evaluation process also demonstrated how the prototype would serve as a useful tool to make individual users aware of potential dangers.
This research presents three novel facets: (1) it advances understanding of the unique opportunities and risks within MMORPG environments; (2) provides a framework for the assessment of risks in MMORPGs through the Novel Taxonomy and (3) demonstrates a novel Decision Support System to assist in the identification and reduction of risk through a proof-of-concept prototype
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Distributed virtual environment scalability and security
Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads.
This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW’s workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today’s consumers, regardless of its overhead.
Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption.
A trusted auditing system (“Carbon”) is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE’s risk tolerance.
Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals.
Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead
Preventing Computer Identity theft
The arrival of the information age has created new challenges to the ability of individuals to protect the security and privacy of their personal information. One such challenge is that of identity theft, which has caused a number of hardships upon its victims. Perpetrators of this fraud may use identities of others to obtain loans, steal money, and violate the law. This paper will discuss the characteristics of the offenders and victims of identity theft. A systematic approach for preventing identity theft will also be presented with the hopes of curtailing this epidemic
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The time loss effect in gaming: an exploration of gamers' time perception from a dual-process perspective
Gaming Disorder has been included in the 11th revision of the World Health Organization's International Classification of Diseases as a recurrent gaming behaviour with a lack of control from the gamer. One important aspect of gaming disorder, and gaming in general, is the time loss effect which can be defined as the underestimation of the time spent on an activity (i.e., gaming in this case). Since this process may lead the gamers to experience multiple negative consequences (e.g., conflicts with education and occupation, relationship problems, etc.) due to the increased time spent on videogames, the main objective of this thesis was to explore a potential underlying mechanism of time loss: time perception. This thesis contributed to knowledge by (i) systematically reviewing the variables commonly associated with both gaming (i.e., healthy and disordered) and time perception, allowing a deeper understanding of these two variables’ interaction; (ii) testing the Dual-Process Contingency Model of time perception within durations above one minute; (iii) testing both the prospective and retrospective time perception of the gamers in comparison to non-gamers in a neutral setting; and (iv) testing how emotion and cognition affect the gamers’ retrospective time perception.
The new primary data from this thesis were collected using quantitative approaches, utilizing both experimental (i.e., computer tasks) and psychometric (i.e., online survey) data collection. These data from three experimental studies and one psychometric study were analysed through multiple types of analysis such as ANOVAs, regressions, or general linear models. The results first indicated that the Dual-Process Contingency Model of time perception, unifying RTP and PTP, was not valid for longer time durations. Second, the results showed that the gamers exhibited a better PTP (but a similar RTP) than non-gamers when estimating time in a neutral setting. However, the gamers underestimated time when processing gaming pictures, this effect being stronger when the task to complete was more complicated. In conclusion, it appears from the studies carried out that the reason underlying the observed time loss effect experienced by gamers was impaired retrospective time perception occurring when aroused by gaming stimuli
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