595,759 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
Agame-theoretical approach to network capacity planning under competition
The paper discusses the dimensioning strategies of two network providers (operators) that supply channels to the same population of users in a competitive environment. Usersare assumed to compete for best service (lowest blocking probability of new request), while operators wishto maximize their profits. This setting gives rise to two interconnected, noncooperative games: a) a users game, in which the partition of primary traffic between operators is determined by the operators' channel capacities and by the users' blocking-avoidance strategy; and b) a network dimensioning game between operators in which the players alternate dimensioning decisions thatmaximize their profit rate under the current channel capacity of his/her opponent. At least for two plausible users' blocking avoidance strategies discussed in the paper, the users game will always reach some algorithmic equilibrium. In the operators' game, the player strategies are given by their numbers of deployed chanels, limited by their available infrastructure resources. If the infrastrucutre is under-dimensioned with respect to the traffic rate, the operators game willreach a Nash equilibrium when both players reach full use of their available infrastructures. Otherweise, a Nash equilibrium may also arise if both operators incur the same deployment costs. If costs are asymmetric, though, the alternating game may enter a loop. If the asymmetry is modest, both players may then try to achieve a competitive monopoly in which the opponent is forced to leave the game or operate with a loss (negative profit). However, if the asymmetry is high enough, only the player with the lower costs can force his opponent to leave the game while still holding a profitable operation. --network dimensioning,game theory,duopoly,Nash equilibrium,circuit switching,blocking probability
Recover:designing a videogame to assist with recovery from PTSD
Recover is a game prototype that was developed to explore the potential of videogames to provide users recovering from PTSD with an alternative form of immersive self-help. The game is presented as a playable concept that focuses on mindfulness techniques whilst aiming to engage and retain users. The concept also includes a companion application for mobile, whilst the main videogame has been designed for use with Virtual Reality (VR) headsets
Beyond cute: exploring user types and design opportunities of virtual reality pet games
Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games
A Hierarchical Game with Strategy Evolution for Mobile Sponsored Content and Service Markets
In sponsored content and service markets, the content and service providers
are able to subsidize their target mobile users through directly paying the
mobile network operator, to lower the price of the data/service access charged
by the network operator to the mobile users. The sponsoring mechanism leads to
a surge in mobile data and service demand, which in return compensates for the
sponsoring cost and benefits the content/service providers. In this paper, we
study the interactions among the three parties in the market, namely, the
mobile users, the content/service providers and the network operator, as a
two-level game with multiple Stackelberg (i.e., leader) players. Our study is
featured by the consideration of global network effects owning to consumers'
grouping. Since the mobile users may have bounded rationality, we model the
service-selection process among them as an evolutionary-population follower
sub-game. Meanwhile, we model the pricing-then-sponsoring process between the
content/service providers and the network operator as a non-cooperative
equilibrium searching problem. By investigating the structure of the proposed
game, we reveal a few important properties regarding the equilibrium existence,
and propose a distributed, projection-based algorithm for iterative equilibrium
searching. Simulation results validate the convergence of the proposed
algorithm, and demonstrate how sponsoring helps improve both the providers'
profits and the users' experience
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