Taxonomy of online game security

Date01 February 2004
Pages65-73
DOIhttps://doi.org/10.1108/02640470410520122
Published date01 February 2004
AuthorJunbaek Ki,Jung Hee Cheon,Jeong‐Uk Kang,Dogyun Kim
Subject MatterInformation & knowledge management,Library & information science
Taxonomy of online
game security
Junbaek Ki
Jung Hee Cheon
Jeong-Uk Kang and
Dogyun Kim
1 Introduction
Online games are being rapidly developed with
the advancement of the Internet. However, with
the growth of online games, the presence of
malicious users is becoming more evident. They
use illegal programs to hide and manipulate the
powers of their characters and abuse the game
regulations. Also, in the case of item exchange,
users illegally copy online game items, and
exchange or sell them. Unfortunately, not
enough security has been developed with
respect to online games ± the reason being that
game developers have not seriously considered
such malicious attacks. Since previous
researches have begun to devote themselves to
classifying these attacks case by case, they could
not provide appropriate and organized security
solutions to the known attacks. In this paper,
we analyze known attacks and newly classify
them by their ``objectives'' and ``methods''. We
classify known attacks into identification (ID)/
password theft, hidden information exposure,
data modification, and advantage from cheating
by their objectives. We also categorize attacks
into four layers such as client, server, network,
and environment. Finally, we review the
security tools and provide possible security
solutions against known attacks according to
the classification. The remainder of this paper is
organized as follows: Section 2 provides
classification of online games into three types by
the structure of the system, Section 3 describes
the classification of attacks by objectives and
methods, Section 4 presents solutions, and
Section 5 describes security solutions according
to classification. Brief concluding remarks
appear in Section 6.
2 Classification of online games
Online games are classified into three types by
the structure of the system (Sweeney, 1999).
These three types are the distributed client
model, the centralized server model, and the
client/server model. We briefly review them and
discuss their security aspects.
2.1 Distributed client model
There are precisely two types of games in the
distributed client model. The first is would be
The authors
Junbaek Ki is a Researcher, Inae Steel Corporation,
Seoul, Korea.
Jung Hee Cheon is Assistant Professor, Department of
Mathematics, Seoul National University, Korea.
Jeong-Uk Kang is a PhD Candidate, Korea Advanced
Institute of Science and Technology, Daejeon, Korea.
Dogyun Kim is a Researcher, Cemtlo Media, Seoul, Korea.
Keywords
Cryptography, Network operating systems,
Computer software
Abstract
Presents a classification of known attacks in online games
and provide security solutions against them. While previous
works just presented attacks and solutions case by case, this
paper newly classifies attacks by objectives and methods.
Moreover, presents attacks in each of four layers: client,
server, network, and environment. Through this systematic
classification, solutions can be provided more efficiently
against even unknown future attacks.
Electronic access
The Emerald Research Register for this journal is available at
www.emeraldinsight.com/researchregister
The current issue and full text archive of this journal is
available at
www.emeraldinsight.com/0264-0473.htm
65
The Electronic Library
Volume 22 .Number 1 .2004 .pp. 65-73
#Emerald Group Publishing Limited .ISSN 0264-0473
DOI 10.1108/02640470410520122

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