• Title/Summary/Keyword: Game Security

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The Intention to Play Online Games in China (중국 게이머의 온라인게임 참여의도에 관한 연구)

  • Yoon, Ki-Chang;Xu, Hasisheng;Lim, Dal-Ho
    • The Journal of Industrial Distribution & Business
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    • v.9 no.4
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    • pp.63-72
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    • 2018
  • Purpose - The purpose of this paper is to investigate the effects of online game properties, social interaction, and player satisfaction on intention to online games in Chinese gamers. Research design, data, and methodology - This study is an empirical analysis assuming that properties of online games, social interaction and satisfaction will induce Chinese gamers' intention to play online games. We set the relationship between the six variables as follows. First, the properties of online games, exogenous variables, were identified by three factors: entertainment, security, participation and challenge. Second, we had input social interaction among gamers as another exogenous variables. Third, the gamer's satisfaction of online games was added to the research model as a mediating variable between exogenous variables and endogenous variables. Finally, gamer's intention to play influenced by satisfaction and social interaction was used as final endogenous variable. The data used for the empirical analysis were collected through questionnaires for Chinese under age 35 who enjoy the online games. The data used in the research were finally extracted from 195 questionnaires. The collected data were tested through the analysis of the measurement model (Step 1) and the analysis of the structural model (Step 2). The covariance structure equation model (SEM) was used for the analysis. The measurement model and structural model were evaluated by the maximum likelihood method. Results - The results of the empirical analysis are as follows. The satisfaction of online games were entertainment and security had a significant effect to satisfaction; but participation and challenge and social interaction had no significant effect on satisfaction. The social interaction among gamers and the satisfaction with online games have a significant influence on the intention to play online games. As a result, the attributes of the game were affecting the intention to play the game after satisfaction. Social interaction influenced the intention to play online games rather than satisfaction itself. Conclusions - This study provide some practical implications for the new companies who want to enter the online game industry and seek to competitiveness in China, and provide theoretical implications on the role of interaction among gamers in the study of online games.

A study on the vulnerability of OTP implementation by using MITM attack and reverse engineering (MITM 공격과 리버스 엔지니어링을 이용한 OTP 적용환경의 취약점 연구)

  • Kang, Byung-Tak;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.6
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    • pp.83-99
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    • 2011
  • OTP (One Time Password) is widely used for protecting accounts on Internet banking, portal services and online game services in Korea. OTP is very strong method for enforcing account security but there are several ways for exploiting vulnerabilities caused by implementation errors. These attacks can work because of the weakness from OTP enabled system's vulnerabilities, not for OTP's algorithm itself. In this paper, we present the known attack scenarios such as MITM (Man-in-the-Middle) attack and various reverse engineering techniques; also, we show the test result of the attacks and countermeasures for these attacks.

Development of a Secure Routing Protocol using Game Theory Model in Mobile Ad Hoc Networks

  • Paramasivan, Balasubramanian;Viju Prakash, Maria Johan;Kaliappan, Madasamy
    • Journal of Communications and Networks
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    • v.17 no.1
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    • pp.75-83
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    • 2015
  • In mobile ad-hoc networks (MANETs), nodes are mobile in nature. Collaboration between mobile nodes is more significant in MANETs, which have as their greatest challenges vulnerabilities to various security attacks and an inability to operate securely while preserving its resources and performing secure routing among nodes. Therefore, it is essential to develop an effective secure routing protocol to protect the nodes from anonymous behaviors. Currently, game theory is a tool that analyzes, formulates and solves selfishness issues. It is seldom applied to detect malicious behavior in networks. It deals, instead, with the strategic and rational behavior of each node. In our study,we used the dynamic Bayesian signaling game to analyze the strategy profile for regular and malicious nodes. This game also revealed the best actions of individual strategies for each node. Perfect Bayesian equilibrium (PBE) provides a prominent solution for signaling games to solve incomplete information by combining strategies and payoff of players that constitute equilibrium. Using PBE strategies of nodes are private information of regular and malicious nodes. Regular nodes should be cooperative during routing and update their payoff, while malicious nodes take sophisticated risks by evaluating their risk of being identified to decide when to decline. This approach minimizes the utility of malicious nodes and it motivates better cooperation between nodes by using the reputation system. Regular nodes monitor continuously to evaluate their neighbors using belief updating systems of the Bayes rule.

Modeling and Stimulating Node Cooperation in Wireless Ad Hoc Networks

  • Arghavani, Abbas;Arghavani, Mahdi;Sargazi, Abolfazl;Ahmadi, Mahmood
    • ETRI Journal
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    • v.37 no.1
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    • pp.77-87
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    • 2015
  • In wireless networks, cooperation is necessary for many protocols, such as routing, clock synchronization, and security. It is known that cooperator nodes suffer greatly from problems such as increasing energy consumption. Therefore, rational nodes have no incentive to cooperatively forward traffic for others. A rational node is different from a malicious node. It is a node that makes the best decision in each state (cooperate or non-cooperate). In this paper, game theory is used to analyze the cooperation between nodes. An evolutionary game has been investigated using two nodes, and their strategies have been compared to find the best one. Subsequently, two approaches, one based on a genetic algorithm (GA) and the other on learning automata (LA), are presented to incite nodes for cooperating in a noisy environment. As you will see later, the GA strategy is able to disable the effect of noise by using a big enough chromosome; however, it cannot persuade nodes to cooperate in a noisefree environment. Unlike the GA strategy, the LA strategy shows good results in a noise-free environment because it has good agreement in cooperation-based strategies in both types of environment (noise-free and noisy).

Optimal Allocation Strategy Based on Stackelberg Game for Inspecting Drunk Driving on Traffic Network

  • Jie, Yingmo;Li, Mingchu;Tang, Tingting;Guo, Cheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.5759-5779
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    • 2017
  • As the main means to cope with the stubborn problem of drunk driving, the inspection of drunk driving has already been paid more attention and thus reinforced. In this paper, we model this scenario as a Stackelberg game, where the police department (called defender) allocates resources dynamically in terms of the traffic situation on the traffic network to arrest drink drivers and drivers who drink (called attacker), whether choosing drunk driving or designated driving service, expect to minimize their cost for given travel routes. However, with the number of resources are limited, our goal is to calculate the optimal resource allocation strategy for the defender. Therefore, first, we provide an effective approach (named OISDD) to fulfill our goal, i.e., generate the optimal strategy to inspect drunk driving. Second, we apply OISDD to directed graphs (which are abstracted from Dalian traffic network) to analyze and test its correctness and rationality. The experimental results show that OISDD is feasible and efficient.

Performance Improvement of DCF through Transmission Control (전송제어를 통한 DCF의 성능 향상)

  • Park, Jaesung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1811-1813
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    • 2016
  • DCF (Distributed Coordination Function) resolves the channel contention problem in a distributed manner by forcing nodes to randomly choose a waiting time in a contention window. However, since the size of a contention is limited, the collision probability increases with the number of sending nodes. To resolve the problem, in this paper, we propose a transmission control method based on the minority game (MG). Each node can determine autonomously whether to send or not without message exchanges with other nodes to maximize its profit. Through simulation studies, we verify that the proposed method can improves the performance of DCF in terms of collision probability in a congestion situation.

Design of Rehabilitation Program Contents using Motion Detection Sensors (동작인식센서를 이용한 재활 프로그램 콘텐츠 설계)

  • Jang, Jae-Youl;Lee, Young-Sik;Kim, Do-Moon;Lee, Tae-Hee;Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.4
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    • pp.903-910
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    • 2018
  • The necessary rehabilitation training for patients with disability currently does not match the actual amount of training conducted, which requires interest in rehabilitation treatment, continued investment and infrastructure for rehabilitation contents, while the most common forms of rehabilitation treatment comprises of art, music, and play treatments. In this paper, we provide a game-style rehabilitation program including audio and visual elements through motion detection process on the patient and design a digital game rehabilitation program that allows different level of management for various categories of disabled people.

Bayesian Rules Based Optimal Defense Strategies for Clustered WSNs

  • Zhou, Weiwei;Yu, Bin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5819-5840
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    • 2018
  • Considering the topology of hierarchical tree structure, each cluster in WSNs is faced with various attacks launched by malicious nodes, which include network eavesdropping, channel interference and data tampering. The existing intrusion detection algorithm does not take into consideration the resource constraints of cluster heads and sensor nodes. Due to application requirements, sensor nodes in WSNs are deployed with approximately uncorrelated security weights. In our study, a novel and versatile intrusion detection system (IDS) for the optimal defense strategy is primarily introduced. Given the flexibility that wireless communication provides, it is unreasonable to expect malicious nodes will demonstrate a fixed behavior over time. Instead, malicious nodes can dynamically update the attack strategy in response to the IDS in each game stage. Thus, a multi-stage intrusion detection game (MIDG) based on Bayesian rules is proposed. In order to formulate the solution of MIDG, an in-depth analysis on the Bayesian equilibrium is performed iteratively. Depending on the MIDG theoretical analysis, the optimal behaviors of rational attackers and defenders are derived and calculated accurately. The numerical experimental results validate the effectiveness and robustness of the proposed scheme.

A Study on the Qualitative Evaluation Factors for Mobile Game Company (모바일게임 기업의 정성적 평가요인에 관한 연구)

  • Choi, Seok Kyun;Hwangbo, Yun;Rhee, Do Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.3
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    • pp.125-146
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    • 2013
  • Nowadays, the performance of the mobile game sales is influencing the ranking of game companies listed on KOSDAQ. In the meantime, venture capital companies had focused on online game. Recently, however, they have great interest in mobile games and mobile game companies. In addition, angel investors and accelerators are increasing investment for the mobile game companies. The most important issues for mobile game investor is how to evaluate the mobile game companies and their contents. Therefore, this study derived the evaluation factors for the mobile game company. And research method converged of the opinions of both supply side and demand side of the game industry. Ten professionals who are responsible for the supply of the game industry and CEO group & development experts of game development company were selected for survey in this study. Also ten professionals who are responsible for the demand of the game industry and the investment company were selected for survey in this study. And Delphi technique was performed according to the survey. Management skills, development capabilities, game play, feasibility, operational capabilities has emerged as five evaluation factors to evaluate the mobile game company. And the 20 sub-factors including CEO's reliability were derived. AHP(Analytic Hierarchy Process) theory is applied to analyze the importance of the qualitative elements which were derived by Delphi technique. As a result, the analysis hierarchy of evaluation factors for the mobile game company was created. Pair-wise comparison for each element was performed to analyze the importance. As a result, 'Core fun of the game' (12,2%), 'Involvement of the game' (10.3%), 'Security Reliability' (8.9%), 'Core developers' ability' (7.6%) appeared in order of importance. The significance of this study is offering more objective methodology for realistic assessment and importance of elements to evaluate mobile game company.

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Adaptive algorithm for optimal real-time pricing in cognitive radio enabled smart grid network

  • Das, Deepa;Rout, Deepak Kumar
    • ETRI Journal
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    • v.42 no.4
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    • pp.585-595
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    • 2020
  • Integration of multiple communication technologies in a smart grid (SG) enables employing cognitive radio (CR) technology for improving reliability and security with low latency by adaptively and effectively allocating spectral resources. The versatile features of the CR enable the smart meter to select either the unlicensed or the licensed band for transmitting data to the utility company, thus reducing communication outage. Demand response management is regarded as the control unit of the SG that balances the load by regulating the real-time price that benefits both the utility company and consumers. In this study, joint allocation of the transmission power to the smart meter and consumer's demand is formulated as a two stage multi-armed bandit game in which the players select their optimal strategies noncooperatively without having any prior information about the media. Furthermore, based on historical rewards of the player, a real-time pricing adaptation method is proposed. The latter is validated through numerical results.