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Protecting Games: A Security Handbook for Game Developers and Publishers [Pehme köide]

  • Formaat: Paperback / softback, 416 pages, kõrgus x laius x paksus: 230x186x26 mm, kaal: 840 g
  • Ilmumisaeg: 08-Jan-2009
  • Kirjastus: Charles River Media
  • ISBN-10: 1584506709
  • ISBN-13: 9781584506706
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  • Formaat: Paperback / softback, 416 pages, kõrgus x laius x paksus: 230x186x26 mm, kaal: 840 g
  • Ilmumisaeg: 08-Jan-2009
  • Kirjastus: Charles River Media
  • ISBN-10: 1584506709
  • ISBN-13: 9781584506706
Teised raamatud teemal:
Security measures are a critical piece of the game development process because they not only affect the player s ability to safely access and enjoy a game but a publisher s ability to profit from it. Protecting Games: A Security Handbook for Game Developers and Publishers provides IT and game security professionals with the solutions and tools they need to solve numerous game security problems, and an understanding of security principles that can be applied to game projects to prevent security issues. The book covers longstanding issues such as piracy and cheating and also new concerns like gambling, privacy, and protecting children. Security issues are addressed at the technical, business, operational, and design levels, with both technical and non-technical countermeasures and solutions discussed. And case studies are presented as realworld examples of the types of security concerns games and game developers face. You can easily jump to the key topics that are of interest to you, or work your way through the book. Protecting Games: A Security Handbook for Game Developers and Publishers makes understanding and resolving game security issues less intimidating, and provides practical security solutions that can be applied right away.
Introduction xv
Part I The Protection Game
1(20)
Game Security Overview
2(4)
What Is Game Security?
3(2)
References
5(1)
Thinking Game Protection
6(15)
Independence
7(1)
Lazy, Cheap, or Stupid
8(4)
Threats, Vulnerabilities, and Risk
12(1)
Beyond Protect, Detect, React
13(2)
Asymmetric Warfare
15(2)
Process, Testing, Tools, and Techniques
17(2)
Second Grader Security
19(1)
References
20(1)
Part II Piracy and Used Games
21(2)
Overview of Piracy and Used Games
22(1)
The State of Piracy and Anti-Piracy
23(78)
Determining the Scope of Piracy
24(4)
Trusted Brand Security: Nintendo and ADV
28(1)
Anti-Piracy Innovators: Nine Inch Nails and Disney
29(1)
Going Forward
30(1)
References
31(1)
Distribution Piracy
32(12)
Preventing Duplication
32(1)
Detecting Duplication
33(1)
Collectables, Feelies, and Other Stuff
34(1)
Disk as Key
34(1)
License Keys
35(4)
Splitting and Key Storage
39(3)
Busted Pirate: Now What?
42(1)
References
43(1)
DRM, Licensing, Policies, and Region Coding
44(11)
The Basics of DRM
44(1)
Why DRM Doesn't Work
45(1)
Types of DRM Systems
46(5)
License Policy
51(3)
References
54(1)
Console Piracy, Used Games, and Pricing
55(11)
Attacking Consoles
55(5)
The Used Games Market
60(2)
Pricing Pirates Out of Business
62(3)
References
65(1)
Server Piracy Trends
66(1)
Server Piracy
66(9)
Authenticating the Server
70(4)
References
74(1)
Other Strategies, Tactics, and Thoughts
75(17)
Measuring Piracy
75(1)
Fighting Pirate Networks
76(3)
Multi-Player Gaming
79(1)
Rich Interaction System
79(5)
Digital Affiliate System
84(3)
Playing with Secure Digital Distribution
87(4)
References
91(1)
Anti-Piracy Bill of Rights
92(5)
Basic Fair Use Principles
93(1)
Registration Options
94(1)
Installation Options
95(1)
Connection Options
95(1)
References
96(1)
The Piracy Tipping Point
97(4)
Determining the Goal of Anti-Piracy Policies
97(2)
References
99(2)
Part III Cheating
101(88)
Overview of Cheating
102(1)
Cheating 101
103(29)
Cheating and the Game Industry
103(2)
Fair Play
105(1)
Cheat Codes
106(4)
The Carrds Reference Model
110(1)
The Remote Data Problem
111(10)
Security, Trust, and Server Architectures
121(4)
Random Events
125(2)
Player Collusion
127(2)
Business Models and Security Problems
129(2)
References
131(1)
App Attacks: State, Data, Asset, and Code Vulnerabilities and Countermeasures
132(14)
Memory Editors, Radar, and ESP
132(2)
Data Obfuscators
134(3)
Code Hacks and DLL Injection
137(2)
Blind Security Functions, Code Obfuscators, and Anti-Tamper Software Design
139(2)
Save Game Attacks, Wallhacks, and Bobbleheads
141(1)
Secure Loader and Blind Authentication
142(3)
References
145(1)
Bots and Player Aids
146(9)
Is It ``Help'' or Is It Cheating?
146(3)
CAPTCHAs: Distinguishing Players from Programs
149(1)
Cheat Detection Systems
150(4)
References
154(1)
Network Attacks: Timing Attacks, Standbying, Bridging, and Race Conditions
155(11)
ACID, Dupes, and SQL Attacks
155(2)
Defensive Proxies
157(1)
Hacker Proxies
158(5)
Thinking About Network Time: Act, But Verify
163(2)
Securing Time
165(1)
References
165(1)
Game Design and Security
166(15)
Design Exploits
166(1)
Collusion
167(1)
Trivia Games
167(2)
Word, Number, and Puzzle Games
169(1)
Algorithmic Games, Physics Flaws, and Predictable Behavior
170(3)
Speed, Twitch, Timing, and Pixel Precision
173(2)
Strong and Dominant Strategies and Deep Game Play
175(1)
Power of People: Rock-Paper-Scissors, Poker, and the World of Psychology
175(1)
Game Play Patterns: Combat Devolved
176(3)
Designing for the Medium
179(1)
References
179(2)
Case Study: High-Score Security
181(8)
Cheating in High-Score Games
181(1)
Encryption, Digital Signatures, and Hash Functions
182(2)
Client-Server Option
184(1)
Randomly Seeded Client
184(1)
Alternative High-Score Strategies
185(1)
Puzzles, Skill-Based Games, and Other Deterministic Games
186(1)
Inappropriate Player Handles
187(1)
Summary
187(1)
References
187(2)
Part IV Social Subversion: From Griefing to Gold Farming and Beyond with Game Service Attacks
189(62)
Overview of Social Subversion
190(2)
Competition, Tournaments, and Ranking Systems (and Their Abuse)
192(17)
Understanding Tournaments and Ranking Systems
192(3)
Lobby Attacks
195(2)
Syndicates and Bots
197(1)
Tournament and Ladder Game Play Attacks
197(2)
Abandonment: The ``Game Over'' Game
199(2)
Game Operator Problems
201(1)
Identity Problems
202(2)
Countermeasures
204(2)
Retrofitting Games for Tournaments and Skill Games
206(1)
Summary
206(1)
Resources
207(2)
Griefing and Spam
209(14)
Communications Griefing and Spam
210(5)
Game Play Griefing
215(2)
User-Created Content
217(1)
Liability and Business Risk
218(3)
References
221(2)
Game Commerce: Virtual Items, Real Money Transactions, Gold Farming, Escorting, and Power-Leveling
223(20)
Amusement Park Economics
226(1)
Alternative Models
227(1)
On Virtual Items
228(2)
Gold Farming
230(6)
Gold Frauders, Online Thieves, and Insiders
236(2)
Potential Solutions
238(1)
Power-Leveling
239(1)
Escort Services, Subletting, and Virtual Prostitution
240(1)
Summary
240(1)
References
241(2)
To Ban or Not To Ban? Punishing Wayward Players
243(8)
Crime, Credibility, and Punishment
243(1)
The Cost of Punishment: Who's Being Punished?
244(1)
Possible Punishments and Credible Deterrence
245(3)
Summary
248(1)
References
249(2)
Part V The Real World
251(120)
Welcome to the Real World
252(2)
Insider Issues: Code Theft, Data Disclosure, and Fraud
254(12)
Code Theft and Other Data Disclosures
255(3)
Office IT Infrastructure
258(1)
Insider Fraud
259(1)
Playing Your Own Game
260(2)
Privileging and Isolation
262(3)
References
265(1)
Partner Problems
266(9)
Contracting Security?
266(1)
Security Accountability in Third-Party Development
267(1)
Security Accountability in Third-Party Licensing
268(2)
Service Provider and Partner Security Issues
270(3)
Community and Fan Sites
273(1)
References
274(1)
Money: Real Transactions, Real Risks
275(13)
Payment Processing
276(4)
Inside the Payment Process: PayPal
280(2)
Anti-Fraud
282(4)
Integration for Automation
286(1)
Payment Fraud
287(1)
References
287(1)
More Money: Security, Technical, and Legal Issues
288(6)
PCI-DSS and Security
289(1)
Account Security, Virtual Items, and Real Money
289(1)
Money Laundering and Illegal Payments
290(1)
Money Laundering: Legal Issues
291(2)
References
293(1)
Identity, Anonymity, and Privacy
294(19)
The State of Identity and Anonymity
295(1)
The Registration Problem and Identity Management Systems
296(6)
Age Verification
302(2)
Usage Controls and Game Addiction
304(2)
Account Compromise, Identity Theft, and Privacy
306(2)
Legal Requirements for Privacy Protection
308(2)
References
310(3)
Protecting Kids from Pedophiles, Stalkers, Cyberbullies, and Marketeers
313(11)
Dealing with Cyberbullies, Pedophiles, and Stalkers
315(1)
Kids' Communications, Parental Controls, and Monitoring
316(3)
COPPA
319(1)
Children and Identity
320(1)
Child Pornography
321(1)
References
322(2)
Dancing with Gambling: Skill Games, Contests, Promotions, and Gambling Again
324(11)
What Is Gambling and What Is Not
325(1)
Accidental Casinos
326(1)
Skill Games
327(1)
Miscellaneous Security Issues
328(1)
Legal Considerations
329(4)
References
333(2)
Denial of Service, Disasters, Reliability, Availability, and Architecture
335(9)
What Can Go Wrong, Will Go Wrong
335(1)
Denial of Service
336(3)
Scalability and Availability
339(1)
Sample Game Operations Architecture
340(2)
Disasters and Disaster Recovery
342(1)
Contingency Planning
342(1)
References
343(1)
Scams and Law Enforcement
344(7)
Scams in Games
345(2)
Game Scams
347(1)
Law Enforcement
348(1)
Facilities Requirements: Potential Unexpected Laws and Regulations
349(1)
References
350(1)
Operations, Incidents, and Incident Response
351(8)
Secure Operations
352(2)
Active Measures
354(1)
Incidents and Incident Response
354(2)
Public Relations and the Perception of Security
356(2)
References
358(1)
Terrorists
359(5)
Virtual Terrorism
359(1)
Online Tools for the Modern Terrorist
360(3)
References
363(1)
Practical Protection
364(7)
``We Have Met the Enemy and He Is Us''
364(3)
The Business of Game Protection
367(3)
In Closing
370(1)
References
370(1)
Selected Game Security Incidents 371(8)
Glossary 379(6)
Index 385