Cyberattacks designed to disrupt gameplay, degrade services, or compromise user accounts.
Supporting Academic Articles
A Model of the Threats that Disreputable Behavior Present to Esports Sponsors
Bruno Duarte Abreu Freitas, Ruth Sofia Contreras-Espinosa, Pedro Ãlvaro Pereira Correia
Contemporary Management Research, Vol. 17, No. 1, 2021
Target: Toxic behavior, sexism, illegal gambling, match-fixing, cheating, cyberattacks, doping
Aim: Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Ã. P. (2021). A model of the threats that disreputable behavior present to esports sponsors. Contemporary Management Research, 17(1), 27-64.
Recommendation: (Freitas et al., 2021)
Immersive and Authentic Learning Environments to Mitigate Security Vulnerabilities in Networked Game Devices
Walter W. Ridgewell, Vive Kumar, Kinshuk
IEEE SITIS Conference 2013
Target: Software vulnerabilities, hacking, network-based security exploits
Aim: Ridgewell, W. W., Kumar, V., & Kinshuk. (2013). Immersive and authentic learning environments to mitigate security vulnerabilities in networked game devices. In 2013 International Conference on Signal-Image Technology & Internet-Based Systems (pp. 1042-1048). IEEE.
Recommendation: (Ridgewell et al., 2013)
Cybersecurity of the gaming industry
Kornélia Sára Szatmáry
IEEE 22nd International Symposium on Intelligent Systems and Informatics (SISY), September 19-21, 2024, Pula, Croatia
Target: DDoS attacks, ransomware, data breaches, phishing attacks, malware and trojans, cheating and hacks, network-based attacks
Aim: Szatmáry, K. S. (2024). Cybersecurity of the gaming industry. In 2024 IEEE 22nd International Symposium on Intelligent Systems and Informatics (SISY) (pp. 441-446).
Recommendation: (Szatmary, 2024)
Cheating in networked computer games – A review
Steven Daniel Webb and Sieteng Soh
DIMEA '07 Perth Western Australia (ACM)
Target: Comprehensive taxonomy including game-level, application-level, protocol-level, and infrastructure-level cheats; bug exploitation, information exposure, bots, denial of service
Aim: Webb, S. D., & Soh, S. (2007). Cheating in networked computer games – A review. In Proceedings of the 2007 Conference on Future Play (pp. 105-112). ACM.
Recommendation: (Webb & Soh, 2007)
Security issues in online games
Jianxin Jeff Yan and Hyun-Jin Choi
The Electronic Library Volume 20 Number 2 2002 pp. 125–133
Target: Comprehensive taxonomy including collusion, password compromises, virtual asset trading cheats, service denial, social engineering, software modification
Aim: Yan, J. J., & Choi, H. J. (2002). Security issues in online games. The Electronic Library, 20(2), 125-133.
Recommendation: (Yan & Choi, 2002)