Swords and shields: a study of mobile game hacks and existing defenses

Yuan Tian, E. Chen, Xiaojun Ma, Shuo Chen, Xiao Wang, P. Tague
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引用次数: 7

Abstract

The mobile game industry has been growing significantly. Mobile games are increasingly including abilities to purchase in-game objects with real currency, share achievements and updates with friends, and post high scores to global leader boards. Because of these abilities, there are new financial and social incentives for gamers to cheat. Developers and researchers have tried to apply various protection mechanisms in games, but the degrees of effectiveness vary considerably. There has not been a real-world study in this problem space. In this work, we investigate different protections in real-world applications, and we compare these approaches from different aspects such as security and deployment efforts systematically. We first investigate 100 popular mobile games in order to understand how developers adopt these protection mechanisms, including those for protecting memory, local files, and network traffic, for obfuscating source code, and for maintaining the integrity of the game state. We have confirmed that 77 out of the 100 games can be successfully attacked, and believe that at least five more are vulnerable. Based on this first-hand experience, we propose an evaluation framework for the security of mobile game defenses. We define a five-level hierarchy to rate the protection mechanisms to help developers understand how well their games are protected relative to others in the market. Additionally, our study points out the trade-offs between security and network limitations for mobile games and suggests potential research directions. We also give a set of actionable recommendations about how developers should consider the cost and effectiveness when adopting these protection mechanisms.
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剑与盾:手机游戏攻击与现有防御的研究
手机游戏产业发展迅速。手机游戏越来越多地包含了用真实货币购买游戏内物品、与好友分享成就和更新、在全球排行榜上发布高分的功能。由于这些能力的存在,玩家作弊就有了新的经济和社会动机。开发者和研究人员已经尝试在游戏中应用各种保护机制,但其有效性差异很大。在这个问题领域还没有一个真实的研究。在这项工作中,我们研究了实际应用程序中的不同保护措施,并从不同方面(如安全性和部署工作)系统地比较了这些方法。我们首先调查了100款流行的手机游戏,以便了解开发者如何采用这些保护机制,包括保护内存、本地文件和网络流量、混淆源代码和维护游戏状态完整性的机制。我们已经确认100个游戏中有77个可以被成功攻击,并且相信至少还有5个游戏是脆弱的。基于这一第一手经验,我们提出了一个手机游戏防御安全性的评估框架。我们定义了一个5级等级来评估保护机制,以帮助开发者了解他们的游戏相对于市场上其他游戏的保护程度。此外,我们的研究指出了手机游戏的安全性和网络限制之间的权衡,并提出了潜在的研究方向。我们还提供了一组关于开发人员在采用这些保护机制时应该如何考虑成本和有效性的可行建议。
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