{"title":"Nintendo 3DS forensics: A secondhand case study","authors":"","doi":"10.1016/j.fsidi.2024.301815","DOIUrl":null,"url":null,"abstract":"<div><div>Computer and console-based video games are an important part of the entertainment industry. Such devices may be found in evidence lockers as part of investigations, or overlooked as their intrinsic value to an investigation may not be well-understood. Modern games consoles provide network connectivity and functionality that allows a significant degree of interaction via peer-to-peer connections and/or the Internet. These gaming consoles store settings, user preferences, user information, and can capture photos, audio and video, all of which potentially contain forensic artifacts about a person of interest. Games consoles have a fixed lifespan, eventually superseded by newer models with an expanded range of capabilities. As there are significant numbers of consoles available on the secondhand market, there is clear evidence that older consoles remain in circulation even after production has ceased. What is unclear, however, is the actual extent of forensic data available within these consoles. This paper shares the results of a digital forensic case-study undertaken to assess what artifacts are retrievable based on ‘real-world’ dataset, particularly the aging, but popular Nintendo 3DS series. A total of 47 Nintendo 3DS/2DS handheld systems were purchased secondhand. They were forensically imaged then examined to identify what artifacts are commonly found ‘in the wild’ on these often overlooked systems. Results presented in this paper provide guidance to digital forensic investigators of what may be realistically obtained from these non-traditional devices.</div></div>","PeriodicalId":48481,"journal":{"name":"Forensic Science International-Digital Investigation","volume":null,"pages":null},"PeriodicalIF":2.0000,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Forensic Science International-Digital Investigation","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2666281724001392","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 0
Abstract
Computer and console-based video games are an important part of the entertainment industry. Such devices may be found in evidence lockers as part of investigations, or overlooked as their intrinsic value to an investigation may not be well-understood. Modern games consoles provide network connectivity and functionality that allows a significant degree of interaction via peer-to-peer connections and/or the Internet. These gaming consoles store settings, user preferences, user information, and can capture photos, audio and video, all of which potentially contain forensic artifacts about a person of interest. Games consoles have a fixed lifespan, eventually superseded by newer models with an expanded range of capabilities. As there are significant numbers of consoles available on the secondhand market, there is clear evidence that older consoles remain in circulation even after production has ceased. What is unclear, however, is the actual extent of forensic data available within these consoles. This paper shares the results of a digital forensic case-study undertaken to assess what artifacts are retrievable based on ‘real-world’ dataset, particularly the aging, but popular Nintendo 3DS series. A total of 47 Nintendo 3DS/2DS handheld systems were purchased secondhand. They were forensically imaged then examined to identify what artifacts are commonly found ‘in the wild’ on these often overlooked systems. Results presented in this paper provide guidance to digital forensic investigators of what may be realistically obtained from these non-traditional devices.