Preventing bots from playing online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Is a bot at the controls?: Detecting input data attacks
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
AC/DC: an algorithm for cheating detection by cheating
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Stealth measurements for cheat detection in on-line games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Game bot identification based on manifold learning
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
I am a sensor, and I approve this message
Proceedings of the Eleventh Workshop on Mobile Computing Systems & Applications
Location Cheating: A Security Challenge to Location-Based Social Network Services
ICDCS '11 Proceedings of the 2011 31st International Conference on Distributed Computing Systems
TapLogger: inferring user inputs on smartphone touchscreens using on-board motion sensors
Proceedings of the fifth ACM conference on Security and Privacy in Wireless and Mobile Networks
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Mobile security for games is often ignored when discussing architectural design of mobile systems. Substantial increase in the power and networking capabilities of smartphones has led to the emergence of mobile games, and mobile gamers now outnumber "core" gamers. These games include many genres of gaming with different and new requirements. Here we discuss existing and potential new avenues of cheating in mobile games and suggest several solutions based on how different existing and novel services can be provided by carriers, ecosystems, and developers to improve the security.