Analysis of state exposure control to prevent cheating in online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
A cheat controlled protocol for centralized online multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Cheating Behaviors in Online Gaming
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Ripley: automatically securing web 2.0 applications through replicated execution
Proceedings of the 16th ACM conference on Computer and communications security
Streamlining attacks on CAPTCHAs with a computer game
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
NETWORKING'07 Proceedings of the 6th international IFIP-TC6 conference on Ad Hoc and sensor networks, wireless networks, next generation internet
Cheat-proof serverless network games
CG'06 Proceedings of the 5th international conference on Computers and games
Framework for security in online video games
Proceedings of the 48th Annual Southeast Regional Conference
Covert channels for collusion in online computer games
IH'04 Proceedings of the 6th international conference on Information Hiding
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
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The emergence of online games has fundamentally changedsecurity requirements for computer games, which previouslywere largely concerned with copy protection. In thispaper, we examine how new security requirements impactthe design of online games by using online Bridge, a simpleclient-server game, as our case study. We argue that securityis emerging as an inherent design issue for onlinegames, after graphics and artificial intelligence, which havebecome important issues of the design of most games fordecades. The most important new security concern in on-linegame design is fairness enforcement, and most securitymechanisms all contribute to a single objective, namely,making the play fair for each user.