Storing a Sparse Table with 0(1) Worst Case Access Time
Journal of the ACM (JACM)
Handbook of theoretical computer science (vol. A)
Obfuscated C and other mysteries
Obfuscated C and other mysteries
Manufacturing cheap, resilient, and stealthy opaque constructs
POPL '98 Proceedings of the 25th ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Secure group communications using key graphs
Proceedings of the ACM SIGCOMM '98 conference on Applications, technologies, architectures, and protocols for computer communication
Software watermarking: models and dynamic embeddings
Proceedings of the 26th ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Hardware protection against software piracy
Communications of the ACM
Architectural support for copy and tamper resistant software
ASPLOS IX Proceedings of the ninth international conference on Architectural support for programming languages and operating systems
Protection of Computer Software: Its Technology and Application
Protection of Computer Software: Its Technology and Application
A functional taxonomy for software watermarking
ACSC '02 Proceedings of the twenty-fifth Australasian conference on Computer science - Volume 4
Watermarking, tamper-proffing, and obfuscation: tools for software protection
IEEE Transactions on Software Engineering
A Practical Method for Watermarking Java Programs
COMPSAC '00 24th International Computer Software and Applications Conference
CRYPTO '93 Proceedings of the 13th Annual International Cryptology Conference on Advances in Cryptology
Tamper Resistant Software: An Implementation
Proceedings of the First International Workshop on Information Hiding
Hiding Signatures in Graph Coloring Solutions
IH '99 Proceedings of the Third International Workshop on Information Hiding
Robust Object Watermarking: Application to Code
IH '99 Proceedings of the Third International Workshop on Information Hiding
A Graph Theoretic Approach to Software Watermarking
IHW '01 Proceedings of the 4th International Workshop on Information Hiding
Dynamic Self-Checking Techniques for Improved Tamper Resistance
DRM '01 Revised Papers from the ACM CCS-8 Workshop on Security and Privacy in Digital Rights Management
Protecting Software Code by Guards
DRM '01 Revised Papers from the ACM CCS-8 Workshop on Security and Privacy in Digital Rights Management
Protection of Software-Based Survivability Mechanisms
DSN '01 Proceedings of the 2001 International Conference on Dependable Systems and Networks (formerly: FTCS)
Breaking Abstractions and Unstructuring Data Structures
ICCL '98 Proceedings of the 1998 International Conference on Computer Languages
Software Tamper Resistance: Obstructing Static Analysis of Programs
Software Tamper Resistance: Obstructing Static Analysis of Programs
A security architecture for survivability mechanisms
A security architecture for survivability mechanisms
Obfuscation of executable code to improve resistance to static disassembly
Proceedings of the 10th ACM conference on Computer and communications security
An abstract interpretation-based framework for software watermarking
Proceedings of the 31st ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Dynamic path-based software watermarking
Proceedings of the ACM SIGPLAN 2004 conference on Programming language design and implementation
IH'04 Proceedings of the 6th international conference on Information Hiding
Self-validating branch-based software watermarking
IH'05 Proceedings of the 7th international conference on Information Hiding
A secure digital asset managment network for game development and education
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Use, perceived deterrence and the role of software piracy in video game console adoption
Information Systems Frontiers
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In this paper we review the state of the art in content protection for video games by describing the capabilities and shortcomings of currently deployed solutions. In an attempt to address some of the open issues, we present two novel approaches. The first approach uses branch-based software watermarking to discourage and detect piracy through a registration-based system. In the second approach, based on the parallels between games and premium audio and video content, we propose the use of current physical-media copy-protection technologies for gaming content. In particular, we focus on broadcast encryption technology. The use of an open, standard-based architecture enables the development of a more restrictive protection system for games. Finally, we demonstrate how the proposed protection mechanisms can be applied to video-game copy protection through five scenarios.