TY - GEN
T1 - Games based on active NFC objects
T2 - International Workshop on Network and Systems Support for Games, NetGames 2015
AU - Fortat, Florent
AU - Laurent, Maryline
AU - Simatic, Michel
N1 - Publisher Copyright:
© 2015 IEEE.
PY - 2016/1/13
Y1 - 2016/1/13
N2 - Cheating in video games is a critical financial matter for game developers. With games now integrating physical objects through NFC, new cheating techniques have emerged, including characteristic boosting of the objects, duplication of objects and introduction of new unauthorized objects. In this paper, we address this problem for games based on active NFC objects. Having active objects in a game allows for new possibilities of interaction yet to be seen, including offline interactions between objects outside of the game. We identify four top security requirements for these games to remain resistant to cheating activities. This analysis is original as it introduces a new model with active NFC objects. Our system is composed of a server, a device (computer, console or smartphone) equipped with an NFC reader, and NFC objects. We perform a risk analysis to identify the weak points of this base system. We list several realistic attacks exploiting the system's weaknesses. Finally, to address them, we design four cost effective security requirements.
AB - Cheating in video games is a critical financial matter for game developers. With games now integrating physical objects through NFC, new cheating techniques have emerged, including characteristic boosting of the objects, duplication of objects and introduction of new unauthorized objects. In this paper, we address this problem for games based on active NFC objects. Having active objects in a game allows for new possibilities of interaction yet to be seen, including offline interactions between objects outside of the game. We identify four top security requirements for these games to remain resistant to cheating activities. This analysis is original as it introduces a new model with active NFC objects. Our system is composed of a server, a device (computer, console or smartphone) equipped with an NFC reader, and NFC objects. We perform a risk analysis to identify the weak points of this base system. We list several realistic attacks exploiting the system's weaknesses. Finally, to address them, we design four cost effective security requirements.
UR - https://www.scopus.com/pages/publications/84964902031
U2 - 10.1109/NetGames.2015.7382998
DO - 10.1109/NetGames.2015.7382998
M3 - Conference contribution
AN - SCOPUS:84964902031
T3 - Annual Workshop on Network and Systems Support for Games
BT - 2015 International Workshop on Network and Systems Support for Games, NetGames 2015
PB - IEEE Computer Society
Y2 - 3 December 2015 through 4 December 2015
ER -