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Title:
Determination and Exploitation of Potential Security Vulnerabilities in Networked Game Devices( file size: 5439k )

Author:
Ridgewell, W. W.

Medium Type:
Project

Keyword(s):
Computer Security, Video Games and Security, Online Privacy, Mobile Device Security, Virtual Worlds, OpenSim, Sloodle, Hacking, Penetration Testing, Wireless Device Security, 3D Educational Games, Security Simulation Games, Application exploitation and vulnerabilities, embedded device vulnerabilities

Supervisor(s):
Dr. Vive Kumar

Abstract:
An examination of the security aspects of networked game devices in relation to the current threat environment presented to networked wireless devices, and their associated connectivity to the Internet. Historical data regarding security threats and exploitation of vulnerabilities in personal computing devices and recently mobile devices indicate that once a technology reaches a maturity level in the realm of network connectivity and user adoption, that attacks and exploitation of such devices is typically inevitable. As growing numbers of consumer entertainment devices such as game consoles and portable game devices become part of a home computing network, having increased utilization as an Internet Appliance for surfing the World Wide Web, they will face the same online threat potentials as experienced by other devices. In this instance however, unlike personal computing devices and similar to many mobile devices today such as cell phones which implementing embedded processor operating systems and technologies, little if no software exists to provide an indication of attack or compromise by malicious software or users. Utilizing the same analysis and penetration testing methodologies as for networked personal computing devices, this being the closest analogous hardware implementation and networked environment in which the devices are configured operate, the potential for exploitation will be examined. Collective results of this research begin to determine the state of vulnerabilities related to current console and portable game devices in their network active state. This will provide useful baseline information which can give an indication of the networked game devices security/vulnerability profile with regards to other online networked devices. In a broader perspective it outlines the possibility of exploitation of non personal computing network active devices and the threats they may present to a network infrastructure. Information from this research will form the framework of a 3D immersive game designed to educate the networked game device user to potential security risks, utilizing the appeal of such environments to engage the learner.