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One and two-day course sessions are available.
Attendees receive over 200 pages of relevant
materials in manual form, including relevant
statistics and incident reports on
security-related matters in the industry.
Sessions consist of lectures and interactive
sessions. Courses may be combined with
engineering support, so that the course can be
tailored to your game in development or
industry-specific category of games.
Contact us for details
or pricing.
TOPICS
Introduction – An overview of security
issues for games and why security is important
is presented.
Trusting Clients – Includes a discussion
of the most serious and common game security
problem, why it occurs, and how to fix.
Game Business Models and Security
Implications – We interactively discuss the
wide range of different business models for
games, and review the specific security problems
and opportunities associated with each. The
notion of a Rich Transaction System is
introduced.
Anti-Piracy & DRM – We discuss piracy
problems and the various types of solutions that
are available. A key topic that is covered is
thinking about the actual economic benefits and
costs of anti-piracy systems. Non-technical and
business anti-piracy strategies are introduced.
Identity, Anonymity, and Game Commerce –
Identity is a central issue for online gaming.
Anonymity basically encourages poor behavior
that is expensive to the game operator. The
difference between the game security identity
problem and that for traditional IT security is
discussed. Game commerce, gold farming, and
Real-Money Transactions are reviewed.
Cheating & Griefing Overview – Includes a
high-level discussion of the two game unique
security problems.
Game Implementation Security – Various
techniques and issues associated with the actual
design and implementation of games from a
security perspective are reviewed. Specific
tools such as loaders, and techniques like
auditing are discussed.
Game Security Incidents Chronology and
Discussion – The increasing pace of game
security problems can be seen by the growth from
1 incident per month in 2004 to more than 1 per
week in 2006. Interesting incidents and their
implications are discussed.
Security Solutions – The available
product and service solutions for game
developers, publishers, and operators are
discussed.
Network Game Architectures – An overview
of the typical architectures for online games
are reviewed.
Game Security Threats – We present a
structured list of the various types of attacks
on games.
Summary & Conclusions
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