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| = Examples = | | = Examples = |
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− | <div style="width:100%;height:160px;border:0,margin:0;overflow: hidden;">[[File:OWASP_Project_Header.jpg|link=]]</div>
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− | {| style="padding: 0;margin:0;margin-top:10px;text-align:left;" |- | + | {| class="wikitable" |
− | | valign="top" style="border-right: 1px dotted gray;padding-right:25px;" |
| + | ! style="font-weight: bold;" | Vulnerabilty Name |
− | | + | ! style="font-weight: bold;" | Description |
− | == Game Security Vulnerabilities ==
| + | ! style="font-weight: bold;" | Surface Area |
− | | + | ! style="font-weight: bold;" | Attacker Goal |
− | The following is a list of the vulnerabilities that can be found in video games of various types, and the attack surfaces they're likely to be associated with.
| + | ! style="font-weight: bold;" | Negative Outcome |
− | | + | ! style="font-weight: bold;" | Tester Tool |
− | {| border="1" class="wikitable" style="text-align: left"
| + | ! style="font-weight: bold;" | Defense |
− | ! Attack Surface | + | ! Ref |
− | ! Description | + | ! Genre |
− | |- | + | |- |
− | | '''Local Game Client''' | + | | Local Resource Modification, Client-side Logic Flaw |
− | | | + | | In 2015 The Division experienced an exploit that allowed an attacker to switch weapons rapidly, applying weapon buffs in a stacking manner, with no cap. |
− | * Ability to edit in-game resources
| + | | Game Client |
− | * Ability to bypass license requirement
| + | | Unfair Player Advantage |
− | |- | + | | Player Anger, Lost Revenue |
− | | '''Game Network Traffic'''
| + | | Game Client |
− | | | + | | Cryptographic Integrity Checks on Game Client |
− | * Network Denial of Service (player)
| + | | http://www.gamesradar.com/theres-a-division-damage-stacking-glitch-if-youve-got-fast-fingers/ |
− | ** Player bandwidth exhaustion
| + | | 3PS/1PS/MMO |
− | ** Player game client resource exhaustion
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− | |- | |
− | | '''Game Application Traffic''' | |
− | |
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− | * Application Level Denial of Service (Player)
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− | ** Player application logic Denial of Service
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− | |- | |
− | | '''Game Server'''
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− | |
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− | * Application Level Denial of Service (Server)
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− | ** Server application logic Denial of Service
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− | * Ability to modify game ladder rankings
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− | * Ability to modify own player resources
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− | |-
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− | | '''Game Economy''' | |
− | |
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− | * Ability to generate unlimited money on client side
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− | * Ability to generate unlimited money through network/application traffic modification
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− | * Ability to modify prices for in-game items
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− | * Ability to replay financial actions such as buying or selling through network/application manipulation
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| |- | | |- |
| |} | | |} |
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| {{Social Media Links}} | | {{Social Media Links}} |
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− | | valign="top" style="padding-left:25px;width:300px;border-right: 1px dotted gray;padding-right:25px;" |
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− | == What is the Game Security Vulnerabilities Project? ==
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− |
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− | The Security Vulnerabilities Project provides information on what types of vulnerabilities exist within games, and which attack surfaces they fall under.
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− |
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− | == Project Leaders ==
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− |
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− | * Jason Haddix
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− |
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− | == Related Projects ==
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− |
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− | * [[OWASP_Mobile_Security_Project|OWASP Mobile Security]]
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− | * [[OWASP_Top_Ten_Project|OWASP Web Top 10]]
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− |
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− | == Collaboration ==
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− | [https://game-security.slack.com The Slack Channel]
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− |
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− | == Resources ==
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− | * [https://www.owasp.org/index.php/Top_IoT_Vulnerabilities Top 10 IoT Vulnerabilities from 2014]
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− |
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− | == News and Events ==
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− | * Coming Soon
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− |
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− | |}
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| = Community = | | = Community = |