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Difference between revisions of "OWASP Video Game Security Framework"

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== Management ==
 
== Management ==
  
This list refers to what a given attacker might be trying to accomplish within the game by performing a given attack. This could relate very closely (or not) with the technical impact or business impact cause by the behavior.
+
Management refers to the management of access and identity within your organization.
 
 
{| class="wikitable" style="text-align: left" border="1"
 
! Attacker Goal
 
! Description
 
|-
 
| '''Avoid Damage'''
 
|Allows the player to avoid being killed by other players or NPCs.
 
|-
 
| '''Gain Gear'''
 
|Improve the amount or quality of gear the player has.
 
|-
 
| '''Gain In-game Currency'''
 
|Gain more currency than would normally be allowed.
 
|-
 
| '''Enhance Gear'''
 
|Give weapons or other gear powers that they wouldn't normally have.
 
|-
 
| '''Take Opponent Offline'''
 
|Take a player out of the game so that the attacker's position is improved.
 
|-
 
|'''Skip Content'''
 
|Allows player to skip content resuting in a faster completion or objective time
 
|-
 
|}
 
  
 
{{Social Media Links}}
 
{{Social Media Links}}
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== Service Delivery/ Support ==
 
== Service Delivery/ Support ==
  
The following is a list of possible negative outcomes that can occur as the result of someone successfully attacking a given game.
+
Service Delivery & Support refers to how an organization should approach managing any security services that have been implemented going forward.
 
 
{| class="wikitable" style="text-align: left" border="1"
 
! Outcomes
 
! Description
 
|-
 
| '''Currency Magnification'''
 
|A player ends up with more currency than they were supposed to have.
 
|-
 
| '''Player Anger'''
 
|Players become extremely agitated by one or more bugs.
 
|-
 
| '''Players Stop Playing the Game'''
 
|Players become so frustrated with the bugs and exploits that they stop playing and/or paying for the game.
 
|-
 
| '''Invulnerable Positions'''
 
|Locations on the map make bases or players unassailable and therefore invulnerable.
 
|-
 
| '''Item Multiplication'''
 
|Items are duplicated, multiplied, or otherwise increased in an unintended way.
 
|-
 
|'''Unfair Ladder Victory'''
 
|A victory is scored in favor of a player or team when they should not have won.
 
|-
 
|'''Unauthorized Admin Command Use'''
 
|Regular users are somehow able to execute administrative commands.
 
|-
 
|'''Lost Revenue'''
 
|The game company loses revenue due to bugs, hacks, and player anger.
 
|}
 
  
 
{{Social Media Links}}
 
{{Social Media Links}}
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== Resources ==
 
== Resources ==
 
This page will list additional resources related to game security that may provide more detailed context.
 
This page will list additional resources related to game security that may provide more detailed context.
 
{| class="wikitable" style="text-align: left" border="1"
 
! Outcomes
 
! Description
 
|-
 
| '''Cryptographic Validation of Client'''
 
|Ensure that the client will not run if it has been modified.
 
|-
 
| '''Enterprise-level DDoS Protection'''
 
|Implement protection against low to mid-tier DDoS attacks against the core gaming infrastructure.
 
|-
 
| '''Basic Application Security Defenses'''
 
|Code-based protections against common application security flaws, such as SQLi, XSS, CSRF, LFI/RFI, etc.
 
|-
 
|'''Authentication Lockouts'''
 
|Lock out a user's account after a certain number of failed attempts.
 
|-
 
|'''Two-factor Authentication'''
 
|Require use of 2FA on a given player's account.
 
|-
 
|'''Better Code'''
 
|Any fixes that can be done in code that aren't covered by other defenses. Could include net code, physics engine, logic fixes, etc.
 
|-
 
|'''Server-side Validation'''
 
|Ensure that validations are performed on the server and not (only) the client.
 
|}
 
  
 
{{Social Media Links}}
 
{{Social Media Links}}

Revision as of 14:55, 26 June 2019

OWASP Project Header.jpg

OWASP Video Game Security Framework (VGSF)

OWASP Video Game Security Framework (VGSF) defines an approach to discovering solutions for strategy, development, operations, and management surrounding security for video game industry business models


Most organizations that operate in the digital landscape approach security as a last afterthought when compared to the overall business strategy and operations. In the recent years it has become more apparent the consequences of such behavior with increasingly amounts of data breaches happening. The cost associated with an organization’s loss of intellectual property and other digital assets has reached the millions.


With the fast growth of the video game industry (174 billion by 2021 - Newzoo Global Game Forecast) in recent years, it is critical that organizations operating in this space have a strong security posture. Cyber-attacks aimed at various components of a business can affect the interoperability, user protected info, end-game product, and overall business model. As more businesses and clients operate in the cyber space its important to leverage security as a way to create sustainable trust, lead competitively, and operate more agile with different types of data.

The framework is comprised of five discipline areas that could produce many best practice methodologies:
VGSF-LOGO.png


I. Business Strategy & Risk


II. Governance & Compliance


III. Prevention

This will be one of the largest sections as it is comprised of many different aspects of overall cyber security


IV. Management


V. Service Delivery & Support

Licensing

The OWASP Video Game Security Framework is free to use. It is licensed under the http://creativecommons.org/licenses/by-sa/3.0/ Creative Commons Attribution-ShareAlike 3.0 license], so you can copy, distribute and transmit the work, and you can adapt it, and use it commercially, but all provided that you attribute the work and if you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.


What is the OWASP Video Game Security Framework?

The goal of the OWASP Video Game Security Framework is to provide an adaptable blueprint to guide the development and deployment of cyber resiliency within a video game enterprise operation.

The target audience for the project includes:

  • Game Publishers
  • Game Developers
  • Security Professionals
  • Consumer Gamers
  • Quality Assurance Testers
  • Business Stakeholders in the Gaming Industry
  • Industry Enthusiasts

Project Leaders

  • Romen Brewer

Contributors

  • TBD

Related Projects

Collaboration

Join the discord channel: [1]

Quick Download

COMING SOON

News and Events

  • April, 2019: Site Creation and Discord channel creation.


Classifications

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