{"title":"Kernel naïve Bayes classifier-based cyber-risk assessment and mitigation framework for online gaming platforms","authors":"Kalpit Sharma, Arunabha Mukhopadhyay","doi":"10.1080/10919392.2021.1987790","DOIUrl":null,"url":null,"abstract":"ABSTRACT Recently, the number and intensity of cyberattacks against massively multiplayer online (MMO) gaming platforms have increased; up to 74% of distributed denial-of-service (DDoS) attacks on MMO gaming (MMOG) firms have been launched by hackers. These malicious attacks affect gamers’ experience and MMOG firms’ revenue model. Along with financial losses, MMOG firms’ reputation also suffers from these attacks. Therefore, in this study, we devised a framework to quantify and mitigate cyber-risk for MMOG firms using a hybrid learning method, namely, a kernel naïve Bayes classifier. Our kernel naïve Bayes classifier-based cyber-risk assessment and mitigation (KB-CRAM) framework included the DDoS attack traits. Subsequently, it outputs (i) the probability of DDoS attacks; (ii) the expected financial losses; and (iii) cyber-risk mitigation strategies, such as self-protection (technology, compliance, and legal deterrence), self-insurance, or cyber-insurance. Our study contributes to field-relevant literature by providing managers with a tool to improve game performance. This framework also suggests ways in which MMOG firms can hedge losses against repeated attacks from unethical hackers.","PeriodicalId":54777,"journal":{"name":"Journal of Organizational Computing and Electronic Commerce","volume":"31 1","pages":"343 - 363"},"PeriodicalIF":2.0000,"publicationDate":"2021-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Organizational Computing and Electronic Commerce","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1080/10919392.2021.1987790","RegionNum":4,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 5
Abstract
ABSTRACT Recently, the number and intensity of cyberattacks against massively multiplayer online (MMO) gaming platforms have increased; up to 74% of distributed denial-of-service (DDoS) attacks on MMO gaming (MMOG) firms have been launched by hackers. These malicious attacks affect gamers’ experience and MMOG firms’ revenue model. Along with financial losses, MMOG firms’ reputation also suffers from these attacks. Therefore, in this study, we devised a framework to quantify and mitigate cyber-risk for MMOG firms using a hybrid learning method, namely, a kernel naïve Bayes classifier. Our kernel naïve Bayes classifier-based cyber-risk assessment and mitigation (KB-CRAM) framework included the DDoS attack traits. Subsequently, it outputs (i) the probability of DDoS attacks; (ii) the expected financial losses; and (iii) cyber-risk mitigation strategies, such as self-protection (technology, compliance, and legal deterrence), self-insurance, or cyber-insurance. Our study contributes to field-relevant literature by providing managers with a tool to improve game performance. This framework also suggests ways in which MMOG firms can hedge losses against repeated attacks from unethical hackers.
期刊介绍:
The aim of the Journal of Organizational Computing and Electronic Commerce (JOCEC) is to publish quality, fresh, and innovative work that will make a difference for future research and practice rather than focusing on well-established research areas.
JOCEC publishes original research that explores the relationships between computer/communication technology and the design, operations, and performance of organizations. This includes implications of the technologies for organizational structure and dynamics, technological advances to keep pace with changes of organizations and their environments, emerging technological possibilities for improving organizational performance, and the many facets of electronic business.
Theoretical, experimental, survey, and design science research are all welcome and might look at:
• E-commerce
• Collaborative commerce
• Interorganizational systems
• Enterprise systems
• Supply chain technologies
• Computer-supported cooperative work
• Computer-aided coordination
• Economics of organizational computing
• Technologies for organizational learning
• Behavioral aspects of organizational computing.