通过电子商务购物平台和在线游戏程序进行社会工程攻击的共性

Jasiel Garcia, Paul Oburu, Shajina Anand
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引用次数: 0

摘要

疫情发生后,互联网和远程办公的使用呈上升趋势,恶意用户也有所增加。每天都有许多用户受到社会工程攻击的影响。社会工程是通过欺骗从个人那里收集个人信息的做法。恶意用户可以通过多种方式执行社会工程攻击,如网络钓鱼、诱饵、借口等。社会工程攻击的范围遍及任何在线内容,例如,它可以是购物网站、在线游戏网络、企业邮件平台等。如何对这种攻击采取预防措施是非常重要的。本文考虑了两种用户群体——在线游戏玩家和在线购物者,以及他们对此类攻击的脆弱性。本文回顾了网络游戏玩家易受社会工程威胁的社会互动和心理因素。本文涵盖了广泛的二次研究和分析,对不同类型的社会工程攻击和心理因素,使个人容易受到这种社会工程攻击。很少有研究分析玩家的行为和关系以及他们的在线互动。这项工作还检查了恶意攻击者通常使用的不同预防操作工具。这项研究为针对网络游戏玩家的不同类型的社会工程攻击,使他们易受攻击的心理和行为模式,以及可以利用的预防措施/工具提供了一个框架。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Commonalities in Social Engineering Attacks through E-Commerce Shopping Platforms & Online Gaming Programs
After the pandemic, the usage of internet and remote working is on the rise, and the malicious users have also increased. Many users are getting affected by social engineering attacks every day. Social engineering is the practice of gathering personal information from individuals by deceiving them. There are multiple ways in which malicious users can perform social engineering attacks, with approaches like phishing, baiting, pretexting, etc. The gamut of social engineering attacks spreads across anything online i.e., it could be a shopping website, online gaming network, enterprise mailing platform, etc. How to take preventive action against such attacks is very important. In this paper, two user groups are considered - online gamers and shoppers, and their vulnerability to such attacks. The social interactions and psychological factors of online gamers which make them vulnerable to social engineering threats are reviewed. This paper covers extensive secondary research and analysis, on the different types of social engineering attacks and the psychological factors making an individual vulnerable to such social engineering attacks. Few studies have analyzed the behaviors and relationships of gamers and their online interactions as well. This work also examines different preventive action tools that malicious attackers typically use. This study provides a framework for different types of social engineering attacks on online gamers, psychological and behavioral patterns that make them vulnerable, and what preventive actions/tools can be leveraged.
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