网络游戏中的网络犯罪侦查

IF 4.8 2区 计算机科学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
James Higgs, Stephen Flowerday
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引用次数: 0

摘要

网络犯罪通常被认为仅限于较为成熟的经济部门。然而,众所周知,网络犯罪会转移到监管不那么严格的领域——包括在线视频游戏。帐户泄露和虚拟资产被盗是整个在线视频游戏行业面临的挑战。越来越多的视频游戏公司被要求及时识别恶意网络活动,并迅速采取补救措施。本文对参与Roblox虚拟资产市场的358054名Roblox用户进行了为期12个月的社交网络分析。多重逻辑回归分析的结果为电子游戏公司提供了可操作的发现,这些发现可以在组织安全控制的实施过程中加以利用,包括政策、治理机制和系统设计决策。主要研究结果显示,在线游戏玩家朋友圈的亲社会性质在决定恶意账户活动被禁止的可能性方面发挥了核心作用。第三方交易网站的使用,作为社会工程漏洞的一部分发布交易广告,以及用户帐户的年龄构成了在管理客户风险时应该考虑的进一步风险因素。为了补充回归分析,使用社交网络衍生的特征训练了五个分类器。交叉验证的结果表明,网络衍生特征具有很强的判别能力,应该成为打击在线视频游戏中的网络犯罪的纵深防御方法的一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Detecting Cybercrime in Online Video Gaming
Cybercrime is often assumed to be limited to more mature economic sectors. Yet, cybercrime is known to migrate to less tightly regulated domains—including online video gaming. Account compromise and virtual asset theft is a challenge that confronts the entire online video gaming industry. Increasingly, video game companies are required to promptly identify malicious online activity and take prompt remedial action. This paper conducts a social network analysis of 358,054 Roblox users that participated in the Roblox virtual asset marketplace over a 12-month period. Results from a multiple logistic regression analysis provide video game companies with actionable findings that can be leveraged during the implementation of organizational security controls, including policy, governance mechanism and system design decisions. Key findings reveal that the prosocial nature of online gamers’ friendship circles play a central role in determining the likelihood that accounts are banned for malicious account activity. Third-party trading website usage, posting trade advertisements as part of a social engineering exploit, and the age of user accounts constitute further risk factors that should be accounted for when managing customer risk. To complement the regression analysis, five classifiers were trained with social network-derived features. Cross-validated results show that network-derived features have strong discriminative power and should form part of a defense-in-depth approach to combatting cybercrime in online video gaming.
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来源期刊
Computers & Security
Computers & Security 工程技术-计算机:信息系统
CiteScore
12.40
自引率
7.10%
发文量
365
审稿时长
10.7 months
期刊介绍: Computers & Security is the most respected technical journal in the IT security field. With its high-profile editorial board and informative regular features and columns, the journal is essential reading for IT security professionals around the world. Computers & Security provides you with a unique blend of leading edge research and sound practical management advice. It is aimed at the professional involved with computer security, audit, control and data integrity in all sectors - industry, commerce and academia. Recognized worldwide as THE primary source of reference for applied research and technical expertise it is your first step to fully secure systems.
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