Protecting Games: A Security Handbook for Game Developers and Publishers available in Paperback
- Pub. Date:
- Cengage Learning
Security measures are a critical piece of the game development process because they not only affect the player's ability to safely access and enjoy a game but a publisher's ability to profit from it. Protecting Games: A Security Handbook for Game Developers and Publishers provides IT and game security professionals with the solutions and tools they need to solve numerous game security problems, and an understanding of security principles that can be applied to game projects to prevent security issues. The book covers longstanding issues such as piracy and cheating and also new concerns like gambling, privacy, and protecting children. Security issues are addressed at the technical, business, operational, and design levels, with both technical and non-technical countermeasures and solutions discussed. And case studies are presented as realworld examples of the types of security concerns games and game developers face. You can easily jump to the key topics that are of interest to you, or work your way through the book. Protecting Games: A Security Handbook for Game Developers and Publishers makes understanding and resolving game security issues less intimidating, and provides practical security solutions that can be applied right away.
|Edition description:||New Edition|
|Product dimensions:||7.30(w) x 9.00(h) x 1.10(d)|
About the Author
Mr. Davis is the CEO of IT GlobalSecure, designer of the SecurePlay game security software package, and author of the PlayNoEvil (http://www.playnoevil.com/) game security blog. He has over 20 years of security engineering experience. He worked at the US National Security Agency, CSC, SAIC, and Bell Atlantic on a wide range of commercial and government projects. He consults, speaks, and writes regularly on security topics around the world.
Table of Contents
Part I The Protection Game Chapter 1 Game Security Overview Chapter 2 Thinking Game Protection Part II Piracy and Used Games Chapter 3 Overview of Piracy and Used Games Chapter 4 The State of Piracy and Anti-Piracy Chapter 5 Distribution Piracy Chapter 6 DRM, Licensing, Policies, and Region Coding Chapter 7 Console Piracy, Used Games, and Pricing Chapter 8 Server Piracy Chapter 9 Other Strategies, Tactics, and Thoughts Chapter 10 Anti-Piracy Bill of Rights Chapter 11 The Piracy Tipping Point Part III Cheating 101 Chapter 12 Overview of Cheating Chapter 13 Cheating 101 Chapter 14 App Attacks: State, Data, Asset, and Code Vulnerabilities and Countermeasures Chapter 15 Bots and Player Aids Chapter 16 Network Attacks: Timing Attacks, Standbying, Bridging, and Race Conditions Chapter 17 Game Design and Security Chapter 18 Case Study: High-Score Security Part IV Social Subversion: From Griefing to Gold Farming and Beyond with Game Service Attacks Chapter 19 Overview of Social Subversion Chapter 20 Competition, Tournaments, and Ranking Systems (and Their Abuse) Chapter 21 Griefing and Spam Chapter 22 Game Commerce: Virtual Items, Real Money Transactions, Gold Farming, Escorting, and Power-Leveling Chapter 23 To Ban or Not To Ban? Punishing Wayward Players Part V The Real World 251 Chapter 24 Welcome to the Real World Chapter 25 Insider Issues: Code Theft, Data Disclosure, and Fraud Chapter 26 Partner Problems Chapter 27 Money: Real Transactions, Real Risks Chapter 28 More Money: Security, Technical, and Legal Issues Chapter 29 Identity, Anonymity, and Privacy Chapter 30 Protecting Kids from Pedophiles, Stalkers, Cyberbullies, and Marketeers Chapter 31 Dancing with Gambling: Skill Games, Contests, Promotions, and Gambling Again Chapter 32 Denial of Service, Disasters, Reliability, Availability, and Architecture Chapter 33 Scams and Law Enforcement Chapter 34 Operations, Incidents, and Incident Response Chapter 35 Terrorists Chapter 36 Practical Protection Appendices A Selected Game Security Incidents B Glossary