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Securing Online Games

Reducing the Attack Surface


in Massively Multiplayer
Online Role-Playing Games

As online games become increasingly complex and


popular, malware authors could start targeting these
virtual worlds to launch attacks. Two case studies show
how an attacker can leverage various features of online
games to take over players computers.

J
ames is 15 years old and loves playing computer computersyet. To our knowl-
games online with his friends. While playing edge, this article describes the only
his favorite game one day, he gets a message two successful attacks of this nature. These two case Stephen Bono,
from a player he doesnt know, telling him to studies demonstrate the wide array of attack possibili- Dan
check out a cool, new in-game item. Curious, he clicks ties that MMORPGs make possible. Caselden,
a link in the messagenothing. He clicks the sec- Gabriel
ond link in the messagestill nothing. Disappointed, Beyond Cheating Landau,
James returns to his usual gaming, but unbeknownst Online games and virtual worlds have experienced and
to him, an identity thief now controls his computer, various nefarious activities at the hands of cheaters, Charlie
which silently grants the thief access to the familys tax including item duplication, sight through walls, in- Miller
returns, emails, and other personal information. James vincibility, and automatic aiming. These cheats are Independent
is just one of the millions of vulnerable subscribers to sometimes called exploits, confusing them somewhat Security
this online game. with attacks that fully compromise host machines. In Evaluators
Massively multiplayer online role-playing games fact, at worst, cheats alter the gaming experience for
(MMORPGs) are joining the ranks of software popu- those playing, but theyre limited to the virtual worlds
lar enough to be bombarded by attacks. For the past they affect.
decade, weve witnessed exploit after exploit target- This isnt to say that we should take cheats lightly
ing our favorite Web browsers, email clients, office just because they have limited effects on host machines.
productivity software, and operating systems.1 Many After all, some aspects of the game environment are
of the characteristics that make attacks against these tied to the real worldfor example, players can buy
applications possible and profitable have worked their and sell in-game currency and items using real-world
way into online games, too. The large attack surfaces money.2 Duplication in this context becomes a prof-
in these games, for example, create ample opportunity itable business for criminals and hurts players who
for attackers to pinpoint security vulnerabilities, and have made honest financial investments in these game
as the user base increases, so does attacker incentive. worlds. Gamer dissatisfaction leads to lower sales and
Thus, its important for game developers to recognize canceled subscriptions, motivating game companies to
this trend and incorporate a strong security focus into continually stop cheaters and retain their subscribers.
their software development life cycles. But beyond cheats lurks a more serious threat to both
So far, most research surrounding online games has gamers and game companies alikethe risk of secu-
been specific to cheating2 and theft of virtual goods via rity vulnerabilities that could compromise players
external malware and overly permissive game scripts.3 home computers. A vulnerability in an MMORPG
Attackers havent capitalized on the large MMORPG or other online game that grants an attacker control of
attack surface as a means for compromising gamers another players computer costs the victim more than

Published by the IEEE Computer Society 1540-7993/09/$25.00 2009 IEEE IEEE Security & Privacy 13
Securing Online Games

just an unsatisfactory gaming experience: it can result demand for rich functionality pushed online role-
in stolen personal, financial, or corporate informa- playing games from text-based multiuser dungeons
tion or a corrupted, useless computer. For videogame in the early to mid-1990s to the massively complex
companies, the consequences can be equally harrow- adventures theyve become.
For Web browsers, the feature-laden fight for mar-
Its one thing to patch a cheat every month ket dominance comes with a cost: a decade or more
of frequent security vulnerabilities. Internet users are
or sobut a 0-day exploit compromising generally aware of what not to do when it comes to
handling email attachments, dealing with spam, dis-
hundreds or thousands of subscriber closing personal information, and clicking on popup
windows, but online gamers havent yet had to learn
computers isnt soon forgotten. analogous safety behavior for virtual worlds. In many
cases, games provide so much opportunity for possible
ing. Its one thing to patch a cheat every month or attacks that it might not matter.
soonce the nuisances disappear, the gaming gen-
erally continuesbut a 0-day exploit compromising Large Attack Surfaces
hundreds or thousands of subscriber computers isnt Like Web browsers, the attack surface in MMORPGs
soon forgotten. is extensive. On top of the numerous client-to-server-
to-client communications occurring, MMORPGs
Complexity have begun to incorporate third-party plug-ins, pro-
MMORPGs arent like typical computer games: cessing capabilities for various movie, sound, and im-
thousands of people play them by simultaneously in- age formats, a reliance on external applications, and
teracting online in a virtual environment. But more the ability for direct P2P communication. Although
than the complexity of servicing all these players at this wealth of features enhances the gaming experi-
once in real time is the enormous set of features coded ence, it also provides attackers with ample opportu-
into the games. nity to exploit the game client.
MMORPGs, like most Internet software, adopt
client-server models as their bases. Game clients (the Client to Server to Client
players) connect to online servers (the virtual worlds). Most client-to-client interaction during online game-
The servers constantly update the client software with play is provided through a server middle man. A mes-
the sights, sounds, and happenings in proximity to the sage sent from one user to another is handled in the
players avatar. When an avatar in the game performs senders client software, the server software, and final-
an action, such as casting a spell, shouting in a crowd- ly delivered to and processed by the recipients client
ed room, or making a slight movement, the action software. Despite the ability to include several secu-
is sent to the server, processed, and forwarded to all rity checks along the way, attackers can sometimes
relevant game clients so that other players privy to the send malicious content throughessentially, deliver-
act can witness it in near real time. ing an attack to another players game client through
This model might not seem overly complicated, the server.
but in striving for a limitless interactive experience, Following the tradition of denying bad traf-
these games are packed with features, letting players fic closest to its source, the most efficient place to
perform thousands of actions. When compounded by prevent an attack of this kind is within the sending
the numerous side effects each action can have within game client. However, a determined attacker can
the online world, the game logics complexity soars. In modify or emulate the game client to circumvent
fact, MMORPGs can become so complex that even such restrictions.2 In some cases, an attacker might
developers can lose control of them, as was seen in the also be able to spoof messages from a game server to
online game World of Warcraft when, due to an un- the player, bypassing server-side validation entirely.
foreseen combination of game features, a developer- Effective input validation must deny bad traffic at
created disease ran rampant through cities, afflicting both the sending and receiving ends of game clients
and killing thousands of player avatars.4 and servers.
To stay ahead of the curve (and the competition), In general, each additional way by which two cli-
game developers must constantly update and add fea- ents can communicate with each other increases the
tures to their software. Consider Web browsers probability of vulnerabilities. Because these features
feature after feature has driven the straightforward are essential for online games, the best mitigation is
concept of text-only Web browsing to the massive, a strong security-conscious quality assurance compo-
dynamic Web 2.0 multimedia experience we see nent in the development processs testing phase to de-
today. In the same way, competition and consumer tect and repair possible vulnerabilities.

14 IEEE Security & Privacy May/June 2009


Securing Online Games

Third-Party Plug-ins and render these files. Although many such libraries
Some features arent coded by game developersthe are standardand using time-hardened standard li-
inclusion of user-created add-ons lets players create braries is almost always safer than writing new code
features of their own, such as the SpamMeNot add- from scratchthey, too, are known to be vulnerable.
on for World of Warcraft, which blocks in-game so- Moreover, its common for software utilizing these
licitations from known spammers (wow.curse.com/ libraries to remain unpatched long after a vulnerabil-
downloads/wow-addons/details/spam-me-not.aspx). ity is publicly documented and corrected. Attackers
MMORPGS also use third-party plug-ins such as Vi- simply find software that uses outdated and vulner-
vox, which allows streaming voice capability between able libraries and exploit them.5,6 Game developers
game clients. Plug-ins and add-ons expand the num- must therefore ensure that homegrown multimedia
ber of potential attack vectors, from installing services processing engines are rigorously tested for vulner-
and opening listening ports on client machines to abilities and that any standard libraries their games use
downloading and processing content from the Web are patched along with the game itself.
and other users.
Theres no question that many of these additions Additional Delivery Mechanisms
are useful, often necessary, but as has been demon- To be as interactive as possible, some MMORPGs
strated repeatedly, these extra features can come with take advantage of external applications, providing
security holes that open new windows for attackers. in-game actions that trigger out-of-game software
Consider the enormous amount of content on the Web execution, such as opening Web browsers and load-
that requires the Adobe Flash Player. A review of this ing music players. Although this allows easy access to
Web browser plug-ins revision history reveals several external information and makes the gaming experi-
security vulnerabilities fixed with each update (www. ence more complete, it also opens numerous delivery
kb.cert.org/vuls/byid?searchview&query=f lash). mechanisms for attacks.
World of Warcraft alone has more than 5,000 For more than a decade, email clients have proven
available add-ons for download (wow.curse.com/ an effective delivery mechanism for malicious files by
downloads/wow-addons/default.aspx). With more than convincing naive users to open them, execute their
10 million subscribers, the games popularity speaks for payload, and compromise the host machine. This ex-
itself (http://eu.blizzard.com/en/press/080122.html). ploit has also spread to instant messaging software, file-
As individual add-ons become widely used, theyll sharing communities, Web sites, and other mediums
likely become the focus of malware authors intent on in which users can be duped into downloading and
taking over subscriber computers. opening malicious files. Its only a matter of time be-
Mitigations for these sorts of attacks can stem from fore MMORPGs are similarly targeted: most gamers
the same techniques adopted in Web browsers havent yet instituted the same caution associated with
running plug-ins and add-ons in a sandboxed envi- safe Web browsing and email reading during game-
ronment in which privileged system commands are play. It might be too much to ask for game developers
restricted. In some cases, a standard scripting language to exclude features that automatically launch external
for creating add-ons might be preferable, such as software, but they should caution users when doing so,
World of Warcrafts use of Lua. Additionally, player- take care not to allow external applications to launch
built add-ons can undergo a security vetting process without player approval, and make it as difficult as pos-
before being approved. sible for an attacker to dupe players into accepting.

Numerous File Formats P2P Communication


The increasing number of supported file formats With the enormous amount of data transmitted be-
transmitted and processed during gameplay is further tween players in online games, its no wonder that
broadening game attack surfaces. The MMORPG many of them allow direct P2P communication,
Second Life supports dozens of multimedia formats
that support various images, sounds, movies, and other Game developers must ensure that
multimedia as well as scripts and markup languages to
enhance the gaming experience. However, more sup- homegrown multimedia processing engines
ported file formats yield more opportunity for attack-
ers to locate vulnerabilities. Research has shown time are rigorously tested for vulnerabilities.
and again that parsing small and seemingly innocuous
(yet malicious) multimedia files can have drastic con- often without user consent. In the P2P model, data
sequences (www.securityfocus.com/bid). flows directly from one players computer to another,
Often, the standard media-processing libraries bypassing game servers altogether. In fact, game cli-
included with the distributed game software parse ents often seek P2P connections to reduce the load on

www.computer.org/security/ IEEE Security & Privacy 15


Securing Online Games

central game servers and latency in data transfers. Vi- a players game client retrieving all of the sight and
vox, for example, supports P2P connections for voice sound information from the virtual world, the client
chat between two playersby removing the middle is guided to pull the multimedia content directly from
man, these online conversations become more fluid. player-controlled servers.
Direct P2P communication lets attackers deliver
exploit payloads unfiltered and unseen by the server. Buffer Overflow: Full Compromise
When P2P communication is automatic and user When a vulnerability exists in the QuickTime library,
consent isnt required, as is often the case, simply its possible to compromise the host machine of any
coming within an attackers proximity in a virtual player whose avatar approaches an in-game object
world could compromise another players machine. embedded with malicious multimedia content. This
Because P2P communication bypasses game serv- happens as follows: first, an attacker creates a virtual
ers, these attacks cant be blocked, and developers are object somewhere on his or her property in the on-
forced to create emergency patches for the game cli- line world and then associates a URL with the vir-
ent software. tual object, indicating that a multimedia file is to be
To mitigate the additional threats P2P commu- presented when this object is encountered. The URL
nication poses, game software should require player itself points to a malicious media file with an embed-
consent before creating a connection between peers ded attack payload located on an attacker-controlled
or let players white-list specific peers for automatic server. When a vulnerable players avatar encounters
connection. Furthermore, all information transmitted this object in the virtual world, the malicious pay-
between players should be treated as suspect and sub- load is automatically downloaded, processed by the
jected to stringent validation. underlying QuickTime library, and the host machine
is completely compromised.
Case Study: Second Life This attack requires a vulnerable QuickTime li-
Released by Linden Labs in 2003, Second Life is an brary to reside on the victims machine; the library
MMORPG that lets users interact, buy and sell land isnt installed with the Second Life software, but its
and goods with Linden dollars (which can be convert- recommended and necessary to experience many of
ed in-game to and from US dollars), and even create the virtual worlds enhanced aspects.
in-game content such as clothes, houses, and cars. Un- Charlie Miller and Dino Dai Zovi developed an
like games such as World of Warcraft, Second Life has exploit with some specific properties: by the nature of
no official objectiverather, its a place to explore, the QuickTime vulnerability, the payload download-
make friends, and do things not possible in a players ed additional malicious code and injected it into the
first life. game clients running process.7 This code checked the
amount of Linden dollars available to the victim and
Feature: User-Created Content immediately transferred 12 of them to the attackers
To make Second Life as realistic as possible, creative account. The players avatar was then forced to shout,
freedom is available to players for designing their own Ive been hacked! Finally, the attack stopped, and
clothing, homes, and vehicles. They can also embed control of the game returned to its normal running
multimedia creations of their own within game ob- state as if nothing had happened. At the time Miller
jectsfor instance, a player can create a unique ambi- and Dai Zovi demonstrated this attack, QuickTime
ent-noise track that other players will hear while in a was known to be vulnerable and had remained un-
particular room or display a movie screen on the side patched for several weeks (www.securityfocus.com/
of a wall that plays a favorite movie around the clock. bid/26560).
Few limitations are placed on the creations possible This attack demonstrates how an attacker can abuse
within the virtual world. the extensive feature list and freedoms granted to play-
Of particular interest to this case study is players ers and compromise their machines. By allowing play-
ability to create multimedia files and associate them ers to create custom content of various formats, Second
with objects in the virtual world. When a players ava- Life and other MMORPGs establish new attack vec-
tar encounters an object in the game with an embed- tors for malicious players to inject exploit payloads
ded media file, the Second Life viewer displays this that either target game software itself or third-party
content by rendering it with the optional QuickTime libraries used for data processing. Moreover, provid-
library installed on that players computer. ing players with the ability to host their own content
These multimedia files arent hosted on game serv- grants attackers the same privilege, letting them bypass
ers but rather on public- or player-controlled servers. Second Life servers, communicate directly with their
This relieves Second Life servers from handling this victims, and deliver unfiltered malicious content. Fur-
contents storage and delivery overhead and lets play- thermore, attackers have the freedom to serve mali-
ers update content easily and constantly. Instead of cious content based on timing, the source IP address,

16 IEEE Security & Privacy May/June 2009


Securing Online Games

or any other criteria of their choice. perlinks can contain in-game scripting commands. For
After Miller and Dai Zovi demonstrated this at- instance, a player could send a message containing the
tack, Linden Labs took steps to mitigate future attacks following HTML and in-game scripting language:
of this kind by requiring the latest version of Quick-
Time to ensure older, unpatched versions couldnt be /tell Alice <a href=text://
exploited. Additionally, players can now disable multi <a href=chatcmd:///fun_script>
media content (although its unlikely theyll do so). http://securityevaluators.com</a>>
Look at this website.</a>
Case Study:
Anarchy Online and Age of Conan
Anarchy Online and Age of Conan are MMORPGs which appears to Alice in a separate message window
created by Funcom. Age of Conan is set in a virtual as a hyperlink to a Web site. However, if the player
environment modeled after the fictional universe of clicks on the underlined text, http://securityevalu-
Robert E. Howards Conan the Barbarian, and Anar- ators.com, he or she unwittingly executes a script
chy Online, Age of Conans predecessor, is set in a fu- called fun_script.
turistic science fiction environment. In both games,
players explore the online world and advance char- Feature: Automated Scripts
acters through a series of challenges and encounters. Players can write custom script files to automate tasks
During their advancement, players interact collabora- that consist of a sequence of commands or to quick-
tively or competitively. ly speak long messages without typing them out
Gameplay is similar in both games. In-game com- fullyfor example, a single script might contain the
munication and messaging are essentially the same, commands for greeting another player, such as saying
and syntax is identical, as are the methods for execut- hello, waving, and bowing.
ing scripted commands. In fact, based on the similari- Scripts are located in the game directory under a
ties between the games and the existence of identical folder called scripts. Each script is nothing more than
vulnerabilities, it wouldnt be surprising if Funcom a text file consisting of several commands, with each
reused the bulk of the code in both games. command represented by a single line. Those lines that
Due to the games similarities, their clients are sus- dont begin with a / character arent interpreted as
ceptible to the same attacks, although the results vary commands, so the game client speaks them into the
slightly by vulnerability. In both games, attackers can game world as text. A player can execute a script like
read files from anywhere on the victims machine and a normal command by typing a slash followed by the
crash others game clients. However, Anarchy Online scripts name in the games command line:
is readily exploitable through its stack-overflow vul-
nerability, but Age of Conan is not. /[script_name]

Feature: In-Game Communication Through a bug in both games code, users can
In the game world, players communicate through specify scripts located anywhere on the local machine,
various means, the most common of which is a text- as opposed to strictly those within the scripts folder.
based messaging system similar to that of chat rooms This type of bug is commonly called a directory tra-
and instant messaging programs. For example, players versal vulnerability because it allows a command path to
can communicate privately by issuing the command traverse the file system, leaving the original directory
and accessing a file elsewhere in the system. This is
/tell [player_name] [message] accomplished by prepending any number of up one
directory instructions (..) when specifying the
through the games command-line interface or send desired files relative path to the scripts folder. For
a message to all nearby individuals by issuing the example, an attacker could issue the command
command
/../../../../Users/<user>/Desktop/
/say [message] fun_script

The recipient sees the senders name and message dis- to execute a script called fun_script found on
played in the games chat window; colors differentiate the users desktop.
messages between channels, as well as whether theyre
public or private. Directory Traversal Attack Example
Its also possible to format messages with basic HTML By combining the directory traversal bug with the
to send hyperlinks, formatted text, and images; such hy- ability to mask local scripts as Web site URLs, not

www.computer.org/security/ IEEE Security & Privacy 17


Securing Online Games

only does an attacker have a potentially interesting tween players in the game world can contain HTML
cheat that can fool another player into performing in- formatted links to external URLs. Until now, weve
game actions, but worse, the attacker can read confi- only talked about masking local scripts as links to Web
dential information directly off the players computer. sites. If used legitimately, clicking a link within the
game launches an external Web browser and directs it
All information transmitted between players to the specified URL accordingly. For instance, Alice
might want Bob to visit her avatars guild Web site, so
should be treated as suspect and subjected to she passes along the link:

stringent validation. /tell Bob Hey, go to my guild website.


/tell Bob <a href=text://
Consider fooling a player into activating the follow- <a href=chatcmd:///start
ing script: http://AliceRulez.com>http://
AliceRulez.com</a>>My guild
/../../../../Users/<user>/AppData/ website.</a>
Roaming/Intuit/Quicken/CONNLOG.TXT
However, this feature is the first step in an attack. In
This script causes the victim player to speak inside addition to displaying Alices guild Web site, simply
the game world lines of text from the specified Quick- visiting the site silently puts a cookie on Bobs com-
en log file or other files containing information about puter. This cookie contains the exploit payload.
the users bank accounts, the location of Quicken files
and backups, and even exported report information Buffer Overflow: Full Compromise
with hard financial data. Once the payload is downloaded onto the victims
The severity of a directory traversal vulnerability computer, the attacker dupes the victim into clicking a
is apparent in the information leaked and how it can second link, at which time the script is then loaded by
be used. Attackers can leverage these bugs to obtain the script-parsing engine, overflows the stack buffer,
specific information for subsequent attacks that take overwrites the executable in memory, and executes
full control of the target computer, such as local IP the exploit code. Alice needs only to convince Bob to
addresses, passwords, or process information. click on the second link:

Buffer Overflow: Crash Example /tell Bob Oops, wrong one.


A second vulnerability in both games is found in their /tell Bob <a href=text://
script-parsing engines. If a script is loaded with a sin- <a href=chatcmd:
gle line thats longer than 1,024 bytes, a stack buffer ///../../../../DOCUME~1/Bob/Cookies/
overflows, the executable in memory becomes cor- bob@AliceRulez[2].txt>
rupted, and the game client crashes. An attacker can http://AliceRulezBetter.com</a>>
easily exploit this vulnerability by issuing a message My guild website.</a>
that executes the script
This second link again appears exactly like a link to a
/../AgeOfConan.exe typical Web site, http://AliceRulezBetter.com. Once
clicked, however, the payload is loaded and executed
Here, the script-parsing engine attempts to parse the with the same permissions as the game software, and
18-Mbyte file, and the game client promptly crashes. the victims computer has been compromised.
This alone presents an interesting cheat whereby play- The specific exploit developed and tested in our
ers can fool each other into crashing their own game lab had the following properties: because it used a
clients and temporarily exiting the virtual world. Ad- valid cookie, and the Anarchy Online script-parsing
ditionally, because this is a stack-buffer overflow, it engine behaved differently depending on bytes with-
provides an opportunity for possibly overwriting the in the script, the attack payload was restricted from
game clients stack with executable code and taking containing most byte values, thus limiting the proces-
full control of the victims computer. This is difficult sor instructions available. To combat this, the attack
in Age of Conan because its compiled with stack- payload consisted of a very small decoder built using
protection measures to prevent these specific attacks, only the available instructions and a more complex
but the same cant be said about Anarchy Online. portion, encoded such that valid characters replaced
invalid instructions. The decoder would first execute
Feature: Launch External Browser and decode the full payload onto the stack, which was
As discussed previously, messages communicated be- subsequently executed. Malware authors typically use

18 IEEE Security & Privacy May/June 2009


Securing Online Games

this technique when certain byte values are unus- 8. Writing ia32 Alphanumeric Shellcodes, Phrack, vol.
able.1,8 Once executing, the exploit downloads and 0x0b, no. 0x39, Phile #0x0f of 0x12.
runs additional executables from the attackers Web
server, steals the victims Anarchy Online account in- Stephen Bono is a principal security analyst and partner at
formation, uploads it to the attackers FTP server, and Independent Security Evaluators. His research interests include
forces the victims avatar in the game world to don a applied cryptography, secure software development, and RFID
bikini and start to dance. security. Bono has an MS in computer science and security
The purpose of these specific actions in this proof- informatics from the Johns Hopkins University. For his work
of-concept exploit payload is to demonstrate the re- in exploiting vulnerabilities in RFID payment systems and car
alistic threat these attacks pose. Malware authors can immobilizers, he received the 2007 Award for Outstanding
carefully craft them to install spyware and other mon- Research in Privacy Enhancing Technologies. Contact him at
itoring software, report back with confidential infor- sbono@securityevaluators.com.
mation, and even directly affect activities within the
virtual worlds that players enjoy. Dan Caselden is an associate security analyst at Independent
After we demonstrated this attack, Funcom took Security Evaluators. His interests include computer security,
the steps necessary to patch both Anarchy Online and game design, human-computer interaction, and technology
Age of Conan so that attackers could no longer exploit education. Caselden has an MS in security informatics from
these vulnerabilities. To prevent deceptive hyperlink- the Johns Hopkins University. Contact him at dcaselden@
ing, developers can block or flag links that point to securityevaluators.com.
somewhere other than their descriptive textfor ex-
ample, a link to http://www.example.com should have Gabriel Landau is a security analyst at Independent Security
exactly the text http://www.example.com; many email Evaluators. His main areas of expertise are applied cryptog-
spam filters use a similar heuristic to detect and flag raphy and secure software development. Landau has a BS in
phishing attempts. Alternatively, games can prompt computer science from the Johns Hopkins University. He was
users to confirm the action that links are to perform. the 2007 recipient of the Michael J. Muuss undergraduate re-
search award. Contact him at gabe@securityevaluators.com.

C heating in MMORPGs has a significant impact on


the gaming community, but the impact of attacks
that fully compromise players computers is much great-
Charlie Miller is a principal security analyst at Independent
Security Evaluators. He was first to demonstrate public ex-
ploits against Apples iPhone and Googles G1 phone running
er. Online game developers should identify such prob- the Android operating system. Miller won the CanSecWest
lem areas with security-conscious risk assessments and Pwn2Own competition in 2008 and was hailed by Popular
allocate their resources accordingly. In future work, we Mechanics as one of the top 10 computer hackers of 2008.
hope to explore risk in these unique situations and ulti- He is a CISSP and has a PhD from the University of Notre
mately help online game developers manage security for Dame. Contact him at cmiller@securityevaluators.com.
their games throughout their products life cycles.

References
1. G. Hoglund and G. McGraw, Exploiting Software: How
to Break Code, Addison-Wesley Professional, 2004.
2. G. Hoglund and G. McGraw, Exploiting Online Games, COMPUTING
Addison-Wesley Professional, 2008.
3. I. Muttick, Securing Virtual Worlds against Real Attacks, THEN
McAfee, 2008.
4. J. Reimer, Virtual Plague Spreading like Wildfire in Learn about computing history
World of Warcraft, Ars Technica, 21 Sept. 2005; http:// and the people who shaped it.
arstechnica.com/news.ars/post/20050921-5337.html.
5. R. McMillan, Mac Hack Contest Bug Had Been http://computingnow.
Public for a Year, PC World, 21 Apr. 2008; www.pc computer.org/ct
world.com/businesscenter/article/144921/mac_hack
_contest_bug_had_been_public_for_a_year.html.
6. M. Daniel, J. Honoroff, and C. Miller, Exploiting An-
droid, Independent Security Evaluators, 25 Oct. 2008;
http://securityevaluators.com/android/.
7. C. Miller, Virtual Worlds, Real Exploits, Network Se-
curity Newsletter, Apr. 2008.

www.computer.org/security/ ieee seCurity & PrivaCy 19

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