Identifying a Game Console Vulnerability and Potential Exploitation for eBusiness Attacks

dc.contributor.authorCusack, Brianen_NZ
dc.contributor.authorRobinson, Nicken_NZ
dc.date.accessioned2014-12-04T01:19:59Z
dc.date.available2014-12-04T01:19:59Z
dc.date.copyright2014en_NZ
dc.date.issued2014en_NZ
dc.description.abstractGame Information System (IS) consoles are used by millions of players at any one time to access the Internet and information resources. In this research we questioned the security of these systems and evaluated one identified vulnerability for the impacts on eBusiness IS. A number of systematic attacks were made in a controlled laboratory environment on a game system to evaluate the security. In general the system was robust and repelled the attacks. However one vulnerability was discovered and exploited to demonstrate how an Xbox or consoles with similar weaknesses can be used to access eBusiness web sites using false credentials. The demonstration emphasises the range of vectors and sources of vulnerability that may come to bear on an eBusiness IS on account of new and evolving IS applications. The steps to defend against such problems are outlined and suggestions made to improve current game console security.en_NZ
dc.identifier.citationProceedings of the 25th Australasian Conference on Information Systems, 8th - 10th December, Auckland, New Zealand
dc.identifier.isbn978-1-927184-26-4
dc.identifier.urihttps://hdl.handle.net/10292/8048
dc.publisherACIS
dc.rights.accessrightsOpenAccess
dc.titleIdentifying a Game Console Vulnerability and Potential Exploitation for eBusiness Attacksen_NZ
dc.typeConference Contribution
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