Identifying a Game Console Vulnerability and Potential Exploitation for eBusiness Attacks

Game 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 atta...

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Bibliographic Details
Main Authors: Cusack, Brian (Author), Robinson, Nick (Author)
Format: Others
Published: ACIS, 2014-12-04T01:19:59Z.
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Summary:Game 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.
Item Description:Proceedings of the 25th Australasian Conference on Information Systems, 8th - 10th December, Auckland, New Zealand
978-1-927184-26-4