• DocumentCode
    3137090
  • Title

    Immersive and Authentic Learning Environments to Mitigate Security Vulnerabilities in Networked Game Devices

  • Author

    Ridgewell, Walter W. ; Kumar, Vipin ; Kinshuk

  • Author_Institution
    Athabasca Univ., Edmonton, AB, Canada
  • fYear
    2013
  • fDate
    2-5 Dec. 2013
  • Firstpage
    1042
  • Lastpage
    1048
  • Abstract
    Growing numbers of consumer entertainment devices such as game consoles and other portable game devices are seeing increased utilization as Internet As such these devices do face the same online threats experienced by other more familiar networked devices such as personal computers, either directed or indirect. Unlike mature personal computing devices, few, if any, software applications exist to provide an indication of attack or compromise of these devices by malicious software or users. Utilizing the same analysis and penetration testing methodologies as networked personal computing devices, the potential for exploitation is examined. The results from this research forms the framework of a 3D immersive game designed to educate the networked game device user about the potential security risks. In the context of a game content taxonomy, a potential mitigation technique is demonstrated utilizing an immersive virtual world game environment in which the player learns about these threats and ways to protect themselves.
  • Keywords
    Internet; computer aided instruction; computer games; entertainment; security of data; virtual reality; 3D immersive game; Internet; authentic learning environments; consumer entertainment devices; game consoles; game content taxonomy; immersive learning environments; immersive virtual world game environment; malicious software; networked game device user; networked personal computing devices; online threats; penetration testing methodologies; portable game devices; security risks; security vulnerability mitigation; software applications; Context; Games; Microcomputers; Security; Taxonomy; Three-dimensional displays; Virtual environments; game console; gaming; immersive learning; teaching security risks; virtual world;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Signal-Image Technology & Internet-Based Systems (SITIS), 2013 International Conference on
  • Conference_Location
    Kyoto
  • Type

    conf

  • DOI
    10.1109/SITIS.2013.168
  • Filename
    6727318