Security Authentication Scheme for Online Games

碩士 === 國立屏東商業技術學院 === 資訊管理系(所) === 99 === Due to the global financial crisis of 2008, a new style of economy behavior has been forming over a few years, so called Otaku Economy. Consequently, the online game represents the Otaku Economy because it spends the small amount of money and releases people...

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Bibliographic Details
Main Authors: Ying-Ti Lai, 賴盈禔
Other Authors: Dahyea Wei
Format: Others
Language:zh-TW
Published: 2011
Online Access:http://ndltd.ncl.edu.tw/handle/19996272138565158109
Description
Summary:碩士 === 國立屏東商業技術學院 === 資訊管理系(所) === 99 === Due to the global financial crisis of 2008, a new style of economy behavior has been forming over a few years, so called Otaku Economy. Consequently, the online game represents the Otaku Economy because it spends the small amount of money and releases people's tensions. It becomes the most popular entertainment for the young generations. However, it attracts hackers moving their target to the online games; therefore, it causes large amount of financial losses between online game companies and players. To protect the online games from damaging and reducing loss, those companies keep adding a variety of anti-theft mechanisms, such as: communicating lock, mobile lock, physical chip card, dynamic password machine, and random password card, etc. Physical chip card and dynamic password machine have a higher security than the others; yet, they cost extra money which is unaccepted by most players. Although most online games offer communicating lock for free, it is not security and has been cracked in so many cases. The most common and severe security problem occurs in online game is the accounts stolen. The online game companies should offer a better secure protection to their products, instead of asking the consumers to pay extra money for certain services to protect their own accounts. The most common login to any online game uses the User's account and password. However, this process is not secure enough for protecting the online games. Based on Das's Dynamic ID-based Authentic Scheme, our research adopts to combine with the user's account, password and the ID code of USB flash drive, yielding a Nonce N stored in user's USB flash drive applying to the login system of online games. Without paying extra costs, the main purpose of this research provides an effective and secure mechanism to use the low cost and handy USB flash media. Finally, our secure and authentic approach was also simulated using Borland C++ Builder. Hopefully, this research will benefit the security issues of the online games.