True Facts about Online Games and Security

Online games have seriously taken the computer world by storm. The game has always been and remains first driver of PC technology, with a deep penetration on the younger generation consumer market. Ten years before, no one had the idea that online games would grow and penetrate so much with the speed of the Internet and now it can be said for sure that it is increasingly becoming more and more addictive as it found in every house.

With the phenomenon of the Internet, online gaming growth comes with a lot of fun and frustration in adolescents due to the IEEE security and privacy which the online gaming readers know about. Some of these frustrations are mainly because of the concern of problematic and invasive computer security problems. Online games, especially massive multiplayer role gaming online (MMORPG) suffer from such security issues directly; examples of MMORPGs belong to the world of best online games such as Warcraft, Second Life, Ever Quest, EVE Online, Star Wars Galaxy, Lineage and Ultima Online.

They even attract those students who opt for online academic tests or exams, for example those students who want to become CPAs and then play online games just to stimulate their minds and energy, also fall under this category to face online gaming security issues. In short, for MMORPG security issues, there should be a focus on resolving errors which involves time and conditions. Online gamers can expect to see more of such security mistakes and how the real hacking world can get involved in this with their online software techniques and tactics which can act as more like an online gaming software.

Considering the Massively Distributed Systems for Online Gaming

From the perspective of the tendencies of the online hacker attack, online games are worth their architectures and the result may cause security problems. MMORPGs are given a very sophisticated software built around a massive distribution network around client-server architecture. (With “massive”,

We hear more than 400,000 online gaming customers who manage complex gaming software simultaneously connected with central server banks. These online games are pushing the limits of the software technology, especially if it comes in the state and at the time (not to mention the real-time interaction of hundreds of thousands of users), so they are especially more interested in the software security. In reality, MMORPGs are a precursor to technology future problems of software security.

Modern software of all kinds (Not only gaming software) are evolving massively with the distributed network and with server interacting with thousands of users immediately in real time. The transition to web services and service-oriented architecture (SOA) with technologies like Ajax and Ruby follow suit

Heels of online games. What we learn for the safety of MMORPG is that the world of today is destined to be big tomorrow which can be applicable to all others with the best software invulnerable to online attacks. In addition to the urgency of the security problem for online gaming, it is the fact that online games are from big companies. For MMORPG, the most popular online game in the world, is from Blizzard Entertainment for the game World of Warcraft, has more than nine million users, each one of them Pay $ 14 a month for their privilege play. In the virtual MMORPGs world, simple data structures have a value, especially the reflection of time, as these players keep on playing, never stopping for their pleasure of the time. These players also contribute to the virtual wealth.

Contributing to the World

With their virtual wealth, like the money of the game which is their goods and services offered. With many dollars paid and savings generated from the virtual games, GDP per capita can be higher than most small nations. It is not surprising that many direct connections exist between virtual economies

Games and the real economy. It is also a well-developed intermediate market which exists, with the largest company, IGE (www.ige.com) which wins more than $400 million a year from the “real virtual world” “for virtual goods’’ such as online gaming. The savings make excellent money for the system server too. The economy has led to the birth of a class of players who are most interested towards twisting virtual wealth on the game instead of playing the game itself.

There are hundreds of thousands of workers who make money wherever the money is at stake, in case of MMORPG, the tricks are cheap for the incentive to break games security and accumulation of virtual objects or collect experience points from them. Even the characters themselves are then sold to the highest bidder. They have sophisticated hackers who work in the world of MMORPG for years, some of them earn directly from the online gaming play (or cheat in the game).

Time and Bugs in the System

Error in online games are mainly due to the bugs and defects in the software account for the most information security risk problems. Other errors found during implementation level in software or at an architectural level. This is true for banking applications as well, as it is true for online games. So many security issues happen because there are bugs in the software implementation or at the architectural level. Suppliers for such online games have created special tools which can search for complicated issues. The most interesting and sensitive safety errors affect time and conditions which happen due to problems in the complexity of the gaming models. These problems occur because the state of the complex system has to be divided among many distributed processors with different levels of

Reliability. This category of bugs is especially relevant because it is also an omen of what to expect

In the future how to capture SOA. Synchronization problems is already a big problem in the software development indeed. The security pros are discussing it for more than a decade. But also due to the massive distributed systems have become more common with the trusted models, still it intends to get more complex with the synchronization problems and the status of the monitoring, thanks to the general design of online games.

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