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Title:Posojanje poverilnic med igričarji : magistrsko delo
Authors:ID Nemec, Anej (Author)
ID Vrhovec, Simon (Mentor) More about this mentor... New window
ID Hovelja, Tomaž (Comentor)
Files:.pdf MAG_Nemec_Anej_2019.pdf (996,20 KB)
MD5: EA11C2547707068C8D22503C6EC51B66
PID: 20.500.12556/dkum/2e3364cf-d1c2-4055-98b6-229aea4bcfef
 
Language:Slovenian
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FVV - Faculty of Criminal Justice and Security
Abstract:Ko govorimo o tematiki računalniških iger najprej pomislimo na zabavo in na vrsto preživljanja prostega časa, le malokrat pa pomislimo na grožnje, ki nam pri tem pretijo. Čeprav se proizvajalci in založniki iger trudijo zagotavljati čim višjo stopnjo informacijske varnosti, je takšna naloga deloma tudi v naši domeni. Problem se pojavlja, ko se igralci namerno odpovedujejo varnosti in zaščiti, ob pojavu informacijsko varnostnih incidentov pa krivdo pripisujejo proizvajalcem ali drugim dejavnikom. Največ informacijsko varnostnih incidentov nastane zaradi namernega posojanja poverilnic igralskih računov. Posojanje poverilnic poznano tudi kot boostanje pomeni, da igralec namerno zaupa svoje uporabniško ime in geslo igralskega računa z namenom ''dvigovanja'' ravni svojega igralskega računa po igralski lestvici. Takšna dejanja so problematična, saj lahko vodijo do posledic, kot so kraja identitete, trajna ali začasna ukinitev igralskega računa, izguba virtualnih nagrad, v nekaterih primerih lahko vodi tudi do izgube ugleda ter spletnega ustrahovanja. S področja računalniških iger so narejene številne raziskave o problematiki psiholoških učinkov iger na posameznika, medtem ko so raziskave, ki preučujejo informacijsko varnost računalniških iger zelo redke. Zato smo se odločili, da z empirično raziskavo, ki smo jo izvedli med igralci računalniških iger, skušamo dobiti določen vpogled na omenjeno problematiko. Odločili smo se, da bomo problematiko obravnavali z dveh vidikov. Prvi je, zakaj nekdo posoja poverilnice igralskega računa, in drugi, zakaj nekdo sprejme poverilnice igralskega računa drugega igralca. Čeprav smo s prva predvidevali, da so virtualne nagrade eden izmed glavnih razlogov za posojanje poverilnic, nam rezultati raziskave kažejo, da temu le ni tako. Največji vpliv na posojanje poverilnic igralskih računov imata mišljenje o ravnanju preostalih članov v skupnosti in izziv v igri. Na namero za boostanje igralskih računov drugih igralcev pa vplivajo samozavedanje in namera za boostanje svojega igralskega računa, medtem ko ima ogroženost negativen vpliv.
Keywords:računalniške igre, poverilnice, informacijska varnost, grožnje, magistrska dela
Place of publishing:Ljubljana
Place of performance:Ljubljana
Publisher:[A. Nemec]
Year of publishing:2019
Year of performance:2019
Number of pages:VII, 65 str., [4] str. pril.
PID:20.500.12556/DKUM-74954 New window
UDC:004.056(043.2)
COBISS.SI-ID:3779562 New window
NUK URN:URN:SI:UM:DK:PGESAA6Z
Publication date in DKUM:14.10.2019
Views:1318
Downloads:267
Metadata:XML DC-XML DC-RDF
Categories:FVV
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Secondary language

Language:English
Title:Credential lending among gamers
Abstract:People often think about free time and entertainment when talking about computer games, but rarely consider they may also pose a threat to us. Although game developers and publishers try to provide the highest possible level of information security, the task is also partly in our domain. The problem arises when gamers deliberately give up their security and protection, and in the event of information security incidents, blame it on game developers and publishers or other factors. Most of the information security incidents are caused by the intentional lending of gaming account credentials. Credentialing also known as boosting means that one gamer intentionally trusts another one his or her account username and password in order to "raise" the level of his gaming account in the gamer rankings. Such actions are problematic because they can lead to consequences such as identity theft, permanent or temporary ban of the gaming account, loss of virtual rewards, and, in some cases, loss of reputation and cyber bullying. Although there is a variety of research done about the problem of psychological effects of games on an individual, there is a scarcity of research on the information security of computer games. Because of this, this thesis presents empirical research conducted among gamers in which we try to gain some insight into these issues. This thesis addresses the issues both in terms of why people boost their gaming accounts by lending the credentials and why people use the credentials of other gamers to boost their gaming accounts. Although we initially assumed that virtual rewards were among the main reasons for boosting, the results suggest is that this is not the case. The greatest influence on the lending credentials is based on the perceptions about what others are doing (descriptive norm) and the level of challenge that the game poses. The intention to boost gaming accounts of other gamers, however, is influenced by self-consciousness, intention to boosting their gaming account, while perceived threats have a negative impact.
Keywords:computer games, boosting gaming account, credential lending, information security, information security threats


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