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Abusing Mobile Games
Ming Chow
mchow@cs.tufts.edu
@0xmchow
Mobile Games: The Not-So Surprising
Numbers
● “Worldwide spending on mobile game apps tripled in 2013 to $16B”
(http://venturebeat.com/2014/02/19/worldwide-spending-on-mobile-
game-apps-tripled-in-2013-to-16b/)
● “Mobile games account for top global apps worldwide in Jan 2014”
(http://e27.co/mobile-games-account-for-top-global-apps-
worldwide-in-jan-2014/)
● “Gaming apps accounted for around 41% of downloads from the
Apple and Google stores, and was 61% on Amazon” (http://blogs.
wsj.com/digits/2014/04/10/the-one-thing-mobile-users-can-agree-
on-games/)
Mobile: What We Know
● Devices are of high value, can be easily lost or broken
● Has good computational power
● It is “always on” (including networking)
● Features: GPS, accelerometer, compass, bluetooth, Wi-
Fi, NFC
● Constraints: battery, screen size, input
● New security model including app distribution
● No authorized method for gaining administrative access
by default
What Has Changed for Games
● Development cycle and cost
● The goal for players
● Business model
● Distribution of game client and content
● Dependency on network connection and
third-party systems
Typical Architecture of Mobile Games
● The game client
● Servers
● APIs
● Operating System
● Mobile Carriers
Motivations for Abuse, Unethical
Behavior
● Don’t want to grind
● Don’t want to wait for next full meter
● Don’t want to spend money on virtual goods
● Don’t want to lose
● Achievements
● Want to win
● Want to steal data
Abuse Mechanisms
● File modifications and tampering
● Malware and piracy
● Time state attacks
● Faking location and sensor data
● Disconnection and latency
● API abuse
File Modifications and Tampering
● Game data commonly stored in .plist or XML files or in
SQLite databases on the client side (the app)
● Example: Pocket Trains
○ iOS: Edit the .plist file under preferences for the
game; risk getting banned
○ Android (assumes rooted device): Edit the file
root/data/data/com.nimblebit.
pockettrains/shared_prefs/com.nimblebit.
pockettrains.xml
○ Source: http://www.pockettrainswiki.com/wiki/Cheating
Malware
● Repackage apps on Android
● Example 1: Freedom (Android) - reveals “hackable”
applications on device; in-app purchases made free
through middle-man, not through Google Play http:
//www.netnames.com/blog/2013/09/in-appropriate-
mobile-behaviour/
● Example 2: Flappy Birds http://nakedsecurity.sophos.
com/2014/02/11/flappy-bird-really-is-dead-beware-of-
infected-fakes-that-promise-to-keep-him-alive/
Out-of-Band Spam
● Case-in-point, do a search for candy crush
saga cheats
● Seedy ad networks http://blog.trendmicro.
com/leaky-ad-networks-put-mobile-game-
players-risk/
● ...leading to potentially malicious websites and
networks
Time State Attacks
● Many games are dependent on the actual time
● The idea: (incrementally) change the phone or tablet's internal clock
forward or backwards
● “10 year old girl hacker CyFi reveal her first zero-day in Game at #DefCon
19” http://thehackernews.com/2011/08/10-year-old-girl-hacker-cyfi-reveal-
her.html
● Works in games such as:
○ Candy Crush Saga: http://forum.xda-developers.com/showthread.
php?t=2235910
○ Pocket Trains (jobs finish faster by moving clock forward BUT trains
may then have negative fuel)
Disconnection and Latency
● Higher disconnection, higher latency, and high data
loss on mobile devices.
● Detecting time state attacks is much harder… (e.g.,
disconnect device from Wi-Fi)
● Double-edge sword for player:
○ In favor: disconnect on imminent loss, no
penalty. Example: FIFA ‘14
○ Not in favor: dead as you know it
Faking Location and Sensor Data
● For augmented reality or location-based games
● Was a big problem for Foursquare
● Easy to spoof gyroscope, accelerometer, compass,
geolocation data --especially on a rooted or
jailbroken device
● “Most systems currently lack software or hardware
checks (e.g., Trusted Platform Module)” (Yahyavi,
Pang, and Kemme)
API Abuse
● Use a proxy as middle-man (e.g., mitmproxy)
● iOS allows for system-wide HTTP proxy
● Example (now fixed): Apple Game Center
○ Attack 1: intercept and modify score-value field
○ Attack 2: capture email hashes (SHA-1)
○ Source: “Hacking iOS Game Center and Passbook
with Proxies” by Karl Fosaaen, NetSPI http:
//louisvilleinfosec.com/wp-
content/uploads/2013/02/KarlFosaaen-iOS-GC-and-
PB.pdf
Source: https://www.netspi.com/Portals/0/images/Blog/GameCenter-Blog-Cut-The-Rope.png
Privacy and Information Leakage
● Still way too many apps and developers transmit data HTTP (i.e.,
plaintext) and not HTTPS
● App permissions hell: http://blog.zscaler.com/angry-apps-saga
● Two years ago, Angry Birds and many other iOS games were
calling ABAddressBookCopyArrayOfAllPeople. Source: http:
//blog.veracode.com/2012/02/adios-say-goodbye-to-nosy-iphone-
apps/
● Example: QuizUp http://www.theverge.
com/2013/11/26/5146998/quizup-security-privacy-issues-fix-on-the-
way
● Facebook, Twitter, etc. credentials stored in plaintext in SQLite
databases (thanks Joey Peloquin)
Existing Security Mechanisms
● Banning
● Penalties
● CAPTCHAs
● Hash functions and checksums
● (PC games have more glorified mechanisms including
PunkBuster, Valve Anti-Cheat, Warden for WoW)
● Mobile Guard: continuous exchange of protection
mechanisms between client and server (Grimen, Mönch,
Midtstraum)
● Dead reckoning to predict location of player at certain
moment
Proposed Solutions (Yahyavi, Pang,
Kemme)
● Verify Wi-Fi position by sending nearest SSIDs and their signal
strength
● Q&A using local places information (e.g., Google Places API). So
we have a game within a game
● Verify unreachable positions (e.g., middle of ocean) via path
● Verify location using picture taken from camera => reverse image
search
● Verify network statistics and information, carrier specific (e.g., via
AT&T API)
● Facial recognition via camera and biometrics for transaction
security
The Good News
● Many complexities (and hence, culprits), are not
available in mobile games (Bono, Caselden, Landau,
Miller):
○ Third-party plugins
○ User-generated content (e.g., the “nude patch”)
○ Scripting engines
○ Botting (without a lot of difficulties)
What’s the Loss (or why do we care)?
1. Players - loss of fun; declining resources (including
battery life); loss of purchased virtual goods; loss of
personal data; spike in cell phone and credit card bills
2. Game Developers - loss revenue from in-app
purchases or from the app itself; bad data; cost for
computing services increase
3. Carriers and Computing Services- declining quality of
service
4. Platforms (e.g., iOS, Android)
To Ponder
● Mobile games is a great arena to see
whatcouldpossiblegowrong in the mobile space
● No one wins; everyone’s reputation and a lot of
money are at stake
● Many stories; a mess as evident by the cases
presented
● Question: what’s the trust model now?
● The bigger question: why are we not emphasizing
on the security of mobile games?
Additional References
● G. Grimen, C. Mönch, R. Midtstraum, “Tamper Protection of Online Clients through Random
Checksum Algorithms,” in Proceedings of Information Systems Technology and its Applications
5th International Conference (ISTA 2006), May 2006.
● Stephen Bono , Dan Caselden , Gabriel Landau , Charlie Miller, Reducing the Attack Surface in
Massively Multiplayer Online Role-Playing Games, IEEE Security and Privacy, v.7 n.3, p.13-19,
May 2009.
● A. Yahyavi, J. Pang, B. Kemme, "Towards Providing Security For Mobile Games," in
Proceedings of 8th ACM MobiCom Workshop on Mobility in the Evolving Internet Architecture
(MobiArch), Miami, USA, 2013, p47-52. http://www.cs.mcgill.ca/~syahya/Yahyavi-MobiArch-
MobGameSec.pdf
● “AWS Case Study: Supercell” http://aws.amazon.com/solutions/case-studies/supercell/
● “Building Mobile Games on AWS” http://www.slideshare.net/AmazonWebServices/building-
mobile-games-on-aws-gmg301
● http://www.bloomberg.com/news/2014-01-29/nsa-spying-on-apps-shows-perils-of-google-candy-
crush-.html

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Abusing mobilegames

  • 1. Abusing Mobile Games Ming Chow mchow@cs.tufts.edu @0xmchow
  • 2. Mobile Games: The Not-So Surprising Numbers ● “Worldwide spending on mobile game apps tripled in 2013 to $16B” (http://venturebeat.com/2014/02/19/worldwide-spending-on-mobile- game-apps-tripled-in-2013-to-16b/) ● “Mobile games account for top global apps worldwide in Jan 2014” (http://e27.co/mobile-games-account-for-top-global-apps- worldwide-in-jan-2014/) ● “Gaming apps accounted for around 41% of downloads from the Apple and Google stores, and was 61% on Amazon” (http://blogs. wsj.com/digits/2014/04/10/the-one-thing-mobile-users-can-agree- on-games/)
  • 3. Mobile: What We Know ● Devices are of high value, can be easily lost or broken ● Has good computational power ● It is “always on” (including networking) ● Features: GPS, accelerometer, compass, bluetooth, Wi- Fi, NFC ● Constraints: battery, screen size, input ● New security model including app distribution ● No authorized method for gaining administrative access by default
  • 4. What Has Changed for Games ● Development cycle and cost ● The goal for players ● Business model ● Distribution of game client and content ● Dependency on network connection and third-party systems
  • 5. Typical Architecture of Mobile Games ● The game client ● Servers ● APIs ● Operating System ● Mobile Carriers
  • 6. Motivations for Abuse, Unethical Behavior ● Don’t want to grind ● Don’t want to wait for next full meter ● Don’t want to spend money on virtual goods ● Don’t want to lose ● Achievements ● Want to win ● Want to steal data
  • 7. Abuse Mechanisms ● File modifications and tampering ● Malware and piracy ● Time state attacks ● Faking location and sensor data ● Disconnection and latency ● API abuse
  • 8. File Modifications and Tampering ● Game data commonly stored in .plist or XML files or in SQLite databases on the client side (the app) ● Example: Pocket Trains ○ iOS: Edit the .plist file under preferences for the game; risk getting banned ○ Android (assumes rooted device): Edit the file root/data/data/com.nimblebit. pockettrains/shared_prefs/com.nimblebit. pockettrains.xml ○ Source: http://www.pockettrainswiki.com/wiki/Cheating
  • 9. Malware ● Repackage apps on Android ● Example 1: Freedom (Android) - reveals “hackable” applications on device; in-app purchases made free through middle-man, not through Google Play http: //www.netnames.com/blog/2013/09/in-appropriate- mobile-behaviour/ ● Example 2: Flappy Birds http://nakedsecurity.sophos. com/2014/02/11/flappy-bird-really-is-dead-beware-of- infected-fakes-that-promise-to-keep-him-alive/
  • 10. Out-of-Band Spam ● Case-in-point, do a search for candy crush saga cheats ● Seedy ad networks http://blog.trendmicro. com/leaky-ad-networks-put-mobile-game- players-risk/ ● ...leading to potentially malicious websites and networks
  • 11. Time State Attacks ● Many games are dependent on the actual time ● The idea: (incrementally) change the phone or tablet's internal clock forward or backwards ● “10 year old girl hacker CyFi reveal her first zero-day in Game at #DefCon 19” http://thehackernews.com/2011/08/10-year-old-girl-hacker-cyfi-reveal- her.html ● Works in games such as: ○ Candy Crush Saga: http://forum.xda-developers.com/showthread. php?t=2235910 ○ Pocket Trains (jobs finish faster by moving clock forward BUT trains may then have negative fuel)
  • 12. Disconnection and Latency ● Higher disconnection, higher latency, and high data loss on mobile devices. ● Detecting time state attacks is much harder… (e.g., disconnect device from Wi-Fi) ● Double-edge sword for player: ○ In favor: disconnect on imminent loss, no penalty. Example: FIFA ‘14 ○ Not in favor: dead as you know it
  • 13. Faking Location and Sensor Data ● For augmented reality or location-based games ● Was a big problem for Foursquare ● Easy to spoof gyroscope, accelerometer, compass, geolocation data --especially on a rooted or jailbroken device ● “Most systems currently lack software or hardware checks (e.g., Trusted Platform Module)” (Yahyavi, Pang, and Kemme)
  • 14. API Abuse ● Use a proxy as middle-man (e.g., mitmproxy) ● iOS allows for system-wide HTTP proxy ● Example (now fixed): Apple Game Center ○ Attack 1: intercept and modify score-value field ○ Attack 2: capture email hashes (SHA-1) ○ Source: “Hacking iOS Game Center and Passbook with Proxies” by Karl Fosaaen, NetSPI http: //louisvilleinfosec.com/wp- content/uploads/2013/02/KarlFosaaen-iOS-GC-and- PB.pdf
  • 16. Privacy and Information Leakage ● Still way too many apps and developers transmit data HTTP (i.e., plaintext) and not HTTPS ● App permissions hell: http://blog.zscaler.com/angry-apps-saga ● Two years ago, Angry Birds and many other iOS games were calling ABAddressBookCopyArrayOfAllPeople. Source: http: //blog.veracode.com/2012/02/adios-say-goodbye-to-nosy-iphone- apps/ ● Example: QuizUp http://www.theverge. com/2013/11/26/5146998/quizup-security-privacy-issues-fix-on-the- way ● Facebook, Twitter, etc. credentials stored in plaintext in SQLite databases (thanks Joey Peloquin)
  • 17. Existing Security Mechanisms ● Banning ● Penalties ● CAPTCHAs ● Hash functions and checksums ● (PC games have more glorified mechanisms including PunkBuster, Valve Anti-Cheat, Warden for WoW) ● Mobile Guard: continuous exchange of protection mechanisms between client and server (Grimen, Mönch, Midtstraum) ● Dead reckoning to predict location of player at certain moment
  • 18. Proposed Solutions (Yahyavi, Pang, Kemme) ● Verify Wi-Fi position by sending nearest SSIDs and their signal strength ● Q&A using local places information (e.g., Google Places API). So we have a game within a game ● Verify unreachable positions (e.g., middle of ocean) via path ● Verify location using picture taken from camera => reverse image search ● Verify network statistics and information, carrier specific (e.g., via AT&T API) ● Facial recognition via camera and biometrics for transaction security
  • 19. The Good News ● Many complexities (and hence, culprits), are not available in mobile games (Bono, Caselden, Landau, Miller): ○ Third-party plugins ○ User-generated content (e.g., the “nude patch”) ○ Scripting engines ○ Botting (without a lot of difficulties)
  • 20. What’s the Loss (or why do we care)? 1. Players - loss of fun; declining resources (including battery life); loss of purchased virtual goods; loss of personal data; spike in cell phone and credit card bills 2. Game Developers - loss revenue from in-app purchases or from the app itself; bad data; cost for computing services increase 3. Carriers and Computing Services- declining quality of service 4. Platforms (e.g., iOS, Android)
  • 21. To Ponder ● Mobile games is a great arena to see whatcouldpossiblegowrong in the mobile space ● No one wins; everyone’s reputation and a lot of money are at stake ● Many stories; a mess as evident by the cases presented ● Question: what’s the trust model now? ● The bigger question: why are we not emphasizing on the security of mobile games?
  • 22. Additional References ● G. Grimen, C. Mönch, R. Midtstraum, “Tamper Protection of Online Clients through Random Checksum Algorithms,” in Proceedings of Information Systems Technology and its Applications 5th International Conference (ISTA 2006), May 2006. ● Stephen Bono , Dan Caselden , Gabriel Landau , Charlie Miller, Reducing the Attack Surface in Massively Multiplayer Online Role-Playing Games, IEEE Security and Privacy, v.7 n.3, p.13-19, May 2009. ● A. Yahyavi, J. Pang, B. Kemme, "Towards Providing Security For Mobile Games," in Proceedings of 8th ACM MobiCom Workshop on Mobility in the Evolving Internet Architecture (MobiArch), Miami, USA, 2013, p47-52. http://www.cs.mcgill.ca/~syahya/Yahyavi-MobiArch- MobGameSec.pdf ● “AWS Case Study: Supercell” http://aws.amazon.com/solutions/case-studies/supercell/ ● “Building Mobile Games on AWS” http://www.slideshare.net/AmazonWebServices/building- mobile-games-on-aws-gmg301 ● http://www.bloomberg.com/news/2014-01-29/nsa-spying-on-apps-shows-perils-of-google-candy- crush-.html