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Covert channels in multiplayer first person shooter online games

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conference contribution
posted on 2024-07-09, 19:48 authored by Sebastian Zander, Grenville ArmitageGrenville Armitage, Philip BranchPhilip Branch
Covert channels aim to hide the existence of communication between two or more parties. Such channels typically utilise pre-existing (overt) data transmissions to carry hidden messages. Internet-based covert channels often encode new information into unused (or loosely specified) IP packet header fields, or the time intervals between IP packet arrivals. We propose a novel covert channel embedded within the traffic of multiplayer, first person shooter online games. We encode covert bits as slight, yet continuous, variations of a player's character's movements. Movement information is propagated to all clients attached to a given game server, yet the channel remains covert so long as the variations are visually imperceptible to the human players. A modified version of Quake III Arena is used to demonstrate our concept. We empirically analyse the covert channel's bit rate, and compare the statistical characteristics of unmodified game traffic with those of game traffic carrying covert information.

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PDF (Published version)

ISBN

9781424424139

Journal title

Proceedings - Conference on Local Computer Networks, LCN

Conference name

Conference on Local Computer Networks, LCN

Pagination

7 pp

Publisher

IEEE

Copyright statement

Copyright © 2008 IEEE. The published version is reproduced in accordance with the copyright policy of the publisher. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.

Language

eng

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