{"id":24579,"date":"2021-12-15T13:27:52","date_gmt":"2021-12-15T12:27:52","guid":{"rendered":"https:\/\/networks.imdea.org\/?p=24579"},"modified":"2021-12-15T13:40:55","modified_gmt":"2021-12-15T12:40:55","slug":"a-study-involving-imdea-networks-detects-cheating-in-video-games","status":"publish","type":"post","link":"https:\/\/networks.imdea.org\/es\/un-estudio-en-el-que-participa-imdea-networks-detecta-trampas-en-videojuegos\/","title":{"rendered":"Un estudio en el que participa IMDEA Networks detecta trampas en videojuegos"},"content":{"rendered":"<p>Las trampas (cheats) en los videojuegos se producen de manera habitual. Sin embargo, en los \u00faltimos tiempos las t\u00e9cnicas para crearlas han sido perfeccionadas actuando de forma similar a un malware, lo que dificulta el trabajo de las empresas que crean mecanismos anti-trampas (anticheat). Un grupo de investigadores internacionales, entre los cuales se encuentra el profesor de IMDEA Networks Guillermo Su\u00e1rez-Tangil, ha llevado a cabo <a href=\"https:\/\/dspace.networks.imdea.org\/handle\/20.500.12761\/1514\" target=\"_blank\" rel=\"noopener\">un estudio que ayuda precisamente a los desarrolladores de juegos y a la industria anti-trampas a identificar los vectores de ataque<\/a> m\u00e1s r\u00e1pidamente.<\/p>\n<p>\u201cEste trabajo es <strong>la mayor medici\u00f3n existente del ecosistema que utilizan los hackers para aprender a crear trampas en los videojuegos<\/strong>. Vemos que el componente central de un cheat es com\u00fan a la mayor\u00eda de los hacks, y es una herramienta que permite a los hackers acceder al proceso de la v\u00edctima, es decir, el inyector. Desarrollamos un m\u00e9todo automatizado capaz de detectar si un determinado binario tiene capacidad de inyecci\u00f3n\u201d, explica <a href=\"https:\/\/networks.imdea.org\/es\/equipo\/equipo-imdea-networks\/personas\/guillermo-suarez-tangil\/\" target=\"_blank\" rel=\"noopener\">Su\u00e1rez-Tangil<\/a>.<\/p>\n<p>La novedad de esta investigaci\u00f3n radica en la metodolog\u00eda utilizada, que analiza foros en l\u00ednea como Multiplayer Game Hacking (MPGH) y <strong>UnknownCheats<\/strong> (UC) para caraterizar el ecosistema de los tramposos. Es capaz de mostrar qu\u00e9 mensajes del foro comparten trampas procesables. Su\u00e1rez-Tangil se\u00f1ala: \u201cMediante la creaci\u00f3n de un m\u00e9todo sistem\u00e1tico que pueda identificar a los inyectores, se puede usar nuestro sistema como un proxy para detectar con precisi\u00f3n a los tramposos\u201d. Y a\u00f1ade: \u201cDescubrimos que la mayor\u00eda de ellas son desarrolladas por un peque\u00f1o n\u00famero de colaboradores\u201d.<\/p>\n<p>Asimismo, durante la investigaci\u00f3n, han observado c\u00f3mo <strong>los hackers han construido una comunidad online muy activa<\/strong> en la que comparten conocimientos y comercian con productos y servicios. La detecci\u00f3n de los tramposos es una tarea de enormes proporciones debido a la diversidad de los videojuegos, el tipo de hacks (los llamados cheats) y la rapidez con la que cambia el panorama. \u201cNo obstante, mediante el uso de nuestra metodolog\u00eda vemos que es factible identificar con precisi\u00f3n si un programa tiene capacidades de inyecci\u00f3n\u201d, dice Su\u00e1rez-Tangil.<\/p>\n<h2>\u00bfC\u00f3mo afectan las trampas a la industria y a otros jugadores?<\/h2>\n<p>Dentro del sector del gaming, una de las \u00e1reas en crecimiento a nivel internacional es la de los eSports, nombre con el que se conoce a las competiciones profesionales de videojuegos. La industria de los videojuegos es uno de los negocios m\u00e1s lucrativos en todo el mundo. En 2020 factur\u00f3 147.000 millones de euros, seg\u00fan la consultora estadounidense Newzoo. De ah\u00ed que las <strong>empresas de software anti-trampas luchen para evitar que los jugadores tramposos tengan ventaja frente a sus rivales<\/strong> y arruinen la diversi\u00f3n provocando que otros jugadores abandonen el juego agotados por esta situaci\u00f3n. Adem\u00e1s, cabe destacar las importantes p\u00e9rdidas financieras para las compa\u00f1\u00edas de videojuegos.<\/p>\n<p>\u201cLos videojuegos online generan en la actualidad grandes apuestas. Los premios otorgados en las \u00faltimas competiciones ascienden a 6 millones de d\u00f3lares, con un precio medio por jugador de unos 100.000 d\u00f3lares. Los piratas inform\u00e1ticos pueden utilizar hacks de videojuegos para obtener una ventaja sobre otros jugadores. <strong>El desarrollo de estos hacks requiere una experiencia muy t\u00e9cnica<\/strong>\u201d, apunta el profesor de IMDEA Networks.<\/p>\n<p>Estas trampas son una amenaza a la seguridad de los usuarios online, ya que est\u00e1n en desventaja al jugar contra usuarios deshonestos. \u201cSin embargo, tambi\u00e9n <strong>existe un inter\u00e9s activo en comprometer las credenciales de acceso de otros jugadores<\/strong> para luego monetizar la cuenta (por ejemplo, vendiendo bienes virtuales a otros jugadores)\u201d, subraya Su\u00e1rez-Tangil.<\/p>\n<p>A d\u00eda de hoy existen sitios web especializados para la venta de art\u00edculos con los que los jugadores pueden subir de nivel, a lo que se suma la venta de trampas y la reventa de cuentas hackeadas. La realidad es que <strong>esta econom\u00eda<\/strong> <strong>crece como la espuma<\/strong> ante la demanda de tramposos que buscan modificar la dificultad del juego a su antojo. Por suerte, la investigaci\u00f3n en la que participa IMDEA Networks sienta las bases para detectar los \u00faltimos avances desarrollados contra los videojuegos.<\/p>\n<div style=\"min-height: 30px;\"><a target=\"_blank\" rel=\"noindex,nofollow\" href=\"https:\/\/networks.imdea.org\/es\/un-estudio-en-el-que-participa-imdea-networks-detecta-trampas-en-videojuegos\/?format=pdf\" title=\"Download PDF\"><img decoding=\"async\" style=\"float: left;max-width: 50px;\" alt=\"Download PDF\" src=\"https:\/\/networks.imdea.org\/wp-content\/plugins\/wp-advanced-pdf\/asset\/images\/pdf.png\"><\/a><\/div>","protected":false},"excerpt":{"rendered":"Las trampas (cheats) en los videojuegos se producen de manera habitual. Sin embargo, en los \u00faltimos tiempos las t\u00e9cnicas para crearlas han sido perfeccionadas actuando de forma similar a un malware, lo que dificulta el trabajo de las empresas que crean mecanismos anti-trampas (anticheat). Un grupo de investigadores internacionales, entre los cuales se encuentra el&#8230;","protected":false},"author":145,"featured_media":24580,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[1,1187],"tags":[464,473,465],"class_list":["post-24579","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-sin-categoria","category-press-release","tag-imdea-networks","tag-innovation","tag-internet"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.1.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Un estudio en el que participa IMDEA Networks detecta trampas en videojuegos - IMDEA Networks<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/networks.imdea.org\/es\/a-study-involving-imdea-networks-detects-cheating-in-video-games\/\" \/>\n<meta property=\"og:locale\" content=\"es_ES\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Un estudio en el que participa IMDEA Networks detecta trampas en videojuegos - IMDEA Networks\" \/>\n<meta property=\"og:description\" content=\"Las trampas (cheats) en los videojuegos se producen de manera habitual. Sin embargo, en los \u00faltimos tiempos las t\u00e9cnicas para crearlas han sido perfeccionadas actuando de forma similar a un malware, lo que dificulta el trabajo de las empresas que crean mecanismos anti-trampas (anticheat). 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