Game Console Hacking

Abstract

Video game consoles are different from regular systems since they are designed with limitations that only allow them be used in the manufacturers intended way. They are responsible to implement DRM (digital rights management) and are proprietary in nature, which adds additional challenges that may require unique approaches to attack such devices. In this work we study how game consoles have been hacked in the past and make conclusions from their history. This is being done with the help of taxonomies that have been derived from the gathered cases. They allow us to perform the analysis in a structured way by focusing on three main questions: What are the prerequisites for exploitation? Where are the system flaws located? and In which way can a system flaw be exploited?

Type
Publication
TU Wien