User identification using games

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dc.contributor.author Buckley, Oliver
dc.contributor.author Hodges, Duncan
dc.date.accessioned 2017-01-31T16:26:02Z
dc.date.available 2017-01-31T16:26:02Z
dc.date.issued 2016-06-21
dc.identifier.citation Buckley O, Hodges D. (2016) User Identification Using Games. In: Tryfonas T. (eds) Human Aspects of Information Security, Privacy, and Trust. HAS 2016. Lecture Notes in Computer Science, Volume 9750, Springer, Cham en_UK
dc.identifier.uri http://doi.org/10.1007/978-3-319-39381-0_1
dc.identifier.uri http://dspace.lib.cranfield.ac.uk/handle/1826/11378
dc.description.abstract There is a significant shift towards a digital identity and yet the most common means of user authentication, username and password pairs, is an imperfect system. In this paper we present the notion of using videogames, specifically Tetris, to supplement traditional authentication methods and provide an additional layer of identity validation. Two experiments were undertaken that required participants to play a modified version of Tetris; the first experiment with a randomly ordered set of pieces and the second with the pieces appearing in a fixed order. The results showed that even simple games like Tetris demonstrate significant complexity in the available game states and that while some users displayed repeatable strategic behaviour, others were effectively random in their behaviours exhibiting no discernible strategy or repeatable behaviour. However, some pieces and gameboard scenarios encouraged users to exhibit behaviours that are more unique than others. en_UK
dc.publisher Springer en_UK
dc.rights Attribution-NonCommercial 4.0 International
dc.rights.uri http://creativecommons.org/licenses/by-nc/4.0/
dc.subject Forensic computing en_UK
dc.subject Authentication en_UK
dc.title User identification using games en_UK
dc.type Article en_UK


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