33.6CRMay 14
Analyzing Codes of Conduct for Online Safety in Video Games at ScaleJiuming Jiang, Shidong Pan, Daniel W Woods et al.
Online video games have become major online social spaces where users interact, compete, and create together. These spaces, however, expose users to a wide spectrum of online harms, including harassment, discrimination, inappropriate content, privacy breach, cheating, and more. The shape and severity of such harms vary across game design, mechanics, and community context. To mitigate these harms, game companies issue Codes of Conduct (CoCs) that articulate online safety rules and direct players to safety resources. However, it remains unclear how prevalent CoCs are, what safety, security and privacy violations they govern, and whether they meet growing regulatory and industry expectations. We develop and leverage CONDUCTIFY, a pipeline for identifying and analyzing CoCs at scale. Applied to Steam, the largest PC game marketplace, it located the available CoCs for 350 of the 9,586 multiplayer titles on Steam. We found that CoCs are more available among popular, adult-oriented, and community-driven games, while most multiplayer games operate without CoCs despite regulatory and industry recommendations. Although over 80% of the games with CoCs available consistently address traditional security and safety violations, their governance approaches vary substantially across types of violations. A further asymmetry emerges in specificity. Compared with harms related to gameplay mechanics, the articulations of interpersonal harm and the underage player safety are often less specific, despite their relevance to many game communities. Together, these results inform the improvement of online safety governance and CoC enforcement practices, and building better safety infrastructure for the community of players and developers.
CRAug 13, 2019
Post-Incident Audits on Cyber Insurance DiscountsSakshyam Panda, Daniel W Woods, Aron Laszka et al.
We introduce a game-theoretic model to investigate the strategic interaction between a cyber insurance policyholder whose premium depends on her self-reported security level and an insurer with the power to audit the security level upon receiving an indemnity claim. Audits can reveal fraudulent (or simply careless) policyholders not following reported security procedures, in which case the insurer can refuse to indemnify the policyholder. However, the insurer has to bear an audit cost even when the policyholders have followed the prescribed security procedures. As audits can be expensive, a key problem insurers face is to devise an auditing strategy to deter policyholders from misrepresenting their security levels to gain a premium discount. This decision-making problem was motivated by conducting interviews with underwriters and reviewing regulatory filings in the U.S.; we discovered that premiums are determined by security posture, yet this is often self-reported and insurers are concerned by whether security procedures are practised as reported by the policyholders. To address this problem, we model this interaction as a Bayesian game of incomplete information and devise optimal auditing strategies for the insurers considering the possibility that the policyholder may misrepresent her security level. To the best of our knowledge, this work is the first theoretical consideration of post-incident claims management in cyber security. Our model captures the trade-off between the incentive to exaggerate security posture during the application process and the possibility of punishment for non-compliance with reported security policies. Simulations demonstrate that common sense techniques are not as efficient at providing effective cyber insurance audit decisions as the ones computed using game theory.