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Article
Publication date: 1 May 2001

Gen‐Yih Liao and Jing‐Jang Hwang

Describes a novel Internet auction model achieving verifiable fairness, a requirement aimed at enhancing the trust of bidders in auctioneers. Distrust in remote auctioneers…

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Abstract

Describes a novel Internet auction model achieving verifiable fairness, a requirement aimed at enhancing the trust of bidders in auctioneers. Distrust in remote auctioneers prevents bidders from participating in Internet auctioning. According to proposed survey reports, this study presents four characteristics that render the Internet untrustworthy for bidders. These intrinsic properties suggest that auction sites not only follow auction policies, but provide customers with evidence validating that the policies are applied fairly. Evidence of verifiable fairness provides bidders with a basis for confidence in Internet auctions. Cryptographic techniques are also applied herein to establish a novel auction model with evidence to manifest and verify every step of the auctioneer. Analysis results demonstrate that the proposed model satisfies various requirements regarding fairness and privacy. Moreover, in the proposed model, the losing bids remain sealed.

Details

Internet Research, vol. 11 no. 2
Type: Research Article
ISSN: 1066-2243

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Article
Publication date: 1 July 2005

Ying‐Chieh Chen, Patrick S. Chen, Jing‐Jang Hwang, Larry Korba, Ronggong Song and George Yee

To arouse the public awareness of online gaming‐related crimes and other societal influences so that these problems can be solved through education, laws and appropriate…

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Abstract

Purpose

To arouse the public awareness of online gaming‐related crimes and other societal influences so that these problems can be solved through education, laws and appropriate technologies.

Design/methodology/approach

A total of 613 criminal cases of online gaming crimes that happened in Taiwan during 2002 were gathered and analyzed. They were analyzed for special features then focusing on the tendency for online gaming crime. Related prosecutions, offenders, victims, criminal methods, and so on, were analyzed.

Findings

According to our analysis of online gaming characteristics in Taiwan, the majority of online gaming crime is theft (73.7 percent) and fraud (20.2 percent). The crime scene is mainly in internet cafés (54.8 percent). Most crimes are committed within the 12:00 to 14:00 time period (11.9 percent). Identity theft (43.4 percent) and social engineering (43.9 percent) are the major criminal means. The offenders (95.8 percent) and victims (87.8 percent) are mainly male and offenders always proceed alone (88.3 percent). The age of offenders is quite low (63.3 percent in the age range of 15‐20), and 8.3 percent of offenders are under 15 years old. The offenders are mostly students (46.7 percent) and the unemployed (24 percent), most of them (81.9 percent) not having criminal records. The type of game giving rise to most of the criminal cases is Lineage Online (93.3 percent). The average value of the online gaming loss is about US$459 and 34.3 percent of criminal loss is between $100 and $300.

Research limitations/implications

These criminal cases were retrieved from Taiwan in 2002. Some criminal behavior may have been limited to a certain area or a certain period.

Practical implications

Provides a useful source of information and constructive advice for the public who will sense the seriousness and influence of online gaming crimes. Further, this topic may have implications on e‐commence, e‐services, or web‐based activities beyond gaming.

Originality/value

Since there is little published research in this area, this paper provides the public with a good and original introduction to a topic of growing importance.

Details

Internet Research, vol. 15 no. 3
Type: Research Article
ISSN: 1066-2243

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