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GameOver has been broken down into two sections.Section 1 consists of special web applications that are designed especially to teach the basics of Web Security. This seciton will cover:
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The recent dismissal of an antitrust case against Sony relating to the sale of digital video games on the company's PlayStation Store could shed light on the viability of refusal-to-deal claims against platform technology companies.
Sony Interactive Entertainment LLC (\"Sony\") manufactures, markets, and sells the popular video game system PlayStation. In addition to the gaming console, the company also operates the PlayStation Store, an online store where users can purchase PlayStation games for digital download.
In 2021, a group of plaintiffs who purchased digital PlayStation games sued Sony in the Northern District of California. The proposed class asserted federal monopolization (Sherman Act, Section 2) and related state-law claims based on Sony's decision to change its distribution practices for digital games on the PlayStation Store.
The plaintiffs allege that, prior to 2019, PlayStation users could buy digital PlayStation games directly from Sony (through the PlayStation Store) or from game developers (through other online and brick-and-mortar retailers). Unlike Sony's sales of digital games on the PlayStation Store, game developers sold \"download codes\" for their games that users could then redeem on the PlayStation Store for digital copies of the game. The prices of games bought using these download codes could vary from the prices for games sold on the PlayStation Store.
In April 2019, Sony allegedly stopped allowing retailers to sell PlayStation games through these digital download codes. In doing so, plaintiffs claim, Sony established the PlayStation Store as the only source from which consumers could purchase digital PlayStation games. Further, under Sony's new distribution practice, Sony itself priced all digital games for PlayStation, allegedly \"establish[ing] a monopoly over the sale of digital PlayStation games\" and allowing Sony to charge allegedly supracompetitive prices. Notably, plaintiffs did not (and could not) claim that Sony had a monopoly in gaming platforms, as it clearly faces competition from several well-known platforms. Plaintiffs instead based their claim on a \"platform\" monopolization theory, under which Sony allegedly has a monopoly over users \"locked into\" the Sony platform.
Sony moved to dismiss the complaints, challenging the plaintiffs' \"platform\" monopolization theory and efforts to impose upon Sony an antitrust duty to deal with its competitors (in this case, rival game developers). Sony argued that the decision to alter its distribution practices and stop offering digital download codes did not amount to exclusionary conduct under Section 2.
The plaintiffs had tried to skirt the first requirement under Aspen Skiing, arguing that the Supreme Court's Trinko decision entitled plaintiffs to a presumption that Sony's business practice was profitable. Judge Seeborg rejected plaintiffs' attempt at a shortcut. \"Although it seems almost certain that Sony gained some revenue through download codes, and Plaintiffs need not at this stage prove that the practice was profitable,\" the court explained, \"Plaintiffs must at a minimum describe the process through which Sony earned money from the practice.\"4
The court concluded that plaintiffs also fell short of the next two steps of the test because those allegations hinged on the same unsupported assumption that Sony terminated a profitable course of dealing with the digital download codes.
In light of the court's statement that \"[i]f Sony was selling download codes to third-party retailers, which those retailers then sold to consumers, it appears that practice could be analogous to the situation in Aspen Skiing,\" plaintiffs' lawyers may seek to bolster their allegations on the first part of the Aspen Skiing test in an amended complaint.
Were these hypothetical amended complaints to be dismissed again, such a dismissal could solidify the narrow circumstances under which a platform company's refusal to deal can be viewed as potentially anticompetitive, once again highlighting the unique circumstances that were at issue in Aspen Skiing and the limitations of that precedent. On the other hand, if these hypothetical amended complaints were to survive a subsequent motion to dismiss, then such a development could embolden plaintiffs to challenge similar behavior by other technology platforms, especially those featuring popular applications and game stores.
The Corn Silo is another gopher-feeding tool, introduced later in the game. When placing the Corn Silo, the player toggles x, y coordinates to aim it so it will fire corn at specific coordinates where gophers can be effectively fed.
The game depends heavily on visual graphics for gameplay, and may not be accessible to those with complete visual impairment. Players control the game by using a mouse or keyboard (both for motion and for clicks). It should be fully accessible with those using special equipment to replace a trackpad for input. All sounds are either captioned, or unnecessary for gameplay. It is accessible to those with color blindness.
Through custom JSON POST requests, the attackers were able to run commands and force the vulnerable system to download an additional file. Figure 2 provides a list of the JSON data sent by the attacker.
The HTTP POST requests in Figure 2, which originated from the IP address 67.229.97[.]229, performed system reconnaissance and utilized Windows certutil.exe to download a file located at hxxp[:]//67.229.97[.]229/pass_sqzr.jsp and save it as test.jsp (MD5: 84d6e4ba1f4268e50810dacc7bbc3935). The file test.jsp was ultimately identified to be a variant of a China Chopper webshell.
Both files were hosted at the same IP address utilized by the attacker, 67[.]229[.]97[.]229. The file Ins64.exe was used to deploy the HIGHNOON backdoor on the system. HIGHNOON is a backdoor that consists of multiple components, including a loader, dynamic-link library (DLL), and a rootkit. When loaded, the DLL may deploy one of two embedded drivers to conceal network traffic and communicate with its command and control server to download and launch memory-resident DLL plugins. This particular variant of HIGHNOON is tracked as HIGHNOON.PASSIVE by FireEye. (An exploration of passive backdoors and more analysis of the HIGHNOON malware family can be found in our full APT41 report).
Ultimately, the attacker was able to exploit a vulnerability, execute code, and download custom malware on the vulnerable Confluence system. While Mimikatz failed, via ACEHASH they were able to harvest a single credential from the system. However, as Managed Defense detected this activity rapidly via network signatures, this operation was neutralized before the attackers progressed any further.
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Beginning in 2023, experience the next chapter of the Overwatch saga with a series of intense PvE missions set during the second Crisis. Rally Overwatch agents and confront the deadly forces of Null Sector all over the world.
Gameover Zeus is a peer-to-peer (P2P) malware extension of the Zeus family that steals bank credentials and is a distributor for CryptoLocker ransomware. It was first discovered in 2011. Cyber criminals use it to \"filter\" money away from banking customers. Gameover Zeus is widely considered one of the most advanced variants of the Zeus family tree and unlike its cousins Citadel and IceX Trojan it is not for sale.
Gameover Zeus (GOZ) has withstood at least two previous attempts to disarm the botnet, once in the spring of 2011 and another in autumn of 2012. What made the takedown so difficult is GOZ gang's constant monitoring of any suspicious activity to protect their vast network of existing compromised computers. In short, the gang recognizes that this a lucrative enterprise which is worth protecting and constantly monitors their robust infrastructure. The group has even been known to identify weaknesses and quickly correct them. 153554b96e
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