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Fortnite players have just secured their accounts marginally from a major hack. The researchers identified a vulnerability that could have

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Schneier on Security

HomeBlog

BIOS Hacking

We’ve learned a lot about the NSA’s abilities to hack a computer’s BIOS so that the hack survives reinstalling the OS. Now we have a research presentation about it.

From Wired:

The BIOS boots a computer and helps load the operating system. By infecting this core software, which operates below antivirus and other security products and therefore is not usually scanned by them, spies can plant malware that remains live and undetected even if the computer’s operating system were wiped and re-installed.

[…]

Although most BIOS have protections to prevent unauthorized modifications, the researchers were able to bypass these to reflash the BIOS and implant their malicious code.

[…]

Because many BIOS share some of the same code, they were able to uncover vulnerabilities in 80 percent of the PCs they examined, including ones from Dell, Lenovo and HP. The vulnerabilities, which they’re calling incursion vulnerabilities, were so easy to find that they wrote a script to automate the process and eventually stopped counting the vulns it uncovered because there were too many.

From ThreatPost:

Kallenberg said an attacker would need to already have remote access to a compromised computer in order to execute the implant and elevate privileges on the machine through the hardware. Their exploit turns down existing protections in place to prevent re-flashing of the firmware, enabling the implant to be inserted and executed.

The devious part of their exploit is that they’ve found a way to insert their agent into System Management Mode, which is used by firmware and runs separately from the operating system, managing various hardware controls. System Management Mode also has access to memory, which puts supposedly secure operating systems such as Tails in the line of fire of the implant.

From the Register:

“Because almost no one patches their BIOSes, almost every BIOS in the wild is affected by at least one vulnerability, and can be infected,” Kopvah says.

“The high amount of code reuse across UEFI BIOSes means that BIOS infection can be automatic and reliable.

“The point is less about how vendors don’t fix the problems, and more how the vendors’ fixes are going un-applied by users, corporations, and governments.”

From Forbes:

Though such “voodoo” hacking will likely remain a tool in the arsenal of intelligence and military agencies, it’s getting easier, Kallenberg and Kovah believe. This is in part due to the widespread adoption of UEFI, a framework that makes it easier for the vendors along the manufacturing chain to add modules and tinker with the code. That’s proven useful for the good guys, but also made it simpler for researchers to inspect the BIOS, find holes and create tools that find problems, allowing Kallenberg and Kovah to show off exploits across different PCs. In the demo to FORBES, an HP PC was used to carry out an attack on an ASUS machine. Kovah claimed that in tests across different PCs, he was able to find and exploit BIOS vulnerabilities across 80 per cent of machines he had access to and he could find flaws in the remaining 10 per cent.

“There are protections in place that are supposed to prevent you from flashing the BIOS and we’ve essentially automated a way to find vulnerabilities in this process to allow us to bypass them. It turns out bypassing the protections is pretty easy as well,” added Kallenberg.

The NSA has a term for vulnerabilities it think are exclusive to it: NOBUS, for “nobody but us.” Turns out that NOBUS is a flawed concept. As I keep saying: “Today’s top-secret programs become tomorrow’s PhD theses and the next day’s hacker tools.” By continuing to exploit these vulnerabilities rather than fixing them, the NSA is keeping us all vulnerable.

Two Slashdotthreads. Hacker News thread. Reddit thread.

EDITED TO ADD (3/31): Slides from the CanSecWest presentation. The bottom line is that there are some pretty huge BIOS insecurities out there. We as a community and industry need to figure out how to regularly patch our BIOSes.

Tags: antivirus, BIOS, cost-benefit analysis, hacking, malware, NSA, rootkits, vulnerabilities

Posted on March 23, 2015 at 7:07 AM • 111 Comments

Comments

Nick P • March 23, 2015 9:27 AM

The presentation was interesting as far as the reverse engineering and attack details. Yet, it has entirely the wrong ending: adding an extra isolation mechanism in SMM. Like MMU’s and MAC, this has never stopped sophisticated attackers. Google’s Chrome bounty program shows that even clever schemes like Native Client can be hit by devoted amateurs. There’s plenty of vulnerabilities to grab if there’s any interface between trusted and untrusted code with the former being poorly written.

The real solution, as always, is to modify the architecture to enforce code vs data separation even if only selectively. That or even control-pointer guards supported by hardware for speed. We see examples in INFOSEC literature of both with single-digit, performance hits. Once this mechanism exists, developers from firmware up can start making use of it in their code. The amount of legacy, proprietary code not taking advantage of it will make those systems get hit the most. Yet, that only creates opportunities for FOSS or new commercial offerings to differentiate themselves by using the protections pervasively. We already saw this with Secure64’s SourceT OS leveraging Itanium’s security features, LynxSecure leveraging Intel’s, and GenodeOS using minimal TCB + better architecture.

@ Clive

As you know, I have serious memory issues these days. I haven’t messed with BIOS’s in a while. Quick question: can BIOS or UEFI functions be used by user-mode code that’s deprivileged? If not, then microkernel architectures such as GenodeOS or seL4 should be able to prevent such entry-points by design. At least for those, the proper OS design would be a countermeasure against BIOS attacks.

Regardless, I think all these issues argue in favor of my old idea to put management functions in a dedicated, secure, cheap chip. I used embedded boards with non-DMA in the past. Today, I’d probably use a microcontroller with I/O MMU and a capability/tagged model. This lets us have the enterprise-grade functionality, clean-slate secure design, and the ability for some customers to disable it with eg a jumper.

sena kavote • March 23, 2015 3:31 PM

Is it possible to harden OS for a computer that has infected BIOS? Install the OS in other computer, then move the USB stick / hard disk with that installation to the infected computer. What does the BIOS malware then do at first boot?

If the OS installation is randomized enough, BIOS malware has difficulty doing anything. Make network go through a firewall device with randomized obfuscated protocol that the firewall converts to normal. Plug mouse and keyboard to raspberry pi that then sends that data in obfuscated form to the bigger computer via ethernet-to-USB adapter.

All that randomizing and obfuscation can be done automatically by installers.

OS has huge resource advantage to BIOS malware and also to any malware breaching in by buffer overflow.

Firewire port has direct access to RAM. Use that to verify that RAM contains what it should.

I wish BIOS would be in extra small capacity SD card plugged on a special place in motherboard. Capacity should be so small that they have not been produced in about 10 years or never.

There may be one weird physical trick that just might put any or some BIOS or flash memory to blank slate zeroed state (+increase write count). This idea is pure speculation:

Hold the device one day, week or month in a container filled with hydrogen. (As you may know, hydrogen can’t be completely contained by any wall. Hydrogen always leaks slowly between bigger atoms and molecules. It would not be possible to make perfect hydrogen containers from flash semiconductor either.)

When the hydrogen molecules contact the charge forming bit signifying electrons inside flash memory, they may turn to negative hydrogen ions that then drift away.

From a computing point of view, what is the next step if BIOS or SSD flash has been zeroed by bathing it in hydrogen or by some other way? Can it take new content or does it need some program content to take new?

Ezekiel Lovecraft Daedulus • March 23, 2015 5:44 PM

From one of the links:

Though such “voodoo” hacking will likely remain a tool in the arsenal of intelligence and military agencies, it’s getting easier, Kallenberg and Kovah believe.

and in reference to Bruce’s statement

As I keep saying: “Today’s top-secret programs become tomorrow’s PhD theses and the next day’s hacker tools.” By continuing to exploit these vulnerabilities rather than fixing them, the NSA is keeping us all vulnerable.

Mmm, I have worked with some pretty hard core vulnerability finders, and I have to say while it is wise to consider maybe their vulnerabilities were found first by some government(s), very often they may not have been. If I recall, as well, there was poc code presented in the mid 2000s for bios hacks. There definitely have been severe hardware hacking performed by ‘on the street’ sec researchers going back to the least the late 90s. And several governments depend on exactly such people who are not solid enough to get clearance, but good at finding bugs.

While I prefer not to express personal details of any of them, believe me, some are mad, some are drunk, some have very little – if any – moral code whatsoever. I know in at least one place there was suspicion by good friends that another friend was behind a major virus attack. Nice guy, but nobody could put that past him.

Don’t socialize much with the new crowds, but I have heard the impression meth addiction is far from unheard of.

Besides my own sanity being in question (and I probably have code running on your system as it is supplied by a very major vendor), one of my friends I rumble with has severe psychotic delusions. I have wondered if he was faking it, but I do not believe so. He remains brilliant, but I have to edge around certain topics or that is all he will talk about.

So, while probably not so apparent to journalists, if I flash back over my own mind of all the researchers I have known, lol: IDK? Addams Family? Maybe throw in some hookers and blow there to complete the picture.

These governments, by not securing these systems and relying on open holes for attacks are trusting your systems to these people. I just shake my head at this nonsense.

Ezekiel Lovecraft Daedulus • March 23, 2015 6:00 PM

@LeonM

So what exactly is the difference between the US government and cyberterrorists? Is it simply that the former operates under the color of law? I really like this blog, but reading it often leaves me depressed.

I would not go that far.

Hard also to say “what is cyberterrorism”. A very bad attack has happened this past week or so, which I think qualifies. Where a hacking group associated with ISIS posted personal details about servicepeople and encouraged ISIS supporters to attack them.

That level of maliciousness, I am not aware of the US doing, nor any country. Some nations make preparations for war scenarios which are that level of malicious and worse, but those things are standard.

To a degree – and it is not just the US doing this – governments are in a tough place. They have to perform intelligence, and this is an option whose recourse is very difficult to come up with.

@Bob Staudenmaier

Good post, Mr. Schneier. As it is now, I am becoming distraught because I have to believe that SOMETHING is still secure.

Nothing is secure to nation states.

Not even much is secure to highly skilled hackers, though they tend to not want to spend the time engaging in risky behavior when there are high paying jobs for them all over the place.

Finding a single critical vulnerability in a major piece of hardware that is widely distributed and not obscure and writing the exploit code for it can take months of very hard work.

(Finding a single critical vulnerability in a more obscure piece of hardware might take one hour, but still creating exploit code can sometimes take longer.)

Nick P • March 23, 2015 8:06 PM

@ Bob

“As it is now, I am becoming distraught because I have to believe that SOMETHING is still secure.”

Voyager’s offline data. Oak Island treasure pit. Church of Scientology’s full list of doubles in U.S. government. These have been pretty secure by a physical perspective. Might want to copy them. Voyager-based PKI might introduce some delays into the Internet, though.

@ All
re Open Firmware

A lot of that stuff is written in Forth, IIRC. This is not a security-focused language or even one most are capable of reviewing. Further, the firmware logic is quite esoteric with even less review. Regular code that’s FOSSed often has obvious security holes for years without any apparent review. Firmware, esp if in Forth, would probably have a worse track record.

So, it has to be open, well-documented, use an understandable language, and be designed for review. Then qualified people must actually review it and post their results. Same rules for software in general. Neither FOSS nor proprietary firmware are satisfying in this regard. The one exception is some firmware in safety-critical fields having quite a bit more rigorous development.

Coyne Tibbets • March 23, 2015 11:07 PM

@bp4ecp 1: Can we protect ourselves re-flashing the firmware we suspect has been altered?

If the chip can be re-flashed externally to the PC, yes. But re-flash schemes within the PC break down because malware in the BIOS can control progress of the re-flash. This is because re-flashing while the system is running requires the BIOS to be in control; and in-BIOS malware could specifically protect itself from being re-flashed.

@bp4ecp: 2. Will BIOS manufacturers understand that standard support windows do not apply to current UEFI firmware?

There seems to be zero interest in this. Like with the rest of the industry traditionally, manufacturers generally don’t worry about security until worries are forced on them. Eventually, maybe, but they’ll have to be dragged to it–feet leaving gouges in the marble floor. Just like Microsoft, which initially resisted every attempt to get them to address the list of exploits in Windows and other software.

@bp4ecp: 4. Is there a way to detect an unauthorized firmware modification?

@Clive Robinson: Having done this they can then put the main BIOS back the way it was, so that it’s harder to find what they have been up to.

Because the BIOS memory can be shadowed, there is no way to see any code that malware in the BIOS doesn’t want seen. This applies to attempts to access the code directly and by hash. It is not necessary for “they” to change the BIOS back, because “they” can make it look like it was never changed at all, making malware immune to any scrutiny.

@sena kavote: Is it possible to harden OS for a computer that has infected BIOS?

Infected, I’m inclined to no, because of the superior authority position of the BIOS. Such an infected BIOS can control everything the main OS sees from disk or device, in theory leading it to do anything desired and subverting any hardening.

It is an interesting question, though: Could we come up with an OS design that detects subversion by a BIOS-based malware? Hmmmm…

Aaron Spink • March 24, 2015 12:43 AM

@bp4ecp&fw

1) no, most firmware reflashing relies on FW control! In addition, most hardware’s FW reads rely on FW control. That means in general you cannot trust either the writing or reading unless you can trust the FW. Its generally poor design. The only way to correct this is to have at a minimum, a hardware based path that enables FW reads without FW intervention.

2) Unlikely without significant outside pressure. Though there is some upside coming out of the Open Compute Project with Intel looking like they will try to open source at least their UEFI FW. This was mentioned during their sponsored lunchtime keynote along with Rackspace at this months Open Compute Summit. If they do so, and don’t restrict it just to their server systems, it presents the possibility of community development. Honestly, I’m sure that the majority of the 3rd party MB manufacturers (ASUS, GIGABYTE, et al) would be for it as the bios isn’t a severe point of differentiation.

3) AMT can possibly introduce as many holes as it fixes. AMT is basically SMM++. It should be pointed out that they didn’t use AMT any of their actual attacks but did use the Serial Over Lan functionality of AMT as a communications channel post-attack. Since it is used post-attack, you wouldn’t have any control over it anyways. It should be noted that a couple of their fixes against attack rely on functionality provided by vPRO/AMT. Ideally, Intel has/will make available the source code infrastructure behind AMT.

4) Depends… It all goes back to 1. Is there a hardware only path to read things. If not, you cannot rely on what you are reading as reality.

5) FDE is only ever useful for at rest, non-powered data protection (and a minimal level even at that). AKA, preventing someone from pulling the drive to get secrets. FDE provides no protection of powered/online data because if they have control of the machine, they have control of the keys. FDE is for laptops and shipping drives to another location. You shouldn’t rely on FDE for powered on data security. And if you are decommissioning a drive, you want to wipe it and then physically shred it.

Anyone who has done hardware design or low level software/firmware has plenty of useful data. The reality is that in general the whole of the infrastructure of the firmware landscape is incredibly vulnerable to exploitation atm. It in general hasn’t been a major focus of security practice and as such is a shambles for the most part. One of the major issues is that the majority of all firmware is closed source preventing any actual review. That along with relying on the actual firmware to access firmware on many devices makes it a ripe target for black box malware. Even moving from unpublished closed source to published closed source would be a major improvement as far as security goes.

Clive Robinson • March 24, 2015 8:37 AM

@ Coyne,

Because the BIOS memory can be shadowed, there is no way to see any code that malware in the BIOS doesn’t want seen.

That is only true for systems where you can not get directly at the ROM memory.

Without going into details, you can put the motherboard CPU chip in “halt mode” from the hardware and then “walk the memory” with another device. It’s the way In Circuit Emulators (ICE) and other low level hardware development systems work. Back in the good old days you could do it with a handfull of TTL chips and an AT bus card.

Depending on the circuit design and your skill you have Jtag and Firewire access to do the same thing.

Whilst this is a little esoteric for by far the majority of users for some it’s “bread and butter” work. And it’s the latter group the likes of GCHQ et al have to watch out for.

@ Nick P,

The reason for using Forth in BIOS and PCI devices is the fact that like P-Code it is interpreted and thus the manufacturer of the PCI cards can write “universal code” that runs on all PCI based systems irrespective of if the CPU is x86, Spark, ARM or MIPS etc. As I’ve said before when working at such a low level “type safety” and other similar security systems is a mute point…

As for UEFI etc, I’ve played the “avoidence game” thus I’m not the best person to ask technical questions on it.

@ ALL,

With regards security of general purpose COTS motherboards, “forget it” they are not designed to be secure or even securable. I can think of all sorts of tricks to get around the various protection mechanisms their designers implement. Having done so it’s not hard to find jobing coders who can cut the code into existing malware.

The point Bruce makes about IC to PhD to Hackers, is a little off the mark. Many jobing coders can cut the exploit code, that’s the boring stuff. It’s the “thinking hinky” that is the hard part, slightly less hard is getting the basic info on systems to make the thinking hinky viable to turn into an exploit.

To put it another way the “thinking hinky” finds “new classes of attacks”, having the basic info alows you to find a “new instance in a class of attack” and your jobing coder then produces the actuall attack code within another mechanism such as a “plug in” for an existing “exploit platform”.

For a practical view the recent Ben Gurion “thermal comms” is a specific instanciation in the more general subset of EmSec side channel attacks that form the class “load generated thermal attacks”.

Getting back to “securable hardware” there is an alternative route than COTS motherboards, that whilst it is less powerfull and around three times the price is an alternative way to go.

Have a look at PC-104 industrial control boards, many have the advantage that the BIOS is still on EPROM or similar, and can not be overwritten “in place”.

I’ve used them to make “guards” to put between more powerfull control boards and the likes of hard drives and other IO including networking.

The down side is you have to put some real effort into things. However books like “TCP/IP Lean” and the “uCOS” RTOS and various USB, Memory Cards, I2C, CAN Bus etc data sheets can get you upto speed in a couple of months. There are also the likes of drivers for FAT16/32 in C from various Chip manufactures, or Open source *nixs.

Contrary to what many people think writting your own device drivers is not “there be dragons” territory. Most competent C programers can cut a simple serial driver after a couple of days reading, putting them in loadable modules is only marginally harder. The hard part is making them both “efficient” and “crash proof”, the former being harder than the latter. The one thing doing it will teach you is how to write and debug code “old school” without the tools some consider essential, so is worth it as an excercise in self reliance that will make most a lot more confident (it’s also a skill you will need to be a malware author as well 😉

65535 • March 24, 2015 1:54 PM

@ Clive or Nick P

I have a technical question after reading:

“@ Nick P, The reason for using Forth in BIOS and PCI devices is the fact that like P-Code it is interpreted and thus the manufacturer of the PCI cards can write “universal code” that runs on all PCI based systems irrespective of if the CPU is x86, Spark, ARM or MIPS etc. As I’ve said before when working at such a low level “type safety” and other similar security systems is a mute point…” -Clive

Could one of those POST/Boot testing PCI “picks” flash a bios with malware – or detect malware in a BIOS?

Here is a picture of what I am talking about.

Link to image

[Moderator if you need to shorten or find a safer link to show an image of a pick, feel free to do so]

Take a look at this complex device in the Forbes article.

http://blogs-images.forbes.com/thomasbrewster/files/2015/03/Screen-Shot-2015-03-18-at-11.43.19.png

[Or second picture down page]

http://www.forbes.com/sites/thomasbrewster/2015/03/18/hacking-tails-with-rootkits/

That looks like an expensive and cumbersome rig. Could it be done on a PCI pick?

If one could develop a PCI pick to detect malware and then provide a remediation technique it would be very helpful!

Any comments Clive or Nick? I know you are busy so answer when you have time.

@ James Dean

Nice link. Your legbacore your site is interesting.

Nick P • March 24, 2015 3:53 PM

@ 65535

I’m not knowledgeable enough about the subject to answer that. My old assumption was that enemies with physical access to the box own it. If I lost possession of a box, I’d wipe it and sell it. Especially at a border crossing. I’m more likely to not even bring equipment with me if it might be grabbed. Expect more devices like this to show up.

If you must take a device, it’s better for it to not have easy debug access and use tamper-evident seals. Tamper-evident stuff on the outside does draw attention. One can always put it on the inside to see if the thing was opened and maybe something on the main chip. This could introduce heating or other issues, though, esp on older hardware.

One idea is to have hardware that only boots from a ROM or flash. Then, you keep the chip it boots from hidden. Once at the destination, you retrieve the chip and put it into the hardware. Might do this for the whole CPU. Otherwise, just a memory chip. One of my old designs was a card-sized CPU/memory combo that got plugged into desktop, laptop, or kiosk peripherals. The trusted part stayed with the user. Everything else was untrusted and mediated. Some security tech can do this at the chip level by making everything outside CPU untrusted and fail safe.

Note: those designs apply to firmware and software level threats only. Side channel and emanation attacks might still work.

blaughw • March 24, 2015 5:55 PM

The biggest problem with patching BIOS/UEFI is sheer scope and restrictions on system state when the operation runs. I treat these updates as something that simply doesn’t happen when a machine is in an end user’s hands. I cannot trust that a user will choose the proper time to initiate BIOS upgrade, nor that they will see the entire process through, from OS application, to restart, to microcode flash, to OS restart.

Until this delivery mechanism can be hashed out and controlled carefully, BIOS/EFI updates are the realm of only power users and help desk. Even then, help forums are full of threads where people “who know better” have bricked a machine due to botched BIOS update.

On another note, many Enthusiast motherboards (retail type, not typically those found in laptops or servers), have had dual BIOS capability, where one acts as a “fallback” in case the running config goes off-the-rails. This may provide the “known good” BIOS fallback capability, or it might be another vulnerability in itself. (Does one BIOS have access to read/write the other? Is there a standard by which this is implemented?)

In my opinion, it would be valuable to store configuration in a semi-readable state, similar to what you would find in networking gear. This is truly operating system-level stuff though, not firmware/BIOS.

Unfortunately, the main takeaway we are all getting is that we need a lot of work here. It is really a Bad Thing that the PC era has been here for what, 25 years?

Dirk Praet • March 24, 2015 9:17 PM

@ 65535, @ Nick P

It also could solve the problem being asked to reveal your password to Fully Encrypted Hard Drive while crossing the boarder. You simply cannot turn-on the machine.

No it doesn’t. They can still take out your hard drive, clone it and put the copy in another machine. That’s common practice in every forensic investigation, and in the UK under RIPA as well as in France under similar newly proposed legislation you’d still have to turn over your password.

I do like the idea of a removable BIOS chip though. Could be a tiny slot in a laptop/notebook that can fit a sort of micro-SD with write-protect notch. Should be easy enough to duplicate as to prevent bricking your device when a flash update goes awry or when you suspect that it has been tampered with. Taking it out would make the device useless when stolen, at which time it can throw a message similar to those given by Intel’s Sandy Coast processors when their kill switch has been remotely triggered.

When traveling and under LE scrutiny, you can swallow or break it. You may even carry different chips, like one programmed to do a normal boot and another that will boot into an innocent looking shadow OS or nuke your hard disk DBAN-style while simulating a normal boot.

Throwing in some additional features that the chip’s initially generated key/checksum must match one previously stored in the TPM – and different for every machine – could prevent someone from inserting a random chip to get the machine to boot/reset.

Figureitout • March 25, 2015 12:08 AM

Nick P
–The stuffbeansupyournose link enunciates pretty well the highs and lows of embedded dev, lots of similarities for me. Guess it depends on the person, some want nothing to do w/ it even though it’s there lurking on every computer. I just want to know exactly how a computer worked really bad, still lots of questions. It is really really nice once you got all the tool chain setup, mostly understand the chip, code; but you also realize how fragile it all is.

RE: forth
–Didn’t really like it when I looked into it, couldn’t get used to it. ASM is more attractive than that to me.

RE: removable chip
–You’ll need tamper evident proofing too and checking the chip in hardware if you leave your computer somewhere and physical security is an issue; “swapped infected” chips may be issue. I don’t see how a normal chip could be “plugged in” like a smart card, a whole new interface would be needed, it’d get worn down probably. We keep going how we are, it might not matter at all, a BIOS-like functionality could probably be stored somewhere else on the chip; ridiculous to think about, but it’s these chips that have every goddamn feature you’d never use, it’s in there, can’t selectively remove w/o destroying it.

Implementation details are needed for feasibility and safety (how many dumbasses will remove chips w/ power on?–I did that w/ a mini PCI card recently and it destroyed the entire motherboard. If it can wiggle around then shorting is an issue too, not cool when you blow a random SMD transistor or the entire chip.); but regular “dip”-style sockets are probably a good start. Just the pins need to be thicker metal and not bend easy, for instance removing PIC chips on a breadboard bend and it’s really cringey when it feels like they’re about to lop off.

Clive Robinson
The hard part is making them both “efficient” and “crash proof”
–I think you really understate this, that’s one of my biggest concerns if you want to actually use it day-to-day and not take a hammer to it. “crash proof” is another term for “reliability”, you won’t be sure if the crash is malicious in nature or just your sh*tty driver. If every other “session” or whatever you want to call it, using the driver, crashes your computer in mysterious ways; it sucks and is scary. For modern SoC’s, you’d need drivers for comms between parts in the chip itself too, I mean you’ve seen them, they’re non-trivial/intuitive eh? I hope we do that in a class, write a device driver based off say datasheet only, from scratch. I’ll cut to the chase, SPI and I2C, pretty much every chip needs one of these.

RE: those PC-104 boards
–Found a perfect board for me lol thanks, I could pretty much flash and make a version of a “guard” much quicker than learning an entire new chip.

Wael
But I already have so many things (and development kits) on my queue!
–Man same! It’s a good problem though, eh? Never bored. You just have to cover your eyes sometimes otherwise, b/c the best part is mastering a system and being able to spot problems quickly rather than the sky is falling and not having a damn clue…

65535 • March 25, 2015 2:11 AM

@DB

‘There are already machines with a MicroSD removable “BIOS.”’ –DB

Nice, board. I think I saw a guy named “bunny” using one of those – he is an expert in micro controllers on memory chips.

I will say I was thinking about a more proprietary socket than an microSD. That will have to be worked out.

@ Figureitout

“You’ll need tamper evident proofing too and checking the chip in hardware if you leave your computer somewhere and physical security is an issue; “swapped infected” chips may be issue.” –Figureitout

Yes, Nick talked about that. I think there is a way to do it.

@ Dirk Praet

“They can still take out your hard drive, clone it and put the copy in another machine.” – Dirk Praet

Let them. Any hurtle is better than none. The full disk encryption is a fair sized hurtle . Sure, in the future they will be able to crack it quickly but not at this date.

“I do like the idea of a removable BIOS chip though. Could be a tiny slot in a laptop/notebook that can fit a sort of micro-SD with write-protect notch.” -Dirk Praet

The removable socket should be solid and have unique features to ensure it doesn’t get bent – and, should be tamper proof as possible. It could be done.

@ Buck

“Sunday, July 6, 2014, Powerless devices will not be permitted onboard the aircraft. The traveler may also undergo additional screening.” –TSA

Yep, any hard case that could hold plastic explosive will be subject to certain rules.

The way I read that rule is it is meant for carry items. You could put the laptop in a luggage bag… and possibly have no problems… to some extent.

The rule is almost a year old so it applies to every electronic device regardless of any privacy precautions taken. Having removable Bios is just a risky as a dead battery on any device… Although, I am not legal expert.

Curious • March 25, 2015 4:35 AM

Being a simple PC user, I am trying to imagine some things here:

Compartmentalized code

How about having the programming (software/firmware) that make up all the functionality of a PC, to work together when mixed up, but ALSO, as standalone.

Then, having physical switches on the computer could then perhaps route the firmware data inside computer chips (maybe even compartmentalized ram chips), so that a computer user can enable different levels of computer code, so that the computer could be run with minimal code as a basic level, with code that can be more easily reviewed, without having to deal with bazillion lines of confusing code?

I realize now that I don’t have an opinion about how the use of random access memory would fit into this general idea of compartmentalized code, other than the idea of having compartementalized memory chips in addition to compartmentalized firmware chips, because it is very unclear to me just what would be required to make an operating system to work.

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Hacking Games For PC Archives

Video game

Electronic game that involves a user interface and visual feedback

A video game is an electronic game that involves interaction with a user interface or input device, such as a joystick, controller, keyboard, or motion sensing devices, to generate visual feedback on a two- or three-dimensional videodisplay device such as a TV set, monitor, touchscreen, or virtual reality headset. Video games are augmented with audio feedback from speakers or headphones, and optionally with other types of feedback systems including haptic technology.

Video games are defined based on their platform, which include arcade games, console games, and PC games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, and remote cloud gaming. Video games are classified into a wide range of genres based on their type of gameplay and purpose.

The first video games were simple extensions of electronic games using video-like output from large room-size computers in the 1950s and 1960s, while the first video games available to consumers appears in 1972 through way of the Magnavox Odyssey home console, and the 1971 release of the arcade game Computer Space, followed the next year by Pong. Today, video game development requires numerous skills to bring a game to market, including developers, publishers, distributors, retailers, console and other third-party manufacturers, and other roles.

Since the 2010s, the commercial importance of the video game industry has been increasing. The emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2018, video games generated sales of US$134.9 billion annually worldwide,[1] and were the third-largest segment in the U.S. entertainment market, behind broadcast and cable TV.

Origins

Early games used interactive electronic devices with various display formats. The earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992.[2] Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen.[3] Other early examples include: Christopher Strachey's Draughts game, the Nimrod computer at the 1951 Festival of Britain; OXO a tic-tac-toe Computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958; Spacewar!, written by MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1961; and the hit ping pong-style Pong, a 1972 game by Atari. Each game used different means of display: NIMROD used a panel of lights to play the game of Nim,[4] OXO used a graphical display to play tic-tac-toe[5]Tennis for Two used an oscilloscope to display a side view of a tennis court,[3] and Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other.[6]

These preliminary inventions paved the way for the origins of video games today. Ralph H. Baer, while working at Sanders Associates in 1966, came up with the idea of using a control system to play a rudimentary game of table tennis on a television screen. With Sanders' blessing, Baer build out the prototype "Brown Box". Sanders patented Baer's inventions and licensed them to Magnavox, who commercialized it as the first home video game console, the Magnavox Odyssey, released in 1972.[3][7] Separately, Nolan Bushnell and Ted Dabney, inspired by seeing Spacewar! running at Stanford University, came up with the idea of creating a similar version running in a smaller cabinet using a less expensive computer with a coin-operated feature. This was released as Computer Space, the first arcade game, in 1971.[8] Bushnell and Dabney went on to form Atari, Inc., and with Allan Alcorn, created their second arcade game Pong in 1972, which was directly inspired by the table tennis game on the Odyssey. Sanders and Magnavox sued Atari on patent infringement over Baer's patents, but Atari settled out of court, paying for perpetual rights to the patents. Following their agreement, Atari went ahead with plans to make a home version of Pong, while was released by Christmas 1975.[3] The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry.[9][10] Both Baer and Bushnell have been given the title the "Father of Video Games" for their contributions.[11][12]

Terminology

The term "video game" was developed to distinguish this class of electronic games that were played to some type of video display rather than those that used the output of a teletype printer or similar device.[13]

The first appearance of the term emerged around 1973. The Oxford English Dictionary cited a November 10, 1973 BusinessWeek article as the first printed use of the term.[14] While Bushnell believed the term came out from a vending magazine review of Computer Space in 1971,[15] a review of the major vending magazines Vending Times and Cashbox showed that the term came much earlier, appearing first around March 1973 in these magazines in mass usage including by the arcade game manufacturers. As analyzed by video game historian Keith Smith, the sudden appearance suggested that the term had been suggested and readily adopted by those involved. This appeared to trace to Ed Adlum, who ran Cashbox's coin-operated section until 1972 and then later founded RePlay Magazine, covering the coin-op amusement field, in 1975. In a September 1982 issue of RePlay, Adlum is credited with first naming these games as "video games": "RePlay's Eddie Adlum worked at 'Cash Box' when 'TV games' first came out. The personalities in those days were Bushnell, his sales manager Pat Karns and a handful of other 'TV game' manufacturers like Henry Leyser and the McEwan brothers. It seemed awkward to call their products 'TV games', so borrowing a word from 'Billboard's description of movie jukeboxes, Adlum started to refer to this new breed of amusement machine as 'video games.' The phrase stuck."[16] In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, these were also known as "TV games", or TV geemu or terebi geemu.[17]

Video game terms

As every video game is different, the experience of playing every video game is impossible to summarize in a singular statement, but many common elements exist. Most games will launch into a title screen and give the player a chance to review options such as the number of players before starting a game. Most games are divided into levels which the player must work their avatar through, scoring points, collecting power-ups to boost the avatar's innate attributes, all while either using special attacks to defeat enemies or moves to avoid them. Taking damage will deplete their avatar's health, and if that falls to zero or if the avatar otherwise falls into an impossible-to-escape location, the player will lose one of their lifes. Should they lose all their lives without gaining an extra life or "1-UP", then the player will reach the "game over" screen. Many levels as well as the game's finale end with a type of boss character the player must defeat to continue on. In some games, intermediate points between levels will offer save points where the player can create a saved game on storage media to restart the game should they lose all their lives or need to stop the game and restart at a later time. These also may be in the form of a passage that can be written down and reentered at the title screen.

As games are software products, they may still ship with software bugs. These can manifest as glitches within the game which may be exploited by the player; this is often the foundation of speedrunning a video game. Other times, these bugs, along with cheat codes, Easter eggs, and other hidden secrets that were intentionally added to the game can also be exploited.[18][19][20][21] On some consoles, cheat cartridges allow players to execute these cheat codes, while user-developed trainers allow similar bypassing for computer software games, both which can make the game easier, give the player additional power-ups, or change the appearance of the game.[19]

Components of a video game

Platform

Video games require a platform, a specific combination of electronic components or computer hardware and associated software, to operate.[22] The term system is also commonly used. Games are typically designed to be played on one or a limited number of platforms, and exclusivity to a platform is used as a competitive edge in the video game market.[23] The list below is not exhaustive and excludes other electronic devices capable of playing video games such as PDAs and graphing calculators.

Computer game
Most computer games are PC games, referring to those that involve a player interacting with a personal computer (PC) connected to a video monitor.[24] Personal computers are not dedicated game platforms, so there may be differences running the same game on different hardware. Also, the openness allows some features to developers like reduced software cost,[25] increased flexibility, increased innovation, emulation, creation of modifications or mods, open hosting for online gaming (in which a person plays a video game with people who are in a different household) and others. A gaming computer is a PC or laptop intended specifically for gaming typically using high-performance, high-cost components. In additional to personal computer gaming, there also exist games that work on mainframe computers and other similarly shared systems, with users logging in remotely to use the computer.
Home console
A console game is played on a home console, a specialized electronic device that connects to a common television set or composite video monitor, unlike PCs, which can run all sorts of computer programs, a console is a dedicated video game platform manufactured by a specific company. Usually consoles only run games developed for it, or games from other platform made by the same company, but never games developed by its direct competitor, even if the same game is available on different platforms. It often comes with a specific game controller. Major console platforms include Xbox, PlayStation, and Nintendo.
Handheld console
A handheld gaming device is a small, self-contained electronic device that is portable and can be held in a user's hands. It features the console, a small screen, speakers and buttons, joystick or other game controllers in a single unit. Like consoles, handhelds are dedicated platforms, and share almost the same characteristics. Handheld hardware usually is less powerful than PC or console hardware. Some handheld games from the late 1970s and early 1980s could only play one game. In the 1990s and 2000s, a number of handheld games used cartridges, which enabled them to be used to play many different games.
A police-themed arcade game in which players use a light gun
Arcade game
An arcade game generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special, large coin-operated cabinet which has one built-in console, controllers (joystick, buttons, etc.), a CRT screen, and audio amplifier and speakers. Arcade games often have brightly painted logos and images relating to the theme of the game. While most arcade games are housed in a vertical cabinet, which the user typically stands in front of to play, some arcade games use a tabletop approach, in which the display screen is housed in a table-style cabinet with a see-through table top. With table-top games, the users typically sit to play. In the 1990s and 2000s, some arcade games offered players a choice of multiple games. In the 1980s, video arcades were businesses in which game players could use a number of arcade video games. In the 2010s, there are far fewer video arcades, but some movie theaters and family entertainment centers still have them.
Browser game
A browser game takes advantages of standardizations of technologies for the functionality of web browsers across multiple devices providing a cross-platform environment. These games may be identified based on the website that they appear, such as with Miniclip games. Others are named based on the programming platform used to develop them, such as Java and Flash games.
Mobile game
With the introduction of smartphones and tablet computers standardized on the iOS and Android operating systems, mobile gaming has become a significant platform. These games may utilize unique features of mobile devices that are not necessary present on other platforms, such as accelerometers, global positing information and camera devices to support augmented reality gameplay.
Cloud gaming
Cloud gaming requires a minimal hardware device, such as a basic computer, console, laptop, mobile phone or even a dedicated hardware device connected to a display with good Internet connectivity that connects to hardware systems by the cloud gaming provider. The game is computed and rendered on the remote hardware, using a number of predictive methods to reduce the network latency between player input and output on their display device.
Virtual reality
Virtual reality (VR) games generally require players to use a special head-mounted unit that provides stereoscopic screens and motion tracking to immerse a player within virtual environment that responds to their head movements. Some VR systems include control units for the player's hands as to provide a direct way to interact with the virtual world. VR systems generally require a separate computer, console, or other processing device that couples with the head-mounted unit.
Emulation
An emulator enables games from a console or otherwise different system to be run in a type of virtual machine on a modern system, simulating the hardware of the original and allows old games to be played. While emulators themselves have been found to be legal in United States case law, the act of obtaining the game software that one does not already own may violate copyrights. However, there are some official releases of emulated software from game manufacturers, such as Nintendo with its Virtual Console or Nintendo Switch Online offerings.

Game media

Early arcade games, home consoles, and handheld games were dedicated hardware units with the game's logic built into the electronic componentry of the hardware. Since then, most video game platforms have means to use multiple games distributed on different types of media or formats. Physical formats include ROM cartridges, magnetic storage including magnetic tape data storage and floppy discs, optical media formats including CD-ROM and DVDs, and flash memory cards. Furthermore digital distribution over the Internet or other communication methods as well as cloud gaming alleviate the need for any physical media. In some cases, the media serves as the direct read-only memory for the game, or it may be the form of installation media that is used to write the main assets to the player's platform's local storage for faster loading periods and later updates.

Games can be extended with new content and software patches through either expansion packs which are typically available as physical media, or as downloadable content nominally available via digital distribution. These can be offered freely or can be used to monetize a game following its initial release. Several games offer players the ability to create user-generated content to share with others to play. Other games, mostly those on personal computers, can be extended with user-created modifications or mods that alter or add onto the game; these often are unofficial and were developed by players from reverse engineering of the game, but other games provide official support for modding the game.[26]

Controller

A North American Super NES game controller from the early 1990s

Video game can use several types of input devices to translate human actions to a game. Most common are the use of game controllers like gamepads and joysticks for most consoles. Handheld consoles will have built in buttons and directional pads, similarly arcade games will have controls built into the console unit itself. Many games on personal computers can take advantage of keyboard and mouse controls. Other game controllers are commonly used for specific games like racing wheels, light guns or dance pads. Digital cameras can also be used as game controllers capturing movements of the body of the player.

As technology continues to advance, more can be added onto the controller to give the player a more immersive experience when playing different games. There are some controllers that have presets so that the buttons are mapped a certain way to make playing certain games easier. Along with the presets, a player can sometimes custom map the buttons to better accommodate their play style. On keyboard and mouse, different actions in the game are already preset to keys on the keyboard. Most games allow the player to change that so that the actions are mapped to different keys that are more to their liking. The companies that design the controllers are trying to make the controller visually appealing and also feel comfortable in the hands of the consumer.

An example of a technology that was incorporated into the controller was the touchscreen. It allows the player to be able to interact with the game differently than before. The person could move around in menus easier and they are also able to interact with different objects in the game. They can pick up some objects, equip others, or even just move the objects out of the player's path. Another example is motion sensor where a person's movement is able to be captured and put into a game. Some motion sensor games are based on where the controller is. The reason for that is because there is a signal that is sent from the controller to the console or computer so that the actions being done can create certain movements in the game. Other type of motion sensor games are webcam style where the player moves around in front of it, and the actions are repeated by a game character.

Display and output

By definition, all video games are intended to output graphics to an external video display, such as cathode-ray tube televisions, newer liquid-crystal display (LCD) televisions and built-in screens, projectors or computer monitors, depending on the type of platform the game is played on. Features such as color depth, refresh rate, frame rate, and screen resolution are a combination of the limitations of the game platform and display device and the program efficiency of the game itself. The game's output can range from fixed displays using LED or LCD elements, text-based games, two-dimensional and three-dimensional graphics, and augmented reality displays.

The game's graphics are often accompanied by sound produced by internal speakers on the game platform or external speakers attached to the platform, as directed by the game's programming. This often will include sound effects tied to the player's actions to provide audio feedback, as well as background music for the game.

Some platforms support additional feedback mechanics to the player that a game can take advantage of. This is most commonly haptic technology built into the game controller, such as causing the controller to shake in the player's hands to simulate a shaking earthquake occurring in game.

Means of classification

Video games are frequently classified by a number of factors related to how one plays them.

Genres

A video game, like most other forms of media, may be categorized into genres. However, unlike film or television which use visual or narrative elements, video games are generally categorized into genres based on their gameplay interaction, since this is the primary means which one interacts with a video game.[27][28][29] The narrative setting does not impact gameplay; a shooter game is still a shooter game, regardless of whether it takes place in a fantasy world or in outer space.[30][31]

Genre names are normally self-describing in terms of the type of gameplay, such as action game, role playing game, or shoot 'em up, though some genres have derivations from influential works that have defined that genre, such as roguelikes from Rogue,[32]Grand Theft Auto clones from Grand Theft Auto III,[33] and battle royale game from the film Battle Royale.[34] The names may shift over time as players, developers and the media come up with new terms; for example, first-person shooters were originally called "Doom clones" based on the 1993 game.[35] A hierarchy of game genres exist, with top-level genres like "shooter game" and "action game" that broadly capture the game's main gameplay style, and several subgenres of specific implementation, such as within the shooter game first-person shooter and third-person shooter. Some cross-genre types also exist that fall until multiple top-level genres such as action-adventure game.

Mode

A video game's mode describes how many players can use the game at the same type. This is primarily distinguished by single-player video games and multiplayer video games. Within the latter category, multiplayer games can be played in a variety of ways, including locally at the same device, on separate devices connected through a local network such as LAN parties, or online via separate Internet connections. Most multiplayer games are based on competitive gameplay, but many offer cooperative and team-based options as well as asymmetric gameplay. Online games use server structures that can also enable massively multiplayer online games to support hundreds of players at the same time.

Intent

Most video games are created for entertainment purposes, but there are a small subset of games developed for additional purposes beyond entertainment. These include:

Casual games
Casual games are designed for easy of accessibility, simple to understand gameplay and quick to grasp rule sets, and aimed at mass market audience, as opposed to a hardcore game. They frequently support the ability to jump in and out of play on demand, such during commuting or lunch breaks. Numerous browser and mobile games fall into the casual game area, and casual games often are from genres with low intensity game elements such as match three, hidden object, time management, and puzzle games.[36] Causal games frequently use social-network game mechanics, where players can enlist the help of friends on their social media networks for extra turns or moves each day.[37] More recent are hyper-casual games which use even more simplistic rules for shore but infinitely replayable games.
Educational games
Education software has been used in homes and classrooms to help teach children and students, and video games have been similarly adapted for these reasons, all designed to provide a form of interactivity and entertainment tied to game design elements. There are a variety of differences in their designs and how they educate the user. These are broadly split between edutainment games that tend to focus on the entertainment value and rote learning but are unlikely to engage in critical thinking, and educational video games that are geared towards problem solving through motivation and positive reinforcement while downplaying the entertainment value.[38] Further, games not initially developed for educational purposes have found their way into the classroom after release, often those that feature open worlds or virtual sandboxes, such as Minecraft.[39]
Serious games
Further extending from educational games, serious games are those where the entertainment factor may be augmented, overshadowed, or even eliminated by other purposes for the game. Game design is used to reinforce the non-entertainment purpose of the game, such as using video game technology for the game's interactive world, or gamification for reinforcement training. Educational games are a form of serious games, but other types of serious games include fitness games that incorporate significant physical exercise to help keep the player fit, flight simulators that simulate piloting commercial and military aircraft, advergames that are built around the advertising of a product, and newsgames aimed at conveying a specific advocacy message.[40]

Content ratings

A typical ESRB rating label, listing the rating and specific content descriptors for Rabbids Go Home

Video games can be subject to national and international content rating requirements. Like with film content ratings, video game ratings typing identify the target age group that the national or regional ratings board believes is appropriate for the player, ranging from all-ages, to a teenager-or-older, to mature, to the infrequently seen adults-only titles. Most content review is based on the level of violence, both in the type of violence and how graphic it may be represented, and sexual content, but other themes such as drug and alcohol use and gambling that can influence children may also be identified. A primary identifier based on a minimum age is used by nearly all systems, along with additional descriptors to identify specific content that players and parents should be aware of.

The regulations vary from country to country but generally are voluntary systems upheld by vendor practices, with penalty and fines issued by the ratings body on the video game publisher for misuse of the ratings. Among the major content rating systems include:

  • Entertainment Software Rating Board (ESRB) that oversees games released in the United States. ESRB ratings are voluntary and rated along a E (Everyone), E10+ (Everyone 10 and older), T (Teen), M (Mature), and AO (Adults Only). Attempts to mandate video games ratings in the U.S. subsequently led to the landmark Supreme Court case, Brown v. Entertainment Merchants Association in 2011 which ruled video games were a protected form of art, a key victory for the video game industry.[41]
  • Pan European Game Information (PEGI) covering the United Kingdom, most of the European Union and other European countries, replacing previous national-based systems. The PEGI system uses content rated based on minimum recommended ages, which include 3+, 8+, 12+, 16+, and 18+.
  • Australian Classification Board (ACB) oversees the ratings of games and other works in Australia, using ratings of G (General), PG (Parental Guidance), M (Mature), MA15+ (Mature Accompanied), R18+ (Restricted), and X (Restricted for pornographic material). ACB can also deny to give a rating to game (RC - Refused Classification). The ACB's ratings are enforceable by law, and importantly, games cannot be imported or purchased digitally in Australia if they have failed to gain a rating or were given the RC rating, leading to a number of notable banned games.
  • Computer Entertainment Rating Organization (CERO) rates games for Japan. Their ratings include A (all ages), B (12 and older), C (15 and over), D (17 and over), and Z (18 and over).

Additionally, the major content system provides have worked to create the International Age Rating Coalition (IARC), a means to streamline and align the content ratings system between different region, so that a publisher would only need to complete the content ratings review for one provider, and use the IARC transition to affirm the content rating for all other regions.

Certain nations have even more restrictive rules related to political or ideological content. Notably, China's video game segment is mostly isolated from the rest of the world due to the government's censorship, and all games published there must adhere to strict government review, disallowing content such as smearing the image of the Chinese Communist Party. Foreign games published in China often require modification by developers and publishers to meet these requirements.[42]

Development

Developers use various tools to create video games. Here an editor is fine-tuning the virtual camera system.

Video game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. Video game developers, as employees within this industry are commonly referred, primarily include programmers and graphic designers. Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designers, musicians, and other technicians; as well as skills that are specific to video games, such as the game designer. All of these are managed by producers.

In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more. This is not to say that the age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets,[43] where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedicated 3D graphics rendering capabilities on the target platform (e.g., some PDAs).[44]

Video games are programmed like any other piece of computer software. Early games required programming all parts of a game. Today, game developers have a number of commercial and open source tools available for use to make games, often which are across multiple platforms to support portability, or may still opt to create their own for more specialized features and direct control of the game. Today, many games are built around a game engine that handles the bulk of the game's logic, gameplay, and rendering. These engines can be augmented with specialized engines for specific features, such as a physics engine that simulates the physics of objects in real-time. A variety of middleware exists to help developers to access other features, such as for playback of videos within games, network-oriented code for games that communicate via online services, matchmaking for online games, and similar features. These features can be used from a devlopers' programming language of choice, or they may opt to also use game development kits that minimize the amount of direct programming they have to do but can also limit the amount of customization they can add into a game. Like all software, video games usually undergo quality testing before release to assure there are no bugs or glitches in the product, though frequently developers will release patches and updates.

With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need to be able to pay their staff a competitive wage in order to attract and retain the best talent, while publishers are constantly looking to keep costs down in order to maintain profitability on their investment. Typically, a video game console development team can range in sizes of anywhere from 5 to 50 people, with some teams exceeding 100. In May 2009, one game project was reported to have a development staff of 450.[45] The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines, rushed games and the release of unfinished products.[46]

While amateur and hobbyist game programming had existing since the late 1970s with the introduction of home computers, a newer trend since the mid-2000s is indie game development. Indie games are made by small teams outside any direct publisher control, their games being smaller in scope than those from the larger "AAA" game studios, and are often experiment in gameplay and art style. Indie game development are aided by larger availability of digital distribution, including the newer mobile gaming marker, and readily-available and low-cost development tools for these platforms.[47]

Industry

E3 2012 in Los Angeles is one of the typical trade show events of the video game industry.

Video games have a large network effect that draw on many different sectors that tie into the larger video game industry. While video game developers are a significant portion of the industry, other key participants in the market include:[48]

  • Publishers: Companies generally that oversee bringing the game from the developer to market. This often includes performing the marketing, public relations, and advertising of the game. Publishers frequently pay the developers ahead of time to make their games and will be involved in critical decisions about the direction of the game's progress, and then pay the developers additional royalties or bonuses based on sales performances. Other smaller, boutique publishers may simply offer to perform the publishing of a game for a small fee and a portion of the sales, and otherwise leave the developer with the creative freedom to proceed. A range of other publisher-developer relationships exist between these points.
  • Distributors: Publishers often are able to produce their own game media and take the role of distributor, but there are also third-party distributors that can mass produce game media and distribute to retailers. Digital storefronts like Steam and the iOS App Store also serve as distributors and retailers in the digital space.
  • Retailers: Physical storefronts, which include large online retailers, department and electronic stores, and specialty video game stores, sell games, consoles, and other accessories to consumers. This has also including a trade-in market in certain regions, allowing players to turn in used games for partial refunds or credit towards other games.
  • Hardware manufacturers: The video game console manufacturers typically require a license to develop for their platform and may control the production of some games, such as Nintendo does with the use of game cartridges for its systems. In exchange, the manufacturers may help promote titles for their system and may seek console exclusivity for certain games. For games on personal computers, a number of manufacturers are devoted to high-performance "gaming computer" hardware, particularly in the graphics card area. A range of third-party manufacturers also exist to provide equipment and gear for the console hardware makers, such as additional controllers for console or carrying cases and gear for handheld devices.
  • Journalism: While journalism around video games used to be primarily print-based, and focused more on post-release reviews and gameplay strategy, the Internet has brought a more proactive press that use web journalism, covering games in the months prior to release as well as beyond, helping to build excitement for games ahead of release.
  • Influencers: With the rising importance of social media, video game companies have found that the opinions of influencers using streaming media to play through their games has had a significant impact on game sales, and have turned to use influencers alongside traditional journalism as a means to build up attention to their game before release.
  • Esports: Esports is a major function of several multiplayer games with numerous professional leagues established since the 2000s, with large viewership numbers, particularly out of southeast Asia since the 2010s.
  • Trade and advocacy groups: Trade groups like the Entertainment Software Association were established to provide a common voice for the industry in response to governmental and other advocacy concerns. They frequently set up the major trade events and conventions for the industry such as E3.
  • Gamers: The players and consumers of video games, broadly. While their representation in the industry is primarily seen through game sales, many companies follow gamers' comments on social media or on user reviews and engage with them to work to improve their products in addition to other feedback from other parts of the industry.

Game sales

A retail display with a large selection of games for platforms popular in the early 2000s

According to the market research firm SuperData, as of May 2015, the global games market was worth US$74.2 billion. By region, North America accounted for $23.6 billion, Asia for $23.1 billion, Europe for $22.1 billion and South America for $4.5 billion. By market segment, mobile games were worth $22.3 billion, retail games 19.7 billion, free-to-playMMOs 8.7 billion, social games $7.9 billion, PC DLC 7.5 billion, and other categories $3 billion or less each.[49][50]

In the United States, also according to SuperData, the share of video games in the entertainment market grew from 5% in 1985 to 13% in 2015, becoming the third-largest market segment behind broadcast and cable television. The research firm anticipated that Asia would soon overtake North America as the largest video game market due to the strong growth of free-to-play and mobile games.[50]

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