HACKERS by ml7477
Introduction
Hackers have become some sort of an enigma in the world of psychology
and sociology. Understanding their development and motivations has
become a one of the areas of interest. However, up to this day,
there has been a dearth of studies and some exploratory studies
on them.
There seems to be a dual standards when analysing hackers.
To companies whose network they victimize, and those adversely
affected by their "intellectual endeavors", they have
become a menace.
To most of the computing world, especially for programmers, there
is a certain awe and fascination for hackers. Hackers are regarded
with a certain degree of respect, not because of their acts of violations
but because of their intellectual prowess.
This presentation will try to report a number of exploratory studies
about hacker development and motivations.
By understanding their development and motivations, it is hoped
that elements leading to the development and building of motivations
of hackers would be checked and controlled.
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Definition
hacker/n./[source: The Jargon File]
[originally, someone who makes furniture with an axe]1. A person
who enjoys exploring the details of programmable systems and how
to stretch their capabilities, as opposed to most users, who prefer
to learn only the minimum necessary. 2. One who programs enthusiastically
(even obsessively) or who enjoys programming rather than just theorizing
about programming. 4. A person who is good at programming quickly.
5. An expert at a particular program, or one who frequently does
work using it or on it; as in 'a Unix hacker'. (Definitions 1 through
5 are correlated, and people who fit them congregate.)
Generation
First Generation
circa 1950s-1960s
talented students; programmers, and computer scientists
academics or professionals interested in the codes and sets
of instructions
being processed
often pioneers in their field (Chandler, 1996; Levy, 1985; Sterling,
1992)
motivation: intellectual challenge(Levy, 1985)
Second Generation
circa 1970s
tended to be technological radicals who recognized potential
of PCs
with disregard to concept of private or commercial code
minor criminal activity was not uncommon
motivation: intellectual challenge and breaking traditional
boundaries
Third Generation
circa 1980s
young people who embraced the PCs
recognized the potential entertainment value of the PC
began developing games
motivated to breaking copyright codes because of desire
to access games for free
criminal activity was minor in nature (Chandler, 1996; Duff
& Gardiner, 1996)
Fourth Generation
late 1990s and early 2000
embraced criminal activity much like a sport
claimed motivation: curiosity, hunger for knowledge
actual motivation: greed, power, revenge or some malicious intent
(Anonymous, 1997; Goodell, 1996; Parker, 1998; Power, 1998).
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Categories
Newbie/tool kit (NT)
- with limited programming skills; relies on already written scripts
or tool kits
- which are available in the Internet
Cyber-punks (different from William Gibson's sci
fi work)
- have computer skills and programming knowledge;
- have a knowledge in programming software although not an expert
- have a better understanding of the system they are attacking
- have intention to engage in malicious acts (e.g. defacing web
pages and spamming)
- have been known to engage in credit card number theft and telecom
fraud.
Internals (IT)
- usually disgruntled employees or ex-employees
- computer literate and have been involved in technology related
jobs
- carry out their attacks not usually through computer programming
expertise but through privileges accorded to them at the time
of their employment
*accounts for nearly 70% of all computer related criminal activity
(Power, 1997)
Coders (CD) - Old Guards (OG)
- no criminal intent
- without respect for personal property
- embraces ideology of the first generation hackers - interested
in intellectual endeavors
Professional Criminals (PC) -Cyber-terrorists (CT)
- most dangerous
- professional criminals and ex-intelligence operatives who are
guns for hire.
- specialize in corporate espionage
- extremely well trained and have access to state of the art equipment
The majority of research and media attention has been focused
on cyber-punks. There have been little or no research on other categories
(Rogers, 1999).
These categories
are seen as comprising a continuum from lowest technical ability
(NT) to highest (OG-CT)
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The Flow
How does a newbie develop into a
cyber punk instead of an old guard ?
- A conceptual framework
Flow
sense of effortless action felt when being highly involved in an activity
ot the degree that attention becomes ordered, fully invested and time
is obscured by the involvement in the activity (Csikszentmihalyi, 1997)
occurs when activity challenges the individual enough to encourage
playful, exploratory behaviours, without the activity being beyond the
individuals reach - if too demanding: produce anxiety, too easy-boredom
Four dimensions
user perceives control over computer interaction and playful exploratory
behavior is encouraged.
user perceived that his/her attention is focused on the interaction
- computer users have reported being mesmerized during computer interactions.
user's curiosity is aroused during the interaction - internet provides
websites or hyperlinks that provide options that encourage exploration.
user finds the interaction intrinsically interesting - that is they
are involved in the activity for its own pleasure and enjoyment rather
than for some utilitarian purpose.
Development of a hacker-a proposed conceptual framework by John Van Beveren
When newbies start their hacking or computer criminal activies.
tools kits and info gathered must be successful to provide positive feedback
to the hacker. Being able to gather tools and information that makes them
successful in their early endeavours will encourage Newbies to continue
what she is doing until they develop their skills and confidence to pursue
more computer criminal activities.
The development of new skills to meet new challenges is dependent on
the available
tools and challenges within the online environment.
When the newbie develops the skills and acquire the matching tools to
meet new challenges, flow will occur.
A newbie becomes a cyber-punk or an old guard through the development
of sufficient skills
Flow rapidly increases motivation to develop skills and find more challenges.
Criminal tendicies present in the individual would draw a Newbie hacker
toward CP
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Stereotypes
I believe there are a number of social hacker stereotypes
The first stereotype:
an underdog
unrecognized genius
naive
nerd
shy or socially inept
part of a larger group of unrecognized geniuses
pursues hacking for the intellectual challenge it brings
inherently good
undermines and defeats authority through hacking
think of the movie Revenge of the Nerds
The second stereotype
sociopath or psychopath out to rule the world
by hacking critical network systems (think james bond movies)
still a genius but not naive
inherently bad
The third stereotype is a cross between the first and the second.
a naive, unrecognized genius
used by others for their own ends, may it be for the good or
destruction of status quo
Psych Teory
"Psychological theories of crime postulate
that because a hacker sub-culture or sub-class exists, and the activity
is being reinforced (i.e. media attention, high paying jobs, movies),
criminal hacking will not disappear on its own but will continue to
flourish if left unchecked (Gattiker & Kelly, 1997) "
Reinforcement is at the heart of Psychology's Social Learning
Theory which has evolved as an important tool in understanding traditional
criminal behavior. Both psychology and criminology have played a
major role in the development of social learning theory.
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Social Learning Theory
behavior could be learned at the cognitive level through observing
other people's actions
people are capable of imagining themselves in similar situations
of
incurring the same outcomes
learned behavior may be reinforced or punished
3 aspects of Motivations
external reinforcement
vicarious reinforcement
self reinforcement
Differential Asso.
Differential association
criminal behavior was learned through a process of interactions
with others. The interactions usually occured in primary groups
where person is presented both criminal and anti-criminal patterns
of behavior, techniques, motivations and definitions favorable
or unfavorable toward crime.
imbalance between favorable and unfavorable definitions toward
crime, with more weight on the favorable, would result in criminal
behavior being exhibited (Burgess & Akers, 1966; Sutherland,
1947).
Four dimensions: frequency, duration, priority and intensity
Differential Reinforcement
criminal behavior continues or is directly maintained by the
consequences of the act
that there will be a high probability of a criminal act occurring
in an environment where the individual in the past has been reinforced
in behaving in such a manner, and the negative consequences of
the behavior has been minor (Akers et. al, 1979; Hollin, 1989)
since behavior is subject to differing schedules of reinforcement
and punishment, it becomes complex and hard to extinguish
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Definitions
orientations, rationalizations, definitions of the situation
and other attitudes that label the commission of an act as right
or wrong, good or bad, desirable or undesirable, justified or
unjustified
likelihood of engaging in specific acts is a function of the attitudes
that the individual holds about the act. (Akers, 1998)
Positive definition
occur less frequently than neutralizing definitions
based on beliefs or attitudes that make the behavior desirable
or "wholly permissible" (e.g. political rhetorics)
Neutralizing definitions
do not make acts desirable but gives an excuse or attempts
to justify the act making it reasonable to commit the act
(e.g. killing in the line of duty, or self -defense)
learning of criminal behavior involves learning of techniques
to commit the crimes, learning of motives, drives and rationalizations,
and attitudes.
Imitation
commiting behavior modeled on, and following the observation
of similar behavior in others (Akers, 1998)
actual imitation of modeled behavior reinforced vicariously
important on the initial phases when acquiring behavior
less important when maintaining and ending established behavioral
patterns
reinforcement agents: media, face-to-face, primary group interaction
Moral disengagement
people tend to refrain from engaging in behavior that violates
their own moral standards (Bandura, 1990a)
moral standards play the role of regulating our behaviors
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An individual can disengage self-sanctions
by:
1) re-construing the conduct
-reprehensible conduct can be masked by euphemistic language
-sometimes language can make a conduct seem respectable
-by comparing the act to other more injurious behavior
2) obscuring personal causal agency
- displacing responsibility e.g. social pressure.."devil
made me do it"
3) misrepresenting or disregarding the negative consequences of
the action
- distord the detrimental consequences of the actions reduces
feeling
of guilt
4) vilifying the victims, and maltreating them by blaming and
devaluing them
-by dehuminizing or blaming the victims, perpetrators become
construed as defensive. (Bandura et. al, 1996)
Differential Asso. & Reinforcement
Differential association-reinforcement
behavior was shaped and that reinforcement (negative and positive)
and punishment determined the likelihood that the behavior, once
exhibited, would continue (Burgess & Akers, 1966).
Negative reinforcement: being ostracized by one's friends
or group
Positive reinforcement: acceptance by the group or elevation
in status
Punishment: being caught and incarcerated or fined
How the process works:
1. Differential association provides social environment, provides
exposure to definitions and imitation of models
2. Definitions are learned through imitation and observational learning
3. Learned behavior is reinforced both internally and externally;
*form of reinforcement:
1) tangible (e.g. money)
2) social rewards (e.g. increase in peer status)
Overtime, imitation becomes less important and reinforcement or
consequences of the actions determine the probability that the activity
will continue (Akers, 1977; Akers et. al., 1979)
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Hacker Findings
Skinner and Fream(1997)
Ability of social learning to explain etiology of computer crime:
differentially associating with friends was the strongest predictor
of the computer crime index
age, education or marital status was not significantly different
among general criminals and computer criminals
general criminals received significantly longer sentences and
more severe punishments than computer criminals in Canada
60% of all participants admitted to engaging in computer activities
- prevalence may be due in part to the unique morality
surrounding this type of criminal activity (e.g. ethical boundaries
of technology)
as perceived severity of the criminal activity increased, the
frequency of these activities decreased.
most frequent activity- software piracy and password guessing
-considered harmless
obtaining or possessing credit card numbers -least frequent
observed severity trend may be influenced by moral disengagement
computer criminal activity is more common among youths and young
adult
operating system preference: Windows/NT with majority considering
themselves experts with computers,
however, system preference and level of expertise are not significant
factors
individuals who self-report computer criminal behavior had significantly
higher rates of differential association and differential reinforcement
than participants who had never engaged in criminal activity.
Studies have indicated that individuals involved in criminal
computer behavior associate with other computer criminals through
internet chat channels or news groups, sometimes physically through
conventions and conferences
mentoring is common in the hacking community
individuals who self reported computer criminal behavior had
significantly higher rates of moral disengagements than non-criminal
participants
individuals who had engaged in criminal computer activity would
have a higher level of differential association and differential
reinforcement than the individuals who had no criminal activity
individuals who had engaged in criminal computer activity would
have a higher rates of moral disengagement that
individuals who had no criminal activity
only differential association and moral disengagement were significant
for predicting who engaged in criminal
computer activity
differential association was positively correlated with illegal
computer acts and was strongest predictor of computer crime
"The more the individual defines the behavior as positive
of justified, and associates with individuals holding
similar views, the higher the probability that he or she will engage
in the behavior".
Criminal computer behavior may in fact be more dependent of differential
association than general criminal behavior
not just for the social environment to shape their belief system,
but also for the required technical acumen to
engage in the behavior.
Summary
Criminal computer behavior is influenced by differential association,
differential reinforcement and moral disengagement.
A predictive model for criminal computer behavior should include
moral disengagement and differential association.
References
References:
1 Van Beveren, John "A Conceptual Model of Hacker Development
and Motivations" Journal of E.Business, Vol. 1, Issue 2, December
2001.
http://www.ecob.iup.edu/jeb/December2001-issue/Beveren%20article2.pdf.
2. Rogers, Marc "A New Hacker Taxonomy", Graduate
Studies Department of Psychology, University of Manitoba. http://www.victoriapoint.com/hackertaxonomy.htm
3. Rogers, Marc "A Social Learning Theory and Moral
Disengagement Analysis of Criminal Computer Behavior: An exploratory
Study" a thesis submitted to the Faculty of Graduate Studies
in partial fulfillment of requirements for a Doctorate in Philosophy
at the University of Manitoba, Canada.
http://www.mts.net/~mkr/
4. The Hacker Psychology (The Learning Channel)
http://tlc.discovery.com/convergence/hackers/articles/psych.html
5. The Psychology of Hacking
http://www.dvara.net/HK/webpresence.asp
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