Gaming the Game: Honeypot Venues Against Cheaters in Location-based   Social Networks
  The proliferation of location-based social networks (LBSNs) has provided the community with an abundant source of information that can be exploited and used in many different ways. LBSNs offer a number of conveniences to its participants, such as - but not limited to - a list of places in the vicinity of a user, recommendations for an area never explored before provided by other peers, tracking of friends, monetary rewards in the form of special deals from the venues visited as well as a cheap way of advertisement for the latter. However, service convenience and security have followed disjoint paths in LBSNs and users can misuse the offered features. The major threat for the service providers is that of fake check-ins. Users can easily manipulate the localization module of the underlying application and declare their presence in a counterfeit location. The incentives for these behaviors can be both earning monetary as well as virtual rewards. Therefore, while fake check-ins driven from the former motive can cause monetary losses, those aiming in virtual rewards are also harmful. In particular, they can significantly degrade the services offered from the LBSN providers (such as recommendations) or third parties using these data (e.g., urban planners). In this paper, we propose and analyze a honeypot venue-based solution, enhanced with a challenge-response scheme, that flags users who are generating fake spatial information. We believe that our work will stimulate further research on this important topic and will provide new directions with regards to possible solutions. 
Konstantinos Pelechrinis, Prashant Krishnamurthy, Ke Zhang
cs.SI cs.CR