ABSTRACT
Game cheating is the act of gaining an unfair advantage over one’s opponents. It is prevalent across many competitive games to the detriment of many players and developers, and has remained a significant problem despite efforts to eradicate it. Previous work has broadened our understanding of why players cheat but the social practices surrounding cheating have yet to be documented. This knowledge gap hinders researchers from comprehending the full extent of cheating necessary to scope relevant research in a meaningful way. The following dissertation serves to address this gap through exploratory studies that adopt a community perspective on cheating. The work so far involved mapping the governance mechanisms and examining the artefacts facilitating cheating. Building on these findings, I plan to explore the resource development process, and ultimately provide a framework tying the results together into an integrated structure. By documenting the social forces that shape and support cheating, scholars will be better informed when surveying the phenomenon in the future.
- Lucy A. Sparrow, Martin Gibbs, and Michael Arnold. 2021. The Ethics of Multiplayer Game Design and Community Management: Industry Perspectives and Challenges. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 325, 13 pages. https://doi.org/10.1145/3411764.3445363Google ScholarDigital Library
- Kimberley Allison. 2020. Navigating negativity in research: Methodological and ethical considerations in the study of antisocial, subversive and toxic online communities and behaviours. In Workshop Proceedings of the 14th International AAAI Conference on Web and Social Media. Association for the Advancement of Artificial Intelligence, Palo Alto, California, USA, 1–8. https://doi.org/10.36190/2020.11Google Scholar
- Jeremy Blackburn, Ramanuja Simha, Nicolas Kourtellis, Xiang Zuo, Matei Ripeanu, John Skvoretz, and Adriana Iamnitchi. 2012. Branded with a Scarlet “C”: Cheaters in a Gaming Social Network. In Proceedings of the 21st International Conference on World Wide Web(WWW ’12). ACM, New York, NY, USA, 81–90. https://doi.org/10.1145/2187836.2187848 event-place: Lyon, France.Google ScholarDigital Library
- Ben Collier, Richard Clayton, Alice Hutchings, and Daniel Thomas. 2021. Cybercrime is (often) boring: Infrastructure and alienation in a deviant subculture. The British Journal of Criminology 61, 5 (9 2021), 1407–1423. https://doi.org/10.1093/bjc/azab026Google ScholarCross Ref
- Mia Consalvo. 2005. Cheating can be good for you: educational games and multiple play styles. On the Horizon 13, 2 (2005), 95–100. https://doi.org/10.1108/10748120510608124Google ScholarCross Ref
- Mia Consalvo. 2007. Cheating: Gaining Advantage in Videogames. The MIT Press.Google ScholarDigital Library
- Steven Davis and W. Price. 2008. Security issues for third party games: Technical, business and legal perspectives. Computer Law & Security Review 24 (12 2008), 163–168. https://doi.org/10.1016/j.clsr.2008.01.004Google Scholar
- Julian Dibbell. 2007. Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot. Basic Books.Google Scholar
- Delia Dumitrica. 2011. An exploration of cheating in a virtual gaming world. Journal of Gaming & Virtual Worlds 3, 1 (2011). https://doi.org/10.1386/jgvw.3.1.21_1Google ScholarCross Ref
- Uwe Flick. 1999. Qualitative methods in the study of culture and development: an introduction. Social science information 38, 4 (1999), 625–629.Google Scholar
- United States District Court for the Eastern District of North Carolina. 2017. Epic Games vs. Charles Vraspir. Number Case 5:17-cv-00512-D. https://www.polygon.com/2017/10/12/16464750/epic-games-fortnite-cheater-lawsuitGoogle Scholar
- Sohyeon Hwang and Jeremy Foote. 2021. Why do people participate in small online communities?Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (10 2021), 1–25. https://doi.org/10.1145/3479606Google ScholarDigital Library
- Irdeto. 2018. Irdeto Global Gaming Survey: the last checkpoint for cheating. Irdeto. https://resources.irdeto.com/irdeto-global-gaming-survey/irdeto-global-gaming-survey-report-2Google Scholar
- Sidney V. Irwin and Anjum Naweed. 2020. BM’ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports. Games and Culture 15, 4 (Jun 2020), 411–433. https://doi.org/10.1177/1555412018804952Google ScholarCross Ref
- K. K. Kimppa and A. K. Bissett. 2005. The Ethical Significance of Cheating in Online Computer Games. The International Review of Information Ethics 4 (12 2005), 31–38.Google Scholar
- Yubo Kou. 2021. Punishment and Its Discontents: An Analysis of Permanent Ban in an Online Game Community. Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (10 2021), 334:1–334:21. https://doi.org/10.1145/3476075Google ScholarDigital Library
- Elinor Ostrom. 1990. Governing the Commons: The Evolution of Institutions for Collective Action. Cambridge University Press. Google-Books-ID: 4xg6oUobMz4C.Google Scholar
- Blaine Polhamus. 2021. 100,000 Call of Duty Warzone were banned by new anti-cheat system - Call of Duty. https://www.esports.com/en/100000-call-of-duty-warzone-were-banned-by-new-anti-cheat-system-265762Google Scholar
- Santiago Pontiroli. 2019. The cake is a lie! Uncovering the secret world of malware-like cheats in video games. https://www.virusbulletin.com/virusbulletin/2020/02/vb2019-paper-cake-lie-uncovering-secret-world-malware-cheats-video-games/Google Scholar
- Matthew Pritchard. 2000. Gamasutra - How to Hurt the Hackers: The Scoop on Internet Cheating and How You Can Combat It. Available at https://www.gamedeveloper.com/design/how-to-hurt-the-hackers-the-scoop-on-internet-cheating-and-how-you-can-combat-it.Google Scholar
- Li Wang, Liu Fan, and SungMin Bae. 2019. How to persuade an online gamer to give up cheating? Uniting elaboration likelihood model and signaling theory. Computers in Human Behavior 96 (7 2019), 149–162. https://doi.org/10.1016/j.chb.2019.02.024Google ScholarDigital Library
- Jessica Wells. 2018. Valve bans over 60,000 Steam accounts to smash its previous record. Available at https://www.pcgamesn.com/valve/valve-steam-vac-ban-wave.Google Scholar
- Nick Yee. 2006. Motivations for Play in Online Games. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society 9, 6 (2006), 772–775. https://doi.org/10.1089/cpb.2006.9.772Google Scholar
Index Terms
- A Community-based Investigation of Competitive Cheating
Recommendations
A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games
CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in PlayPlayers, developers, and researchers generally agree that "cheating" to gain an unfair advantage over others fosters negative player experiences. Despite social and experiential repercussions and cheating's negative stigma, the majority of players ...
Is cheating a human function? The roles of presence, state hostility, and enjoyment in an unfair video game
In sports and board games, when an opponent cheats, the other players typically greet it with disdain, anger, and disengagement. However, work has yet to fully address the role of the computer cheating in video games. In this study, participants played ...
Negotiating Students' Conceptions of 'Cheating' in Video Games and in School
Technology use, and video game play in particular, occupies a large amount of time in a typical teenager's life. Methods of learning and playing video games differ from that of traditional learning settings in that it is common to collaborate and use ...
Comments