skip to main content
10.1145/3505270.3558373acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
extended-abstract

A Community-based Investigation of Competitive Cheating

Published:07 November 2022Publication History

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.

References

  1. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  2. 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 ScholarGoogle Scholar
  3. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  4. 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 ScholarGoogle ScholarCross RefCross Ref
  5. 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 ScholarGoogle ScholarCross RefCross Ref
  6. Mia Consalvo. 2007. Cheating: Gaining Advantage in Videogames. The MIT Press.Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. 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 ScholarGoogle Scholar
  8. Julian Dibbell. 2007. Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot. Basic Books.Google ScholarGoogle Scholar
  9. 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 ScholarGoogle ScholarCross RefCross Ref
  10. Uwe Flick. 1999. Qualitative methods in the study of culture and development: an introduction. Social science information 38, 4 (1999), 625–629.Google ScholarGoogle Scholar
  11. 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 ScholarGoogle Scholar
  12. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  13. 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 ScholarGoogle Scholar
  14. 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 ScholarGoogle ScholarCross RefCross Ref
  15. 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 ScholarGoogle Scholar
  16. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  17. Elinor Ostrom. 1990. Governing the Commons: The Evolution of Institutions for Collective Action. Cambridge University Press. Google-Books-ID: 4xg6oUobMz4C.Google ScholarGoogle Scholar
  18. 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 ScholarGoogle Scholar
  19. 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 ScholarGoogle Scholar
  20. 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 ScholarGoogle Scholar
  21. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  22. 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 ScholarGoogle Scholar
  23. 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 ScholarGoogle Scholar

Index Terms

  1. A Community-based Investigation of Competitive Cheating

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
      November 2022
      419 pages
      ISBN:9781450392112
      DOI:10.1145/3505270

      Copyright © 2022 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 7 November 2022

      Check for updates

      Qualifiers

      • extended-abstract
      • Research
      • Refereed limited

      Acceptance Rates

      Overall Acceptance Rate421of1,386submissions,30%
    • Article Metrics

      • Downloads (Last 12 months)24
      • Downloads (Last 6 weeks)1

      Other Metrics

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format .

    View HTML Format