10,848 research outputs found

    A Study of Cheating Identification and Measurement of the Effect in Online Game

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    As online games become one of the most popular Internet services, cheating has also emerged as a noticeable and important phenomenon in recent gameplay on the Internet. In regards to this potential threat, game companies focus on their efforts to protect their game from unauthorized acts throughout hacking tools under the assumption that the use of hacking tool could be particularly harmful for success of games. However, we present the usage of hacking tool causes an 102% and 79% increase in playtime and purchase respectively right after users start to use hacking tools. Also, the effects of hacking tools are not just short term. We show it is possible that cheaters can provide an online game company with more leverage and loyalty in aspect of playtime and purchase. This is exactly a contrary result to the conclusions of numerous previous studies on piracy on digital contents

    온라인 게임에서 유저의 행태에 관한 연구

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    학위논문 (박사)-- 서울대학교 대학원 : 경영대학 경영학과, 2018. 2. 유병준.This dissertation consists of two essays on user behavior in online games. In the first essay, I identified multi-botting cheaters and measured their impacts using basic information in database such as user ID, playtime and item purchase record. I addressed the data availability issue and proposed a method for companies with limited data and resources. I also avoided large-scale transaction processing or complex development, which are fairly common in existing cheating detection methods. With respect to identifying cheaters, we used algorithms named DTW (Dynamic Time Warping) and JWD (Jaro–Winkler distance). I also measured the effects of using hacking tool by employing DID (Difference in Differences). My analysis results show some counter-intuitive results. Overall, cheaters constitute a minute part of users in terms of numbers – only about 0.25%. However, they hold approximately 12% of revenue. Furthermore, the usage of hacking tools causes a 102% and 79% increase in playtime and purchase respectively right after users start to use hacking tools. According to additional analysis, it could be shown that the positive effects of hacking tools are not just short-term. My granger causality test also reveals that cheating users activity does not affect other users' purchases or playtime trend. In the second essay, I propose a methodology to deal with churn prediction that meets two major purposes in the mobile casual game context. First, reducing the cost of data preparation, which is growing its importance in the big-data environment. Second, coming up with an algorithm that shows favorable performance comparable to that of the state-of-the-art. As a result, we succeed in greatly lowering the cost of the data preparation process by employing the sequence structure of the log data as it is. In addition, our sequence classification model based on CNN-LSTM shows superior results compared to the models of previous studies.Essay 1. Is Cheating Always Bad? A study of cheating identification and measurement of the effect 1 1. Introduction 2 2. Literature Review 8 3. Data 16 4. Hypotheses 17 5. Methodology 20 5.1 Cheating Identification 20 5.2 Measurement of Cheating Tool Usage Effect 28 6. Result 33 6.1 Cheating Identification 33 6.2 Measurement of Cheating Tool Usage Effect 33 7. Additional Analysis 35 7.1 Lifespan of Cheating Users 35 7.2 Granger Causality Test 36 8. Discussion and Conclusion 37 9. References 48 Essay 2. Churn Prediction in Mobile Casual Game: A Deep Sequence Classification Approach 61 1. Introduction 62 2. Definition of Churn 64 3. Related Works 65 4. Data 66 5. Methodology 66 5.1 Data Preparation 66 5.2 Prediction Model 71 6. Result and Discussion 74 7. References 77Docto

    On the limits of engine analysis for cheating detection in chess

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    The integrity of online games has important economic consequences for both the gaming industry and players of all levels, from professionals to amateurs. Where there is a high likelihood of cheating, there is a loss of trust and players will be reluctant to participate — particularly if this is likely to cost them money. Chess is a game that has been established online for around 25 years and is played over the Internet commercially. In that environment, where players are not physically present “over the board” (OTB), chess is one of the most easily exploitable games by those who wish to cheat, because of the widespread availability of very strong chess-playing programs. Allegations of cheating even in OTB games have increased significantly in recent years, and even led to recent changes in the laws of the game that potentially impinge upon players’ privacy. In this work, we examine some of the difficulties inherent in identifying the covert use of chess-playing programs purely from an analysis of the moves of a game. Our approach is to deeply examine a large collection of games where there is confidence that cheating has not taken place, and analyse those that could be easily misclassified. We conclude that there is a serious risk of finding numerous “false positives” and that, in general, it is unsafe to use just the moves of a single game as prima facie evidence of cheating. We also demonstrate that it is impossible to compute definitive values of the figures currently employed to measure similarity to a chess-engine for a particular game, as values inevitably vary at different depths and, even under identical conditions, when multi-threading evaluation is used

    The effects of moral disengagement and avatar identification on player experience of guilt

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    The study of video games and morality has emerged only recently. Thus far, research has examined the topic through the lens of moral foundations theory and moral disengagement theory. Generally, these lines of research have found that players often treat in-game behavior as morally significant as long as the behavior is considered morally relevant and the player is not morally disengaged. Another nascent domain of research concerns video games and identification with in-game avatars. This area has found that video games can temporarily alter implicit and explicit self-concepts to be more similar to the characters or roles that are played in video games. Moreover, this self-other merging may have important implications for real-world behaviors. The present study synthesized these three lines of research by utilizing a 2 (moral disengagement: unjustified violence/justified violence) x 2 (avatar identification: low/high) design with explicit and implicit guilt as the primary outcome variables. It was predicted that player experience of guilt would be stronger when participants carried out unjustified (as compared to justified) violence (H1), and this effect would be especially pronounced in the high identification condition (H2). Moreover, it was predicted that this effect would only occur for players who consider the in-game behavior to be morally relevant (H3). Finally, it was expected that player experience of guilt would yield short-term increases in the salience of violated moral foundations. When a continuous measure of similarity identification was used instead of the experimentally manipulated avatar identification factor, results supported H2 for explicit guilt. Participants who carried out unjustified violence were more likely to experience guilt if they felt similar to their in-game avatars, but feeling similar to one’s avatar had no effect on the likelihood of experiencing guilt for players who carried out justified violence. Familiarity with the game that was played also reduced the likelihood of experiencing guilt. These effects were not found for implicit guilt. No other hypotheses were supported

    Quantum Cryptography Beyond Quantum Key Distribution

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    Quantum cryptography is the art and science of exploiting quantum mechanical effects in order to perform cryptographic tasks. While the most well-known example of this discipline is quantum key distribution (QKD), there exist many other applications such as quantum money, randomness generation, secure two- and multi-party computation and delegated quantum computation. Quantum cryptography also studies the limitations and challenges resulting from quantum adversaries---including the impossibility of quantum bit commitment, the difficulty of quantum rewinding and the definition of quantum security models for classical primitives. In this review article, aimed primarily at cryptographers unfamiliar with the quantum world, we survey the area of theoretical quantum cryptography, with an emphasis on the constructions and limitations beyond the realm of QKD.Comment: 45 pages, over 245 reference

    Online Gaming and Personality: Explaining Gamers’ Cheating Intention

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    Cheating in online games poses a risk to game publishers, as it deters other gamers and reduces revenues. These facts make it essential for game publishers to understand ‘who’ in the sense of gamers with what personalities have cheating intentions. Building on psychology research, we draw on (a) the big five personality traits and (b) the dark triad personality traits to explain how these reflect gamers’ personalities and together lead to cheating intentions. Following a configurational approach (N=192), we reveal two configurations explaining high cheating intention and one explaining low cheating intention. We contribute to online gaming research by revealing that gamers with cheating intentions have specific personalities. We advance information systems (IS) personality research by combining broad and dark triad traits to explain divergent behavior like cheating

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Development of the attitudes to moral decion-making in Youth Sport Questionnaire (AMDYSQ)

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    Objectives: To develop a questionnaire on attitudes to moral decision making in youth sport and describe the levels of ethical attitudes in young competitors. Design: One qualitative and 4 quantitative studies. Method: First, 11 focus group interviews with 50 competitors, aged 11–17 years, identified their attitudes to moral issues. Subsequently, exploratory (EFA) and confirmatory (CFA) factor analyses with samples of 435 and 218 competitors eliminated unsuitable items, to improve conceptual clarity and factorial validity, and reduced a 56-item pilot questionnaire to a 3-factor 18-item instrument measuring. Acceptance of Cheating, Acceptance of Gamesmanship, and Keeping Winning in Proportion. Then exploratory modifications were made in a restricted framework to develop a 9-item gender-invariant instrument using a sample of 1126 competitors. Finally, with 375 participants, the 3-factor model was cross-validated and concurrent validity was demonstrated by correlations with a similar instrument. Results: All psychometric criteria were met. Males, older and team sport athletes scored higher than females, younger and individual sport athletes on acceptance of cheating and gamesmanship. Acceptance of gamesmanship was also higher among athletes at higher competitive levels and keeping winning in proportion was higher in females. Conclusion: We present a sound psychometric instrument to assess 3 ethical attitudes in young competitors

    Games for a new climate: experiencing the complexity of future risks

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    This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to “explore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.” Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders – including subsistence farmers, humanitarian workers, scientists, policymakers, and donors – to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr

    Quantum Proofs

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    Quantum information and computation provide a fascinating twist on the notion of proofs in computational complexity theory. For instance, one may consider a quantum computational analogue of the complexity class \class{NP}, known as QMA, in which a quantum state plays the role of a proof (also called a certificate or witness), and is checked by a polynomial-time quantum computation. For some problems, the fact that a quantum proof state could be a superposition over exponentially many classical states appears to offer computational advantages over classical proof strings. In the interactive proof system setting, one may consider a verifier and one or more provers that exchange and process quantum information rather than classical information during an interaction for a given input string, giving rise to quantum complexity classes such as QIP, QSZK, and QMIP* that represent natural quantum analogues of IP, SZK, and MIP. While quantum interactive proof systems inherit some properties from their classical counterparts, they also possess distinct and uniquely quantum features that lead to an interesting landscape of complexity classes based on variants of this model. In this survey we provide an overview of many of the known results concerning quantum proofs, computational models based on this concept, and properties of the complexity classes they define. In particular, we discuss non-interactive proofs and the complexity class QMA, single-prover quantum interactive proof systems and the complexity class QIP, statistical zero-knowledge quantum interactive proof systems and the complexity class \class{QSZK}, and multiprover interactive proof systems and the complexity classes QMIP, QMIP*, and MIP*.Comment: Survey published by NOW publisher
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