693 research outputs found
Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game
Massive multiplayer online role-playing games (MMORPGs) are very popular in
China, which provides a potential platform for scientific research. We study
the online-offline activities of avatars in an MMORPG to understand their
game-playing behavior. The statistical analysis unveils that the active avatars
can be classified into three types. The avatars of the first type are owned by
game cheaters who go online and offline in preset time intervals with the
online duration distributions dominated by pulses. The second type of avatars
is characterized by a Weibull distribution in the online durations, which is
confirmed by statistical tests. The distributions of online durations of the
remaining individual avatars differ from the above two types and cannot be
described by a simple form. These findings have potential applications in the
game industry.Comment: 6 EPL pages including 10 eps figure
Social Norms in Virtual Worlds of Computer Games
Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players
Cheating in online gaming spreads through observation and victimization
Antisocial behavior can be contagious, spreading from individual to individual and rippling through social networks. Moreover, it can spread not only through third-party influence from observation, just like innovations or individual behavior do, but also through direct experience, via “pay-it-forward” retaliation. Here, we distinguish between the effects of observation and victimization for the contagion of antisocial behavior by analyzing large-scale digital trace data. We study the spread of cheating in more than a million matches of an online multiplayer first-person shooter game, in which up to 100 players compete individually or in teams against strangers. We identify event sequences in which a player who observes or is killed by a certain number of cheaters starts cheating and evaluate the extent to which these sequences would appear if we preserve the team and interaction structure but assume alternative gameplay scenarios. The results reveal that social contagion is only likely to exist for those who both observe and experience cheating, suggesting that third-party influence and “pay-it-forward” reciprocity interact positively. In addition, the effect is present only for those who both observe and experience more than once, suggesting that cheating is more likely to spread after repeated or multi-source exposure. Approaching online games as models of social systems, we use the findings to discuss strategies for targeted interventions to stem the spread of cheating and antisocial behavior more generally in online communities, schools, organizations, and sports
Prevention vs detection in online game cheating
Abstract. Cheating is a major problem in online games, but solving this would require either a complicated architecture design, costly third-party anti-cheat, or both. This paper aims to explore the differences between preventive and detective solutions against online game cheating. Specifically, it explores solutions against software-based cheatings, what kind of cheats there are, and what proposed and implemented solutions there are. This paper was conducted using literature reviews as methodology, using relevant papers from databases such as ResearchGate, ACM, and IEEE.
In this paper, it was concluded that a good prevention strategy during the game development phase is adequate to mitigate and prevent cheating but will require appropriate anti-cheat software to maintain fairness during the lifetime of the game. The importance of an online game’s network architecture choice in preventing cheating became apparent within this paper after comparing the benefits of each type side-by-side. Results showed that peer-to-peer architecture not having a trusted centralized authority means that the game needs to rely more on an anti-cheat software to prevent and detect cheating. This paper could not conclude what an appropriate anti-cheat software is because the topic is outside of the scope of this paper and lacks public data. Still, it does raise the question of whether a more aggressive anti-cheat strategy is suitable for a game or not
The Cheating Assemblage in MMORPGs: Toward a sociotechnical description of cheating
This paper theoretically and empirically explores cheating in MMORPGs. This paper conceptualises cheating in MMORPGs as a sociotechnical practice which draws upon a non-linear assemblage of human actors and non-human artefacts, in which the practice of cheating is the result or the outcome of an assemblage. We draw upon the assemblage conceptualizations proposed in [16] and [8] and on empirical data taken from a pilot study we have conducted during the period September-November 2008 and from an ethnography we are conducting in the MMORPG Tibia (http://www.tibia.com) since January 2009. This game in particular was chosen because CipSoft, the company that develops the game, launched an anti-cheating campaign at the beginning of 2009
A survey on network game cheats and P2P solutions
The increasing popularity of Massively Multiplayer Online Games (MMOG) - games involving thousands of players participating simultaneously in a single virtual world - has highlighted the scalability bottlenecks present in centralised Client/Server (C/S) architectures. Researchers are proposing Peer-to-Peer (P2P) game technologies as a scalable alternative to C/S; however, P2P is more vulnerable to cheating as it decentralises the game state and logic to un-trusted peer machines, rather than using trusted centralised servers. Cheating is a major concern for online games, as a minority of cheaters can potentially ruin the game for all players. In this paper we present a review and classification of known cheats, and provide real-world examples where possible. Further, we discuss counter measures used by C/S game technologies to prevent cheating. Finally, we discuss several P2P architectures designed to prevent cheating, highlighting their strengths and weaknesses
Adaptation to TV delays based on the user behavior towards a cheating-free second screen entertainment
Comunicação apresentada no ICEC, Isip International Conference on Entertainment Computing, 30 setembro a 2 de outubro 2015, Trondheim, NoruegaRecent advances in technology created new opportunities to enhance
TV personalization, providing viewers with individualized ways to watch TV
and to interact with its content. Second screen applications are promising vehicles
to enhance the viewers’ experiences, but researchers need to take into account
the effect that the TV delay has on viewers, in particular when watching
broadcasted live events. In this paper, we propose a software-based solution to
deal with TV delays. It is mainly directed for a gaming context in which the user
has the means to control the synchronisation between the second screen application
and the TV content. Taking this scenario into account, we implemented
a cheating-detection mechanism to cope with the potential exploitation
of the system by its users
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