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Comparative Study of Anti-Cheat Methods in Video Games
Comparative Study of Anti-cheat Methods in Video Games Samuli Lehtonen Master’s thesis UNIVERSITY OF HELSINKI Department of Computer Science Helsinki, March 7, 2020 HELSINGIN YLIOPISTO — HELSINGFORS UNIVERSITET — UNIVERSITY OF HELSINKI Tiedekunta — Fakultet — Faculty Laitos — Institution — Department Faculty of Science Department of Computer Science Tekijä — Författare — Author Samuli Lehtonen Työn nimi — Arbetets titel — Title Comparative Study of Anti-cheat Methods in Video Games Oppiaine — Läroämne — Subject Computer Science Työn laji — Arbetets art — Level Aika — Datum — Month and year Sivumäärä — Sidoantal — Number of pages Master’s thesis March 7, 2020 71 + 48 as appendices Tiivistelmä — Referat — Abstract Online gaming is more popular than ever and many video game companies are reliant on the cash flow generated by online games. If a video game company wants its game to be successful, the game has to be resilient against cheating, the presence of which can ruin an otherwise successful game. Cheating in a video game can bankrupt an entire company as the non-cheating players leave the game because of unscrupulous individuals using cheats to gain an unfair advantage. Cheating can also involve criminal activity where maliciously acquired in-game items are traded against real money online. Commercial cheat programs are sold on online black markets and are available even to players who have no deep technical knowledge. The widespread availability and easy accessibility of cheats compounds the issue. This thesis will categorize different anti-cheat techniques and give a brief history of anti-cheat starting from the early 1980s. The history section describes how the fight against online cheating began and how it has evolved over the years. -
Cheating by Video Game Participants
Cheating by Video Game Participants J.R. Parker University of Calgary [email protected] Abstract In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - or perhaps it’s just that the codes are poorly named. I also look at criminal activity in games, and at some ways to reduce cheating activities in online games. Introduction The word ‘cheat’ carries with it ancient societal passions. There is deception associated with the word, a lie, but more than that. There is a deliberation about cheating that makes it a worse lie than most, and there is an implication of doing someone harm in order to benefit oneself. Biblical cheats have died for their sin, and card cheats in the old West suffered a similar fate. Technology has changed the manner in which people can cheat, and has created many new ways to do it. So-called computer crime, identity theft, phishing, and other modern ways of cheating are enabled by the prevalent use of digital technology in many areas of society. Of course, the activities listed above are actually crimes; yet non-criminal cheating takes place too. Plagiarism is now very easy because of search engines and the Internet (easier to detect, too!). People misrepresent their identity on the Web with greater frequency, sometimes in self-defense. Cheating at games has traditionally been held in low regard because people that you play with are often friends. -
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Gaming Practices, Self-Care, and Thriving Under Neoliberalism
University of Massachusetts Amherst ScholarWorks@UMass Amherst Doctoral Dissertations Dissertations and Theses November 2019 Gaming For Life: Gaming Practices, Self-Care, and Thriving Under Neoliberalism Brian Myers University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/dissertations_2 Part of the Critical and Cultural Studies Commons Recommended Citation Myers, Brian, "Gaming For Life: Gaming Practices, Self-Care, and Thriving Under Neoliberalism" (2019). Doctoral Dissertations. 1801. https://doi.org/10.7275/15065736 https://scholarworks.umass.edu/dissertations_2/1801 This Open Access Dissertation is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. Gaming For Life: Gaming Practices, Self-Care, and Thriving Under Neoliberalism A Dissertation Presented by BRIAN H. MYERS Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of Doctor of Philosophy September 2019 Department of Communication © Copyright by Brian H. Myers 2019 All Rights Reserved Gaming For Life: Gaming Practices, Self-Care, and Thriving Under Neoliberalism A Dissertation Presented By BRIAN H. MYERS Approved as to style and content by: ______________________________________________________________ Emily West, Chair _____________________________________________________________ Lisa Henderson, Member _______________________________________________________________ TreaAndrea Russworm, Member _____________________________________________________________________ Sut Jhally, Department Chair Department of Communication ACKNOWLEDGEMENTS If this project has taught me one thing, it is that the cultural image we have of the individual writer, sitting alone at a desk, spilling out words from his genius is a fiction. -
The Emerging Field of Video Gaming in India
Video Gaming Parlours: The Emerging Field of Video Gaming in India A thesis submitted to The University of Manchester for the degree of Doctor of Philosophy in the Faculty of Humanities 2016 Gagunjoat S. Chhina School of Social Sciences Abstract .................................................................................................................................. 4 The Emergence of Video Gaming in India......................................................................... 5 Declaration ............................................................................................................................. 6 Copyright statement ............................................................................................................... 6 Acknowledgements ................................................................................................................ 7 Chapter 1. Video gaming in India: The Emergence and Social Construction ....................... 8 Introduction ........................................................................................................................ 8 Organisation of the Thesis .................................................................................................. 9 Chapter 2. Surveying the Field of Video Gaming................................................................ 21 Introduction ...................................................................................................................... 21 Theoretical Debates: Narrative and Ludic Approaches -
Detection of Cheating in Multiplayer Online Games with Knowledge Representation and Inference
Detection of cheating in Multiplayer Online Games with knowledge representation and inference Master’s thesis 9 September 2016 Student: J. Veldthuis Primary supervisor: D. Bucur Secondary supervisor: A. Telea Abstract In some multiplayer online video games, players compete against each other to gain the highest score. This competitiveness drives some players to obtain an artificial advantage: by using cheating software, a player can increase their skill level to easily gain a higher score than honest players. However this is seen as unfair by honest players, who can not possibly compete against a tool designed to perform at a speed and accuracy greater than a human. Some examples of cheats are: an aimbot allows the cheater to automatically aim at an opponent with pinpoint accuracy, giving the cheater an advantage in physical skill and hand- eye coordination, and extra-sensory perception allows the cheater to view opponents through walls, giving the cheater an advantage in situational awareness. The problem that cheating in video games poses to the game developer is twofold: the prevalence of cheaters reflects badly on their game and discourages honest players from buying their game, while the developers of the cheating software are profiting off the cheating players. Game developers may look towards cheating detection software in order to catch cheating players in the act and block them from playing the game. In this work, a cheating detection method is introduced based on the formal specification of a cheat. A complete tool chain is implemented for the detection of cheating in the video game Unreal Tournament, consisting of the following parts: 1. -
Player Conceptualizations of Creativity in Digital Entertainment Games
This is a repository copy of Player conceptualizations of creativity in digital entertainment games. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/152366/ Version: Accepted Version Article: Hall, Johanna, Stickler, Ursula, Herodotou, Christothea et al. (1 more author) (2019) Player conceptualizations of creativity in digital entertainment games. Convergence: The International Journal of Research into New Media Technologies. ISSN 1748-7382 https://doi.org/10.1177/1354856519880791 Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Player Conceptualizations of Creativity in Digital Entertainment Games Abstract. Creativity has been widely studied across various disciplines such as psychology and education from a variety of perspectives and has been argued to provide a range of different benefits such as the development of transferrable skills. However, not much is known about how creativity is conceptualized within digital entertainment games from the perspective of the player. In addition to providing a scoping review of the field, this study aims to address current gaps in the literature by answering the research question: how do players conceptualize creativity within digital entertainment games? Data from 24 semi-structured interviews and 14 narrative surveys with regular players of various genres of digital games was analyzed using qualitative methodology. -
UNCOVERING the SECRET WORLD of MALWARE-LIKE CHEATS in VIDEO GAMES Santiago Pontiroli Kaspersky, Argentina
WWW.VIRUSBULLETIN.COM/CONFERENCE 2019 LONDON 2 – 4 October 2019 THE CAKE IS A LIE! UNCOVERING THE SECRET WORLD OF MALWARE-LIKE CHEATS IN VIDEO GAMES Santiago Pontiroli Kaspersky, Argentina [email protected] ABSTRACT With more than 2.5 billion gamers from all over the world, it’s no wonder that at least a fraction of them would bring into action additional tools to gain an unfair advantage over their opponents in the virtual world. This is one of the many reasons behind the existence and rapid growth of a multi-million-dollar industry that thrives on selling cheats, hacks and modifi cations to desperate gamers seeking to gain the upper hand in their next match. Let’s dissect these tools and understand how modern games and anti-cheating technologies can easily be bypassed, all while we get a glimpse of the dubious market and supporting crews that develop, sell, and maintain the commodities in this illegal economy. It’s not unusual for cheats to be more expensive than the actual games they are trying to profi t from, or for players to buy a single title over and over until they can avoid being banned by the protective measures implemented in the fi rst place. Fortnite? Overwatch? League of Legends? If you’ve heard of these games but you don’t know what an aimbot, a wallhack, or an ESP means, then you might fi nally understand why all those competitive matches you played have made you feel like a fi sh out of water. Join me in this presentation and learn the inside-out of an industry that has remained in the shadows for a very long time. -
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An Analysis of (Bad) Behavior in Online Video Games Jeremy Blackburn University of South Florida, [email protected]
University of South Florida Scholar Commons Graduate Theses and Dissertations Graduate School 9-4-2014 An Analysis of (Bad) Behavior in Online Video Games Jeremy Blackburn University of South Florida, [email protected] Follow this and additional works at: https://scholarcommons.usf.edu/etd Part of the Computer Engineering Commons Scholar Commons Citation Blackburn, Jeremy, "An Analysis of (Bad) Behavior in Online Video Games" (2014). Graduate Theses and Dissertations. https://scholarcommons.usf.edu/etd/5412 This Dissertation is brought to you for free and open access by the Graduate School at Scholar Commons. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. An Analysis of (Bad) Behavior in Online Video Games by Jeremy Blackburn A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computer Science and Engineering College of Engineering University of South Florida Major Professor: Adriana Iamnitchi, Ph.D. John Skvoretz, Ph.D. Cristian Borcea, Ph.D. Jay Ligatti, Ph.D. Ken Christensen, Ph.D. Sanjukta Bhanja, Ph.D. Date of Approval: September 4, 2014 Keywords: social network analysis, toxic behavior, cheating, big data, contagion Copyright c 2014, Jeremy Blackburn Dedication To my friend Brandon Lorenz, with whom nearly 20 years ago I forged a friendship around online games giving me first hand experience with much of the behavior we study in this dissertation. To my friend Jon Greene, with whom I spent (too) many hours embedded in the Slaughter House game server we study in this dissertation.