Thesis Misbehavior in Virtual Worlds: Breaking the Rules

Total Page:16

File Type:pdf, Size:1020Kb

Thesis Misbehavior in Virtual Worlds: Breaking the Rules THESIS MISBEHAVIOR IN VIRTUAL WORLDS: BREAKING THE RULES FOR SOCIAL BENEFIT Submitted by Kevin Shiflett Department of Journalism and Technical Communication In partial fulfillment of the requirements For the Degree of Master of Science Colorado State University Fort Collins, Colorado Spring 2019 Master’s Committee: Advisor: Rosa Mikeal Martey Joseph Champ James Folkestad Copyright by Kevin Shiflett 2019 All Rights Reserved ABSTRACT MISBEHAVIOR IN VIRTUAL WORLDS: BREAKING THE RULES FOR SOCIAL BENEFIT This thesis uses Gidden’s (1984) Structuration Theory as a guiding framework for examining the causes and consequences of misbehavior in virtual worlds. Misbehavior is clearly delineated from more commonly studied cheating behaviors to examine the possibility that certain unintended behaviors (those that break coded rules, semiotic rules, and emerging social norms) may be productive and even beneficial behaviors for social groups in online spaces. Data was gathered at a private island within Second Life as part of the larger SCRIBE project. Therefore, this thesis conducted a secondary analysis of qualitative data and found that participants were primarily able to misbehave by transgressing boundaries created by structures of domination, legitimation, and signification if the group identity of detective trainees was salient over the individual identities of present participants. Such findings are consistent with the social identity model of deinviduation effects (Lea & Spears, 1991). Further findings are discussed in detail using supporting literature and theory. ii TABLE OF CONTENTS ABSTRACT .................................................................................................................................... ii LIST OF FIGURES ........................................................................................................................ v CHAPTER 1. INTRODUCTION .................................................................................................... 1 CHAPTER 2. SECOND LIFE AND THE MOONSTONE QUEST............................................... 5 2.1. The Virtual World Second Life ........................................................................................ 5 2.1.1. How it Works—The Basics ...................................................................................... 7 2.1.2. Residents in Second Life ........................................................................................... 9 2.1.3. So, What is Second Life, Really? ............................................................................ 11 2.2. Research Setting and Quest Story: Adamourne on Wells .............................................. 12 2.3. Quest Plot and Game Play .............................................................................................. 15 2.4. My Roles: Quest Designer and Participant Observer .................................................... 17 CHAPTER 3. Theories of Interaction and Misbehavior ............................................................... 20 3.1. Structure, Society, and Play—How the Rules are made ................................................ 21 3.1.1. Domination: Rule Types and Their Roles .............................................................. 23 3.1.2. Signification: Signs, Symbols, and Meaning .......................................................... 27 3.1.3. Legitimation, Deindividuation, and Group Norms ................................................. 34 3.2. Research Questions ........................................................................................................ 39 CHAPTER 4. DEFINING MISBEHAVIOR IN VIDEO GAMES ............................................... 42 4.1. Types of Cheating .......................................................................................................... 42 4.2. Cheating as Misbehavior ................................................................................................ 45 CHAPTER 5. METHODS ............................................................................................................. 49 5.1. The SCRIBE Project: Methods and Data Collected ...................................................... 50 5.1.1. Research Interests and Setting ................................................................................ 50 5.1.2. Pilot Study ............................................................................................................... 51 5.1.3. Participants and Recruitment .................................................................................. 52 5.1.4. Conducting the Research Sessions.......................................................................... 53 5.2. Data Sources and Management ...................................................................................... 54 5.2.1. Session Videos ........................................................................................................ 55 5.2.2. Session Field Notes ................................................................................................. 55 5.2.3. Chat Logs ................................................................................................................ 56 CHAPTER 6. DATA ANALYSIS ................................................................................................ 58 6.1. Secondary Analysis and Qualitative Data ...................................................................... 60 6.2. Qualitative Analysis ....................................................................................................... 61 6.3. Summary ........................................................................................................................ 64 CHAPTER 7. RESULTS ............................................................................................................... 65 7.1. Introduction .................................................................................................................... 65 7.2. Analysis .......................................................................................................................... 66 7.2.1. Jumping ................................................................................................................... 67 7.2.2. Using Menu Commands ......................................................................................... 68 iii 7.2.3. Object Generation ................................................................................................... 70 7.3. Discussion ...................................................................................................................... 71 7.3.1. Addressing Research Questions .............................................................................. 71 7.3.2. Rules as Code .......................................................................................................... 75 7.3.3. Rules about Rules ................................................................................................... 79 7.4. Discussion Summary ...................................................................................................... 89 CHAPTER 8. CONCLUSIONS .................................................................................................... 93 8.1. Limitations ..................................................................................................................... 95 8.2. Areas of Future Research ............................................................................................... 98 8.3. Final Thoughts ............................................................................................................. 100 REFERENCES ........................................................................................................................... 101 iv LIST OF FIGURES Figure 1. Quest zones (upper left to right): Start Area, Manor, Jeter Factory, Town, Morlock’s Apartments .................................................................................................................. 13 Figure 2. Ghosts obscure a clue in the Factory yard .................................................................. 16 Figure 3. The visible boundary at the bottom of the stairs in the Blayfield Manor. .................. 81 Figure 4. The tall fence and visible boundary enclosing the Blayfield Manor Garden. ............ 82 Figure 5. Stinky’s avatar appearance as he jumps to bypass the Factory challenge. ………….87 v CHAPTER 1. INTRODUCTION The gaming industry has grown exponentially in the past decade. Recent market predictions expect the global industry’s revenue to reach $180.1 billion by 2021 (Takahashi, 2018), up from $41.9 billion as recently as 2007 (Caron, 2008). In 2018, more than 150 million Americans played video games (Entertainment Software Association, 2018). Of those, “56% of the most frequent gamers play multiplayer games…spending 7 hours playing with others online and 6 hours playing with other in person” each week (Entertainment Software Association, 2018). As such, games and gamers have become serious objects of study for researchers in a variety of fields. Specifically, why and how people cheat games and each other is a growing topic of inquiry. Many scholars have stated a specific need for studying deviance and misbehavior in online environments (Sternberg 2000; Denning & Lin 1994; Dutton 1996; Kollock & Smith 1996). In a succinct articulation, Denegre-Knott and Taylor (2005) assert that simply documenting and defining deviance online (though
Recommended publications
  • Security in Online Gaming Bachelor Thesis Information Science
    RADBOUD UNIVERSITY NIJMEGEN Security in online gaming Bachelor Thesis Information Science Rens van Summeren January 26, 2011 Online gaming has gone through an explosive growth in popularity during the last decade, and continues to grow at a great speed. With this growth in popularity and thus in the amount of players, the need for security also becomes increasingly clear. This thesis aims to provide a definition of security in online gaming, as well as security analysis for the various threats with examples and countermeasures. The goal is to help players and game developers assess online gaming security, and inform security experts about existing issues. CONTENTS 1 Introduction ................................................................................................................................... 1 Definition ............................................................................................................................... 1 Preface .................................................................................................................................. 1 2 Online Gaming ............................................................................................................................... 2 2.1 Why Look at the Security of Online Games? ................................................................... 2 2.2 Types of Online Games and Business Models ................................................................. 2 2.3 Massive Multiplayer Online Games ................................................................................
    [Show full text]
  • 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.
    [Show full text]
  • KARELIA University of Applied Sciences Degree Programme in Business Information Technology
    KARELIA University of Applied Sciences Degree Programme In Business Information Technology Elmeri Telimaa Hacking Detection in Unreal Engine 4 Thesis May 2021 THESIS February 2021 Business Information Technology Tikkarinne 9 80200 JOENSUU FINLAND + 358 13 260 600 (switchboard) Author (s) Elmeri Telimaa Title Hacking Detection in Unreal Engine 4 Commissioned by - Abstract The goal of the thesis is to find an integrated tool within Unreal Engine 4 for detecting and combating cheating, that is quick to implement in a project. To achieve this goal, a prototype game was created and speedhacked. A counter for this hack was then implemented. Cheating in online games results in worse experience for the other players playing against the cheater, who then take their business elsewhere. This has a negative impact on both the game developer’s reputation and revenue. The speedhack used manipulates time on a client, making the user move more than intended. The detection method included within Unreal Engine 4 compares the time sent by the client to the time of the server to determine if there is discrepancy in the values. Using these values, we can determine if the client is speedhacking. The used detection method detected the hack and kicked the offending client out of the server. The method is easy to implement in a new project. Language Pages 32 English Appendices 1 Pages of Appendices 1 Keywords Unreal Engine, cheating, online games, speedhack, anti-cheat OPINNÄYTETYÖ Helmikuu 2021 Tietojenkäsittelyn koulutusohjelma Tikkarinne 9 80200 JOENSUU +358 13 260 600 (vaihde) Tekijä(t) Elmeri Telimaa Nimeke Hacking Detection in Unreal Engine 4 Toimeksiantaja - Tiivistelmä Tämän opinnäytetön tavoitteena on löytää Unreal Engine 4-pelimoottoriin integroitu työkalu, jonka avulla voidaan havaita ja estää huijaamista.
    [Show full text]
  • 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.
    [Show full text]
  • Security Design in Online Games
    Security Design in Online Games Jeff Yan Department of Computer Science and Engineering The Chinese University of Hong Kong Shatin, N.T., Hong Kong Email: [email protected] Abstract and they charge a user when he logs in to play on their servers. Thus, the traditional headache of copy protection The emergence of online games has fundamentally changed can now be forgotten. Other problems have replaced it, such security requirements for computer games, which previ- as password security, payment security and the availability ously were largely concerned with copy protection. In this of systems that host online games. But these are relatively paper, we examine how new security requirements impact well understood as they are shared by other networked e- the design of online games by using online Bridge, a sim- commerce applications. ple client-server game, as our case study. We argue that se- A new security concern in games is online cheating [17, curity is emerging as an inherent design issue for online 22]. Cheating was very popular in single player console or games, after graphics and artificial intelligence, which have PC games. For example, it has been common for a player become important issues of the design of most games for to make game missions easier by using cheating tools. For decades. The most important new security concern in on- single-player games, cheaters were cheating the computer line game design is fairness enforcement, and most secu- and nobody else would care. For online games, however, rity mechanisms all contribute to a single objective, namely, cheaters are now cheating human players sitting elsewhere making the play fair for each user.
    [Show full text]
  • 434556 Master Thesis Final
    Levelling Up Leadership An Analysis on the Development of Leadership Skills through Competitive Gaming Name Alan Byssing Lafi _______________ Student ID 8452 Name Anders Rud Liltorp _______________ Student ID 85717 Master’s Thesis (LA) Supervisor: Helle Zinner Henriksen Copenhagen Business School MSc in Business Administration & Information Systems Submission Deadline: May 15th, 2018 at 16:00 pm Number of Characters: 264.607 Number of Pages: 118 Abstract As gaming is rapidly becoming increasingly popular, the need for research on the effects and use of gaming as a tool for learning and personal development is increasing. Additionally, the need for leaders who feel at home in the digital world is rising, as technology is becoming an increasingly important factor in almost any business. Therefore, the purpose of this thesis is to investigate if participating in the in-game management of a competitive gaming team, can improve an individual’s leadership skills. The thesis adopts and interpretivist philosophy in order to understand the differences between humans as social actors. The research approach is deductive as the existing knowledge on leadership is integrated and summarized through a literature review, which is then used to create a framework of leadership skills. The framework is then tested by interviewing competitive video game players and analyzing the data they provided. The respondents were found by using a variety of websites that rank teams and players, in order to guarantee that the respondents were playing on a sufficient level. Based on the collected data, models were created to visualize and compare the differences in leadership skills across individuals, game genres and in relation to career length.
    [Show full text]
  • On the Scalability and Security of Distributed Multiplayer Online Games
    On The Scalability and Security of Distributed Multiplayer Online Games Seyed Amir Yahyavi Firouz Abadi Doctor of Philosophy School of Computer Science McGill University Montreal, Quebec, Canada April 2014 A thesis submitted to McGill University in partial fulfillment of the requirements of the degree of Doctor of Philosophy c Seyed Amir Yahyavi Firouz Abadi, 2014 Abstract Multiplayer Online Games (MOGs) are an extremely popular online technology, one that produces billions of dollars in revenues. Yet, providing scalable, fast, and cheat-resistant games is challenging. In this thesis we propose solutions to some of these challenges. The underlying architecture plays a crucial role in enabling the games to meet the scala- bility, response time, and low cost requirements that are of utmost importance in designing a successful massively multiplayer online game. Peer-to-peer architectures where the game runs exclusively on client machines, and hybrid approaches, where some tasks run on the clients while a central server controls other aspects, have, due to their distributed and col- laborative nature, low infrastructure costs, and can achieve high scalability. They can also achieve fast response times by creating direct connections between players. However, they introduce their own challenges such as cheating. As one contribution of this thesis, we provide a comprehensive overview of current peer-to-peer and hybrid solutions for mas- sively multiplayer games using a uniform terminology. Most of the solutions we studied fail to meet one of the following main requirements: (1) fast response time, (2) scalability, (3) cheat-resistance. This thesis makes several proposals that address these requirements: Watchmen, mobile security, AntReckoning, and AntAI.
    [Show full text]
  • An Investigation of Cheating in Online Games
    Securing Online Games An Investigation of Cheating in Online Games Cheating is rampant in current gameplay on the Internet but not well understood. In this article, the authors summarize various known cheating methods and define a taxonomy for online game cheating to help security experts and game developers alike. nline games are one of the most popular In- puter scientists in the 1960s, it was ternet applications, but cheating has emerged a concern only for operating system as a notable phenomenon in current game- designers. No real security considerations were spe- JEFF YAN play on the Internet. However, such cheat- cific to computer games, which were mainly placed AND BRIAN Oing isn’t as well understood as we might expect. on the mainframe at the time. RANDELL To address this lack of knowledge, we looked at The only plausible exception known to us was Newcastle various known cheating methods and defined a tax- a unique access control feature implemented in the University, UK onomy of online game cheating with respect to under- Cambridge Multiple Access System at Cambridge lying vulnerability (What is exploited?), consequence University in the mid 1960s. This feature controlled (What type of failure can be achieved?), and the cheat- access to data via the identity of the program being ing principal (Who is cheating?). This taxonomy sys- used for access as well as—or instead of—through user tematically introduces cheat characteristics in online identity. Examples using this unusual feature included games and describes how they can arise. We intend it the league table file, which “recorded people’s relative to be comprehensible and useful not only to security standing in a competitive guessing game, which was specialists but also to game developers, operators, and accessible to the game program only” (Roger Need- players who are less knowledgeable and experienced in ham, personal communication, Oct.
    [Show full text]
  • Electronic Sports
    Electronic sports This article is about video game competitions. For de- the esports label.[4] In 2012, the most popular titles fea- pictions of traditional sports in video games, see sports tured in professional competition were real time strat- game. For games involving exercise, see exergaming. egy and multiplayer online battle arena games Dota 2, Electronic sports (also known as esports or competi- League of Legends, and StarCraft II.[5] Shooting games like Counter Strike and Call of Duty have enjoyed some success as esports, although their viewer numbers have remained below those of their competitors.[6] 1 Overview Geographically, esports competitions have their roots in developed countries. South Korea has the best es- tablished esports organizations, officially licensing pro- gamers since the year 2000.[7] Official recognition of es- ports competitions outside South Korea has come some- what slower. In 2013, Canadian League of Legends player Danny “Shiphtur” Le became the first pro-gamer to re- ceive a United States P-1A visa, a category designated for Players at the 2013 Intel Extreme Masters in Katowice, Poland “Internationally Recognized Athletes”.[8][9] Along with South Korea, most competitions take place in Europe, tive gaming) is a term for organized video game compe- North America, Australia and China. Despite its large titions, especially between professionals. The most com- video game market, esports in Japan is relatively un- mon video game genres associated with electronic sports derdeveloped, which has been attributed largely to its are real-time strategy, fighting, first-person shooter, and broad anti-gambling laws.[10] In 2014, the largest inde- multiplayer online battle arena.
    [Show full text]
  • Machine Learning to Identify Cheaters in Online Games
    Machine Learning to identify cheaters in online games Martin Willman May 18, 2020 Master’s Thesis in Interaction and Design, 30 credits Supervisor at TFE-UmU: Leonid Freidovich Examiner: Thomas Mejtoft Umeå University Department of Applied Physics and Electronics SE-901 87 UMEÅ SWEDEN Abstract Cheating in online games is a problem both on the esport stage and in the gaming community. When a player cheats, the competitors do not compete on the same terms anymore and this becomes a major problem when high price pools are involved in online games. In this master thesis, a machine learning approach will be developed and tested to try to identify cheaters in the first-person shooter game Counter-Strike : Global Offensive. The thesis will also go through how the game Counter-Strike : Global Offensive works, give examples of anti-cheat softwares that exists, analyse different cheats in the game, consider social aspects of cheating in online games, and give an introduction to machine learning. The machine learning approach was done by creating and evaluating a recurrent neural network with data from games played with the cheat aimbot and without the cheat aimbot. The recurrent neural network that was created in this master thesis should be considered as the first step towards creating a reliable anti-cheat machine learning algorithm. To possible increase the result of the recurrent neural network, more data and more data points from the game would be needed. ii Contents 1 Introduction 1 1.1 Objective . 2 1.2 Problem Statement . 2 1.3 Source Empire AB . 2 1.4 Limitations .
    [Show full text]
  • Trabalho Apresentado No GP Games, XVIII Encontro Dos Grupos De Pesquisas Em Comunicação, Evento Componente Do 41º Congresso Brasileiro De Ciências Da Comunicação
    Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 41º Congresso Brasileiro de Ciências da Comunicação – Joinville - SC – 2 a 8/09/2018 Macros, Fountain Hooks e Overpass Boosts: as trapaças nos e-sports.1 Gabriela Birnfeld Kurtz2 Universidade Federal do Rio Grande do Sul, Porto Alegre, RS. RESUMO O presente artigo tem como objetivo investigar as trapaças em jogos digitais no ambiente específico dos campeonatos de e-sports. Buscamos estabelecer relações entre as estratégias da mesma natureza em jogos digitais em geral e a quebra de regras descritivas e prescritivas presentes nos games. Para embasar a discussão, delimitamos o que são os e-sports. Em seguida, definimos jogos digitais e conceituamos as regras neste contexto. Escolhemos casos de trapaças em e-sports em diversos jogos para realizar uma discussão acerca destas estratégias. Encontramos particularidades nesta prática, como a escassez de evidências de hacking nestes eventos e das diferentes interpretações do que é trapaça e o que se encontra dentro das regras do jogo em casos de exploração de bugs e brechas nos jogos. PALAVRAS-CHAVE: comunicação; jogos digitais; games; e-sports; trapaças. Introdução Há quem pense que 10 mil pessoas reunidas em um estádio no Brasil estariam lá para assistir a alguma partida de futebol. No entanto, no dia 2 de setembro de 2017, todas estas pessoas estavam reunidas no Mineirinho em Belo Horizonte para ver a etapa final do CBLoL, campeonato brasileiro do jogo digital League of Legends3. Em 2016, o campeonato internacional de Dota 2 pagou mais aos vencedores do que a Libertadores, atingindo a maior premiação da história dos e-sports: foram 6,5 milhões de dólares.
    [Show full text]
  • Game Design and Development
    Networking Multiplayer Games Topic 19 CITS4242 Game Design and Multimedia [Slides thanks to Sugih Jamin] Multiplayer Games Why multiplayer games? • humans are better at most strategy than current AIs • humans are less predictable • can play with people, communicate in natural language • add social aspect to computer games • provides larger environments to play in, with more characters • make money as a professional game player People Online http://www.websiteoptimization.com/bw/ Two Types of Multiplayer Games ● Head-to-head death-match: ● fast-pace, intense interaction/combat ● no persistent state ● players form ad-hoc, short-lived sessions ● any client can be a server ● requires matchmaking service:built-in lobby or use GameSpy ● examples: X/NetTrek (1980s, simulation), Doom (1990s, FPS), Counter-Strike, StarCraft, AoE, etc. (RTS-combat) ●Persistent-world, massively multiplayer online game (MMOG) MMOG Most MMOGs are MMORPGs: ●server(s) keep persistent states, players can drop in anytime ●traditionally emphasize social interaction (less combat, but changing ●in the beginning: MUD/MOO (1978, text-based) ●first commercial titles: Meridian 59 (c. 1996) and others, together had <= 30,000 players MMORPGs Ultima Online (Origin Systems/EA, gold Sept. 27, 97): ● isometric view ● took 3 years to developed ● >100,000 players in 1998, 240,000 players in 2001, 225,000 in Apr. 2003 Everquest (Verant/Sony, gold Mar. 16, 1999): ● first non-wireframe 3D entry, ● 300,000 players in 2000, 430,000 in 2002 ● total revenue: $4 mil/month (BW, 11/9/01) Second Most Popular MMORPG NCSoft's Lineage and Lineage II: ●S. Korea (Sept. 1998) ●4 million players in 2003, 110,000 concurrent players! ● Population of S.
    [Show full text]