Motives, methods, and morals: Towards an informed anti-cheating policy in massively online multiplayer games
Summary :
Table of Contents
- Abstract
- Introduction
- Motives
- Economic motives to cheat
- Network design and the motivation to cheat
- Methods
- Client side state manipulation
- Morals
- Points relevant to the policy
- Conclusion
- References
Abstract
World of Warcraft and other massively multiplayer online games have become immensely popular in the past few years. Their growing popularity, advanced player-driven economies, and often reinforced social and political tendencies have yielded an interesting if troublesome set of problems. cheating, which among other things includes the use of artificially intelligent "game bots" and/or the manipulation of objects on the local client, is the quintessential thorn for game developers and developers have responded with both legal and software-based countermeasures. I propose a holistic analysis of cheating in World of Warcraft, highlighting how network architecture, economic opportunity, and game design contribute to the problem. The analysis will indicate certain deficits from both gamer and developer behavior and propose reasonable policy suggestions for this growing but ill-understood problem.
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