Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - A systematic classification of cheating in online games
AU - Yan, Jeff
AU - Randell, Brian
PY - 2005
Y1 - 2005
N2 - Cheating is rampant in current game play on the Internet. However, it is not as well understood as one might expect. In this paper, we summarize the various known methods of cheating, and we define a taxonomy of online game cheating with respect to the underlying vulnerability (what is exploited?), consequence (what type of failure can be achieved?) and the cheating principal (who is cheating?). This taxonomy provides a systematic introduction to the characteristics of cheats in online games and how they can arise. It is intended to be comprehensible and useful not only to security specialists, but also to game developers, operators and players who are less knowledgeable and experienced in security. One of our findings is that although cheating in online games is largely due to various security failures, the four traditional aspects of security - confidentiality, integrity, availability and authenticity - are insufficient to explain it. Instead, fairness becomes a vital additional aspect, and its enforcement provides a convincing perspective for understanding the role of security techniques in developing and operating online games.
AB - Cheating is rampant in current game play on the Internet. However, it is not as well understood as one might expect. In this paper, we summarize the various known methods of cheating, and we define a taxonomy of online game cheating with respect to the underlying vulnerability (what is exploited?), consequence (what type of failure can be achieved?) and the cheating principal (who is cheating?). This taxonomy provides a systematic introduction to the characteristics of cheats in online games and how they can arise. It is intended to be comprehensible and useful not only to security specialists, but also to game developers, operators and players who are less knowledgeable and experienced in security. One of our findings is that although cheating in online games is largely due to various security failures, the four traditional aspects of security - confidentiality, integrity, availability and authenticity - are insufficient to explain it. Instead, fairness becomes a vital additional aspect, and its enforcement provides a convincing perspective for understanding the role of security techniques in developing and operating online games.
KW - cheating
KW - online computer games
KW - security
KW - taxonomy
U2 - 10.1145/1103599.1103606
DO - 10.1145/1103599.1103606
M3 - Conference contribution/Paper
SN - 1595931562
SP - 1
EP - 9
BT - NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
PB - ACM
CY - New York
ER -