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A systematic classification of cheating in online games

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A systematic classification of cheating in online games. / Yan, Jeff; Randell, Brian.
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games. New York: ACM, 2005. p. 1-9.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Yan, J & Randell, B 2005, A systematic classification of cheating in online games. in NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games. ACM, New York, pp. 1-9. https://doi.org/10.1145/1103599.1103606

APA

Yan, J., & Randell, B. (2005). A systematic classification of cheating in online games. In NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games (pp. 1-9). ACM. https://doi.org/10.1145/1103599.1103606

Vancouver

Yan J, Randell B. A systematic classification of cheating in online games. In NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games. New York: ACM. 2005. p. 1-9 doi: 10.1145/1103599.1103606

Author

Yan, Jeff ; Randell, Brian. / A systematic classification of cheating in online games. NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games. New York : ACM, 2005. pp. 1-9

Bibtex

@inproceedings{9ef84c8cd3af427d8cbe0d4cd17a8e86,
title = "A systematic classification of cheating in online games",
abstract = "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.",
keywords = "cheating, online computer games, security, taxonomy",
author = "Jeff Yan and Brian Randell",
year = "2005",
doi = "10.1145/1103599.1103606",
language = "English",
isbn = "1595931562",
pages = "1--9",
booktitle = "NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games",
publisher = "ACM",

}

RIS

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 -