Normative Transgressions of Cheaters in Online Competitive Games

Lead Research Organisation: University of Oxford
Department Name: Computer Science

Abstract

Cheating is a widespread phenomenon within gaming that has lacked attention in academia. Despite the prevalence of cheating and its recognised negative impacts, there is a lack of understanding in how the cheat resources are shared and facilitated at a communal level. The following research examines the governance mechanism of cheating communities in online multiplayer games. It is an exploratory research that sets out to identify and analyse the elements that support cheating in an online game. The main research question is: How do cheating communities govern themselves? We design our studies based on the framework that we draw from the existing concepts of self-governance from social and political science spheres. Our methods encompass both qualitative and quantitative data collection and analysis methods as a way to access relevant users and resources present in the community.

This research embarks the first academic investigation to apply the angle of community on the game cheating phenomenon. It focuses on how cheating evolves as a product of a systematic, communal work rather than as an individual act. The findings will suggest wider social implications of cheating, and inform private companies and law enforcements who are looking for innovative ways to tackle the issues arising from cheating. They will also guide future studies in human-computer interaction that analyse online communities that are covert by nature.

Planned Impact

It is part of the nature of Cyber Security - and a key reason for the urgency in developing new research approaches - that it now is a concern of every section of society, and so the successful CDT will have a very broad impact indeed. We will ensure impact for:

* The IT industry; vendors of hardware and software, and within this the IT Security industry;

* High value/high assurance sectors such as banking, bio-medical domains, and critical infrastructure, and more generally the CISO community across many industries;

* The mobile systems community, mobile service providers, handset and platform manufacturers, those developing the technologies of the internet of things, and smart cities;

* Defence sector, MoD/DSTL in particular, defence contractors, and the intelligence community;

* The public sector more generally, in its own activities and in increasingly important electronic engagement with the citizen;

* The not-for-profit sector, education, charities, and NGOs - many of whom work in highly contended contexts, but do not always have access to high-grade cyber defensive skills.

Impact in each of these will be achieved in fresh elaborations of threat and risk models; by developing new fundamental design approaches; through new methods of evaluation, incorporating usability criteria, privacy, and other societal concerns; and by developing prototype and proof-of-concept solutions exhibiting these characteristics. These impacts will retain focus through the way that the educational and research programme is structured - so that the academic and theoretical components are directed towards practical and anticipated problems motivated by the sectors listed here.

Publications

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Studentship Projects

Project Reference Relationship Related To Start End Student Name
EP/P00881X/1 01/10/2016 31/03/2023
1938097 Studentship EP/P00881X/1 01/10/2017 30/09/2021 Selina Cho
 
Description This is an exploratory project into the community of online game cheaters. Despite many annecdotal concerns over the negative impact of game cheating, and its pervasiveness, little is known about the community due to the lack of research in this field. We seek to understand how a community filled with cheating players is governed by investigating the integrated resources and users.

The first phase of our project involved interviewing game cheaters directly by sampling from some of the largest communities dedicated to cheating in a competitive game. The results helped map the relevant platforms and inform the types of users engagements which we could now use as a foundation for further study. Another key finding from this study was the scale and types of toxic behaviour that occur in the community. The potential harms caused as a result of such behaviours affect the social, emotional, physical, and cyber (online) aspects of an individual. While similar in line with previous research on harassment and bullying, our observation in cyber security threats which targeted individuals was a new finding that was not notable in any other previously studied communities. We found that there are also other contradicting social norms in place that make the community an attractive place to join despite the potential harms. The evolving severity of online harassment methods, as seen in this study, call for the need for more attention from policy makers and academics to understand how abuse in online spaces work and the measures that could be placed to make the Internet a safer place.
Exploitation Route The scripts and tools used for cheating can be easily obtained through third-party websites with innumerable new ones being regularly supplied by pseudonymous entities or organisations. This has serious implications for game companies whose revenues and reputations are directly affected, as well as for the law enforcements who are increasingly suspect a potential link between cheating in games and cybercrime as shown in the reports in recent years. By shedding light onto how users initially engage with cheating in online games, we are able to provide directions for game companies and law enforcements to prevent illicit behaviours that are present in online games. Furthermore, we provide evidence on the existence of severe negative behaviours that may be unreported due to the covert nature of cheating. Our findings inform the policymakers and academics the need to better understand ways to combat online harms and protect vulnerable users.
Sectors Communities and Social Services/Policy,Digital/Communication/Information Technologies (including Software),Leisure Activities, including Sports, Recreation and Tourism,Other