Is cheating in online and multiplayer games having a negative effect on the gaming industry
A research article I wrote in 2011 as part of a research project I presented to UNISA for my B.Tech IT degree. The article considers the negative impact cheating is having in online / multiplayer gaming and the possibility of using AI clients to monitor gaming activity and identify cheaters.
Online gaming as an activity, and later as a sport, became popular worldwide in the early 21st century due to the increased availability and reduced cost of broadband products. Large internet service providers dedicated sections of their data centres to host the servers providing the online gaming platforms and instated game administrators to maintain these game servers and enforce fair play.
As is with most human creations there are those who obey the rules and enjoy the benefits of the freely provided facilities and there are those who wish to take advantage and often adversely affect or even destroy these facilities. In online gaming this occurs in the form of game cheats or memory resident applications able to manipulate the game client as required – giving the user an unfair advantage over fellow online gamers.
In response to this common problem game development companies spend many hours and large amounts of money to develop anti-cheat software clients distributed with the game clients and monitored by the game servers, specifically on the PC platform. Although the currently accepted solution, this method of cheat prevention is prone to failure resulting in some players still being able to bypass these measures and cheat.
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