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Cheating in Online Games: A Social Network Perspective

Published: 01 May 2014 Publication History
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  • Abstract

    Online gaming is a multi-billion dollar industry that entertains a large, global population. One unfortunate phenomenon, however, poisons the competition and spoils the fun: cheating. The costs of cheating span from industry-supported expenditures to detect and limit it, to victims’ monetary losses due to cyber crime.
    This article studies cheaters in the Steam Community, an online social network built on top of the world’s dominant digital game delivery platform. We collected information about more than 12 million gamers connected in a global social network, of which more than 700 thousand have their profiles flagged as cheaters. We also observed timing information of the cheater flags, as well as the dynamics of the cheaters’ social neighborhoods.
    We discovered that cheaters are well embedded in the social and interaction networks: their network position is largely indistinguishable from that of fair players. Moreover, we noticed that the number of cheaters is not correlated with the geographical, real-world population density, or with the local popularity of the Steam Community. Also, we observed a social penalty involved with being labeled as a cheater: cheaters lose friends immediately after the cheating label is publicly applied.
    Most importantly, we observed that cheating behavior spreads through a social mechanism: the number of cheater friends of a fair player is correlated with the likelihood of her becoming a cheater in the future. This allows us to propose ideas for limiting cheating contagion.

    Supplementary Material

    PDF File (a9-blackburn_appendix.pdf)
    The proof is given in an electronic appendix, available online in the ACM Digital Library.

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    Published In

    cover image ACM Transactions on Internet Technology
    ACM Transactions on Internet Technology  Volume 13, Issue 3
    May 2014
    97 pages
    ISSN:1533-5399
    EISSN:1557-6051
    DOI:10.1145/2630790
    • Editor:
    • Munindar P. Singh
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 01 May 2014
    Accepted: 01 December 2013
    Revised: 01 November 2013
    Received: 01 February 2013
    Published in TOIT Volume 13, Issue 3

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    Author Tags

    1. Social networks
    2. cheating in online games
    3. contagion
    4. diffusion

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