• Title/Summary/Keyword: Game Cheating

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A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.89-100
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    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

A Study of Cheater Detection in FPS Game by using User Log Analysis (사용자 로그 분석을 통한 FPS 게임에서의 치팅 사용자 탐지 연구: 인공 신경망 알고리즘을 중심으로)

  • Park, Jung Kyu;Han, Mee Lan;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.177-188
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    • 2015
  • In-game cheating by the use of unauthorized software programs has always been a big problem that they can damage in First Person Shooting games, although companies operate a variety of client security solutions in order to prevent games from the cheating attempts. This paper proposes a method for detecting cheaters in FPS games by using game log analysis in a server-side. To accomplish this, we did a comparative analysis of characteristics between cheaters and general users focused on commonly loaded logs in the game. We proposed a cheating detection model by using artificial neural network algorithm. In addition, we did the performance evaluation of the proposed model by using the real dataset used in business.

A Study on Cheating Patterns in Online FPS Games and their Countermeasures : By the Case of Point Blank in Indonesia (온라인 FPS 게임의 치팅 유형과 대응 방안에 관한 연구 : 인도네시아 포인트 블랭크 사례를 중심으로)

  • Im, Sung-Jin;Lee, Dae-Hyun
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.81-91
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    • 2011
  • Hacking tools are evolving along the growth of on-line game industry. Those tools allow users with no programming knowledge to hack the game, which causes a lot of problems in on-line game services. Specifically, FPS games based on peer-to-peer networks are vulnerable to hacks. This paper analyzes cheating patterns by the case of Point Blank in Indonesia and prioritize countermeasures, which helps game companies handle hacks efficiently.

Mutual Surveillance based Cheating Detection Method in Online Games (상호 감시 기반의 온라인 게임 치팅 탐지 방법)

  • Kim, Jung-Hwan;Lee, Sangjin
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.83-92
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    • 2016
  • An online game is a huge distributed system comprised of servers and untrusted clients. In such circumstances, cheaters may employ abnormal behaviors through client modification or network packet tampering. Client-side detection methods have the merit of distributing the burden to clients but can easily be breached. In the other hand, server-side detection methods are trustworthy but consume tremendous amount of resources. Therefore, this paper proposes a security reinforcement method which involves both the client and the server. This method is expected to provide meaningful security fortification while minimizing server-side stress.

A Study on Anti-Cheating and Sanctions against Using Hack Program in FPS Games (FPS 게임에서 핵 프로그램 사용에 대한 안티 치트와 제재에 관한 연구)

  • Lee, Kyeon-Young;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.485-487
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    • 2020
  • 본 논문에서는 <배틀그라운드>와 <콜 오브 듀티 : 모던 워페어> 등의 FPS 게임에서 사용되는 핵의 종류와 사용 실태를 조사하고 이에 따른 개발사의 안티 치트와 어떻게 대처했는지 효과적인 개선 방안이 어떤 것이 있는지 제시한다. FPS에서 주로 사용되는 핵 프로그램에 대해서 알아보고 해당 핵이 어떤 식으로 사용되는지 설명한다. 또한 이에 따른 개발사의 대처 방안(제제 방식)이 어떤 식으로 작용하였으며 효과가 미미했던 것과 반응이 좋았던 것으로 분류하여 조사한다. 결론으로는 위의 조사한 자료를 바탕으로 어떻게 하면 좀 더 효과적인 방법으로 핵 프로그램을 조기에 방지하여 유저들의 만족도를 높일 수 있는지 등의 내용을 제시한다.

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Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

A Study on the Actual Use of Game Hack in Online Games (온라인 게임에서의 게임 핵사용 실태에 관한 연구)

  • Moon, Hyun-Hak;Lee, Dong-Min;Choi, Min-Jong;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.62-65
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    • 2017
  • 본 논문에서는 <오버워치>나 <리그 오브 레전드> 등의 이용자끼리 실력을 겨루는 형태의 경쟁적인 온라인 게임들에서 이용되어지고 있는 게임 핵의 종류와 사용 실태를 조사하고 이에 따른 개선 방안을 제시한다. 여러 가지 종류의 온라인 게임 핵에 대해서 알아보고 해당 핵이 어떤 게임에서 어떤 식으로 적용 되는지 설명하고, 유저들이 핵으로 인하여 개발사, 대회 주관사 등의 여러 기관에서 입는 피해 사례를 조사하고 이에 따른 현재 사용되고 있는 각 개발사들의 조치 방안 및 유저 커뮤니티의 의견 등을 통해 실태에 대해서 연구한다. 결론으로는 위의 조사한 자료를 바탕으로 어떻게 하면 현재 성행하고 있는 게임 핵사용을 방지하고 차단하는지에 대한 개선 방안을 제시하고 나아가 개발 및 운영 차원에서는 어떤 식으로 지원해야 하는지 등의 내용을 제시한다.

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The Reproduction of the class in games and The direction of regulation of Game Hack - Focusing on the Online FPS game 'Overwatch' and 'Battleground' communities - (게이머 계급의 재생산과 게임 핵의 규제 방향성 - 온라인 FPS 게임 '오버워치'와 '배틀그라운드' 커뮤니티를 중심으로 -)

  • Jo, Hui-Seon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.3-16
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    • 2021
  • This study examined to the aspects of capital and class structure, focusing on 'Reproduction' of Bourdieu, P, through collecting the post titles of the game community of online FPS games 'Overwatch' and 'Battleground', related to keyword, 'Game Hack'. The data used in the study was collected and refined through the statistical program R and analyzed by the analysis site 'Bigkinds'. At results, we will reveal that the class structure of the online FPS gamer group is based on cultural capital and reproduction, and suggest the right direction for the Game Hack regulation policy from the point of view of the cultural capital theory.

A survey and categorization of anomaly detection in online games (온라인 게임에서의 이상 징후 탐지 기법 조사 및 분류)

  • Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1097-1114
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    • 2015
  • As the online game market grows, illegal activities such as cheating play using game bots or game hack programs, running private servers, hacking game companies' system and network, and account theft are also increasing. There are various security measures for online games to prevent illegal activities. However, the current security measures are not enough to prevent all highly evolving game attacks and frauds. Some security measure can do harm game players usability, game companies need to develop usable security measure that is well fit to game genre and contents design. In this study, we surveyed the recent trend of various security measure applied in online games. This research also classified illegal activities and their related countermeasure for detection and prevention.

A research on improving client based detection feature by using server log analysis in FPS games (FPS 게임 서버 로그 분석을 통한 클라이언트 단 치팅 탐지 기능 개선에 관한 연구)

  • Kim, Seon Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1465-1475
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    • 2015
  • Cheating detection models in the online games can be divided into two parts. The one is on client based model, which is designed to detect malicious programs not to be run while playing the games. The other one is server based model, which distinguishes the difference between benign users and cheaters by the server log analysis. The client based model provides various features to prevent games from cheating, For instance, Anti-reversing, memory manipulation and so on. However, being deployed and operated on the client side is a huge weak point as cheaters can analyze and bypass the detection features. That Is why the server based model is an emerging way to detect cheating users in online games. But the simple log data such as FPS's one can be hard to find validate difference between two of them. In this paper, In order to compensate for the disadvantages of the two detection model above, We use the existing game security solution log as well as the server one to bring high performance as well as detection ratio compared to the existing detection models in the market.