Cheating Online Games (Digital Short Cut)

Cheating Online Games (Digital Short Cut)
Author: Gary R. McGraw
Publisher: Addison-Wesley Professional
Total Pages: 71
Release: 2006-07-28
Genre: Computers
ISBN: 0132701944

This is the eBook version of the printed book. This digital Short Cut, delivered in Adobe PDF format for quick and easy access, is an introduction to issues with cheating and anti-cheating countermeasures in the online gaming industry. At present, the online game World of Warcraft has approximately six million subscribers worldwide. At any given time, 500,000 people are logged in and playing. And while many of these players log countless hours engaged in the repetitive tasks required to accumulate points and acquire virtual money and tools–an activity called “grinding”–others would rather find a way to speed game-play along. So they cheat. Some write macros to grind for them while they are doing better things. Others find websites where they can purchase the ill-gotten gains of those macro-writers. Either way, big money is on the line when players cheat. A high rate of cheating upsets the online gaming economy and disrupts game play for everyone. If disgruntled players leave the game, then World of Warcraft’s creator (Blizzard Entertainment) loses real subscribers and real money. With the stakes so high, it’s not surprising that companies like Blizzard Entertainment take active steps to prevent cheating. But you may be surprised and upset to learn exactly what those measures are and how they might affect your PC. This digital Short Cut will discuss the methods gaming companies use to prevent cheating. You will learn how a program designed for World of Warcraft keeps watch of your game-play by scanning your computer for open processes and collecting information about you. We’ll also show you how to run a program called the Governor to keep watch of the watchers and know exactly what Blizzard Entertainment is doing on your computer. After reading this Short Cut, you’ll also have a much better understanding of the ethical and technical issues surrounding cheating and be able to make informed decisions about how much you want to grind and how much you want gaming companies to know about you. Cheating Online Games contains information that will appear in Greg Hoglund and Gary McGraw’s forthcoming book, Exploiting Online Games (ISBN 0132271915), available summer/fall 2007. This Short Cut is fully self-contained and is an excellent place to start learning about technical issues in online gaming. Cheating Online Games (Digital Short Cut) · What This Short Cut Will Cover · A Brief History of Cheating · Defeating Piracy by Going Online · Or Not... · The Lawyers Have Landed Bearing EULAs · The Rise of MMORPGs · The WoW Warden Is Watching · Cheating Is Quick and Easy · Grinding Is Boring and Dull · Farming Makes Things Easy · Virtual-World Economics · Farming Hurts the Virtual Economy · Games as Reality · Cracking Down on Farming · Online Game, Real-World Cheating · Defeating Cheaters and Crossing the Line · The Governor Watches the Watcher

Game Hacking

Game Hacking
Author: Nick Cano
Publisher: No Starch Press
Total Pages: 305
Release: 2016-07-01
Genre: Computers
ISBN: 1593276699

You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

The Business and Culture of Digital Games

The Business and Culture of Digital Games
Author: Aphra Kerr
Publisher: SAGE
Total Pages: 188
Release: 2006-03-18
Genre: Language Arts & Disciplines
ISBN: 1847877672

This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory and economics, Aphra Kerr explores this all-pervasive, but under-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces. Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.

Connected Play

Connected Play
Author: Yasmin B. Kafai
Publisher: MIT Press
Total Pages: 211
Release: 2013-10-11
Genre: Computers
ISBN: 0262019930

How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.

Defending Assessment Security in a Digital World

Defending Assessment Security in a Digital World
Author: Phillip Dawson
Publisher: Routledge
Total Pages: 179
Release: 2020-10-26
Genre: Education
ISBN: 1000201007

Defending Assessment Security in a Digital World explores the phenomenon of e-cheating and identifies ways to bolster assessment to ensure that it is secured against threats posed by technology. Taking a multi-disciplinary approach, the book develops the concept of assessment security through research from cybersecurity, game studies, artificial intelligence and surveillance studies. Throughout, there is a rigorous examination of the ways people cheat in different contexts, and the effectiveness of different approaches at stopping cheating. This evidence informs the development of standards and metrics for assessment security, and ways that assessment design can help address e-cheating. Its new concept of assessment security both complements and challenges traditional notions of academic integrity. By focusing on proactive, principles-based approaches, the book equips educators, technologists and policymakers to address both current e-cheating as well as future threats.

Handbook of Multimedia for Digital Entertainment and Arts

Handbook of Multimedia for Digital Entertainment and Arts
Author: Borko Furht
Publisher: Springer Science & Business Media
Total Pages: 764
Release: 2010-03-10
Genre: Computers
ISBN: 0387890246

The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.

History of Digital Games

History of Digital Games
Author: Andrew Williams
Publisher: CRC Press
Total Pages: 273
Release: 2017-03-16
Genre: Computers
ISBN: 1317503813

The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.

Digital Playgrounds

Digital Playgrounds
Author: Sara M. Grimes
Publisher: University of Toronto Press
Total Pages: 367
Release: 2021
Genre: Computers
ISBN: 1442615567

Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children's lives, with profound implications for children's culture, agency, and rights in the digital era.

NETWORKING 2007. Ad Hoc and Sensor Networks, Wireless Networks, Next Generation Internet

NETWORKING 2007. Ad Hoc and Sensor Networks, Wireless Networks, Next Generation Internet
Author: Ian F. Akyildiz
Publisher: Springer Science & Business Media
Total Pages: 1278
Release: 2007-04-27
Genre: Computers
ISBN: 3540726055

This book constitutes the refereed proceedings of the 6th International IFIP-TC6 Networking Conference, NETWORKING 2007, held in Atlanta, GA, USA in May 2007. The 99 revised full papers and 30 poster papers were carefully reviewed and selected from 440 submissions. The papers are organized in topical sections on ad hoc and sensor networks: connectivity and coverage, scheduling and resource allocation, mobility and location awareness, routing, and key management; wireless networks: mesh networks, mobility, TCP, MAC performance, as well as scheduling and resource allocation; next generation inte.

On the Move to Meaningful Internet Systems 2006: CoopIS, DOA, GADA, and ODBASE

On the Move to Meaningful Internet Systems 2006: CoopIS, DOA, GADA, and ODBASE
Author: Zahir Tari
Publisher: Springer
Total Pages: 781
Release: 2006-11-30
Genre: Computers
ISBN: 3540482830

This two-volume set LNCS 4275/4276 constitutes the refereed proceedings of the four confederated conferences CoopIS 2006, DOA 2006, GADA 2006, and ODBASE 2006 held as OTM 2006 in Montpellier, France in October/November 2006. The 106 revised full and 9 short papers presented together with 4 keynote speeches were carefully reviewed and selected from a total of 361 submissions. Corresponding with the four OTM 2006 main conferences CoopIS, ODBASE, GADA, and DOA, the papers are organized in topical sections on distributed information systems, workflow modelling, workflow management and discovery, dynamic and adaptable workflows, services metrics and pricing, formal approaches to services, trust and security in cooperative IS, P2P systems, collaborative systems design and development, collaborative systems development, cooperative IS applications, foundations, metadata, design, ontology mappings, information integration, agents, contexts, similarity and matching, resource selection and management, P2P-based systems, grid file transfer, parallel applications, scheduling in grid environments, autonomous and autonomic computing, grid infrastructures for data analysis, access control and security, programming aspects for developing scientific grid components, databases and data grids, distributed applications, evaluation, services, communications, searching techniques, types and notations, adaptivity, middleware, distribution support, and self-organisation.