Description

As online games become one of the most popular Internet services, cheating has also emerged as a noticeable and important phenomenon in recent gameplay on the Internet. In regards to this potential threat, game companies focus on their efforts to protect their game from unauthorized acts throughout hacking tools under the assumption that the use of hacking tool could be particularly harmful for success of games. However, we present the usage of hacking tool causes an 102% and 79% increase in playtime and purchase respectively right after users start to use hacking tools. Also, the effects of hacking tools are not just short term. We show it is possible that cheaters can provide an online game company with more leverage and loyalty in aspect of playtime and purchase. This is exactly a contrary result to the conclusions of numerous previous studies on piracy on digital contents.

Share

COinS
 
Aug 10th, 12:00 AM

A Study of Cheating Identification and Measurement of the Effect in Online Game

As online games become one of the most popular Internet services, cheating has also emerged as a noticeable and important phenomenon in recent gameplay on the Internet. In regards to this potential threat, game companies focus on their efforts to protect their game from unauthorized acts throughout hacking tools under the assumption that the use of hacking tool could be particularly harmful for success of games. However, we present the usage of hacking tool causes an 102% and 79% increase in playtime and purchase respectively right after users start to use hacking tools. Also, the effects of hacking tools are not just short term. We show it is possible that cheaters can provide an online game company with more leverage and loyalty in aspect of playtime and purchase. This is exactly a contrary result to the conclusions of numerous previous studies on piracy on digital contents.