Massive Multiplayer Online Role-Playing Games are socio-technical phenomena that are both complex technological systems and complex societies. They are also highly lucrative businesses. In this paper we present initial findings from a case study of the MMORPG TIBIA which explores the business and social relationships generated by cheating practices. We characterize the economy of cheating as a learning and innovation process and the development of cheating solutions as an answer to breakdowns and market demand.
De Paoli, Stefano and Kerr, Aphra, "The Economy Of Cheating In Mmorpgs: A Case Study Of Innovation" (2009). MCIS 2009 Proceedings. 92.