A Fair Synchronization Protocol with Cheat Proofing for Decentralized Online Multiplayer Games
NCA '04 Proceedings of the Network Computing and Applications, Third IEEE International Symposium
Algorithms and Networking for Computer
Algorithms and Networking for Computer
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
The Business and Culture of Digital Games: Gamework and Gameplay
The Business and Culture of Digital Games: Gamework and Gameplay
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
AC/DC: an algorithm for cheating detection by cheating
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Exploiting online games: cheating massively distributed systems
Exploiting online games: cheating massively distributed systems
The Ethics of Computer Games
Why unreal punishments in response to unreal crimes might actually be a really good thing
Ethics and Information Technology
The Warcraft Civilization: Social Science in a Virtual World
The Warcraft Civilization: Social Science in a Virtual World
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This paper focuses on the role of punishment as a critical social mechanism for cheating prevention in MMORPGs. The role of punishment is empirically investigated in a case study of the MMORPG Tibia (Cipsoft 1997---2011) ( http://www.tibia.com ) and by focusing on the use of bots to cheat. We describe the failure of punishment in Tibia, which is perceived by players as one of the elements facilitating the proliferation of bots. In this process some players act as a moral enterprising group contributing to the reform of the game rules and in particular to the reform of the Tibia punishment system by the game company. In the conclusion we consider the ethical issues raised by our findings and we propose some general reflections on the role of punishment and social mechanisms for the governance of online worlds more generally.