Video Game Anti-Software Development and Considerations

dc.contributor.author Lau, Audrey Yuika
dc.date.accessioned 2021-12-22T20:29:22Z
dc.date.available 2021-12-22T20:29:22Z
dc.date.issued 2021-11
dc.description A student presentation to the Fall 2021 Student Research and Creative Works Symposium
dc.description.abstract There are over 2 billion people in the world playing video games, estimated to be a $90 billion industry in America in 2020. Most of the people compete/finish the game by their ability and experience, others using game hacks and cheat software to gain advantages to destroy the fairness of the environment, which also involve criminal activity where in-game items are traded with money in real life. To find a solution for this problem, this research paper provides an overview of different cheat methods, examples of prominent gaming hacks, comparison of anticheat methods and future anti-cheat system and security suggestions. This research paper aims to build a framework for a brief conception in cheating system investigate methods of cheating detection and the limitation of various game architectures.
dc.format.extent 1 page
dc.identifier.uri http://hdl.handle.net/10790/6838
dc.language.iso English
dc.publisher University of Hawaiʻi — West Oʻahu
dc.rights Attribution-NonCommercial-NoDerivs 3.0 United States
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/3.0/us/
dc.title Video Game Anti-Software Development and Considerations
dc.type Presentation
dc.type.dcmi text
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