Lau, Audrey Yuika2021-12-222021-12-222021-11http://hdl.handle.net/10790/6838A student presentation to the Fall 2021 Student Research and Creative Works SymposiumThere 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.1 pageEnglishAttribution-NonCommercial-NoDerivs 3.0 United StatesVideo Game Anti-Software Development and ConsiderationsPresentation