Cheating Online Games Digital Short Cut


Cheating Online Games Digital Short Cut
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Cheating Online Games Digital Short Cut


Cheating Online Games Digital Short Cut
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Author : Gary R. McGraw
language : en
Publisher: Addison-Wesley Professional
Release Date : 2006-07-28

Cheating Online Games Digital Short Cut written by Gary R. McGraw and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-07-28 with Computers categories.


This is the eBook version of the printed book. This digital Short Cut, delivered in Adobe PDF format for quick and easy access, is an introduction to issues with cheating and anti-cheating countermeasures in the online gaming industry. At present, the online game World of Warcraft has approximately six million subscribers worldwide. At any given time, 500,000 people are logged in and playing. And while many of these players log countless hours engaged in the repetitive tasks required to accumulate points and acquire virtual money and tools–an activity called “grinding”–others would rather find a way to speed game-play along. So they cheat. Some write macros to grind for them while they are doing better things. Others find websites where they can purchase the ill-gotten gains of those macro-writers. Either way, big money is on the line when players cheat. A high rate of cheating upsets the online gaming economy and disrupts game play for everyone. If disgruntled players leave the game, then World of Warcraft’s creator (Blizzard Entertainment) loses real subscribers and real money. With the stakes so high, it’s not surprising that companies like Blizzard Entertainment take active steps to prevent cheating. But you may be surprised and upset to learn exactly what those measures are and how they might affect your PC. This digital Short Cut will discuss the methods gaming companies use to prevent cheating. You will learn how a program designed for World of Warcraft keeps watch of your game-play by scanning your computer for open processes and collecting information about you. We’ll also show you how to run a program called the Governor to keep watch of the watchers and know exactly what Blizzard Entertainment is doing on your computer. After reading this Short Cut, you’ll also have a much better understanding of the ethical and technical issues surrounding cheating and be able to make informed decisions about how much you want to grind and how much you want gaming companies to know about you. Cheating Online Games contains information that will appear in Greg Hoglund and Gary McGraw’s forthcoming book, Exploiting Online Games (ISBN 0132271915), available summer/fall 2007. This Short Cut is fully self-contained and is an excellent place to start learning about technical issues in online gaming. Cheating Online Games (Digital Short Cut) · What This Short Cut Will Cover · A Brief History of Cheating · Defeating Piracy by Going Online · Or Not... · The Lawyers Have Landed Bearing EULAs · The Rise of MMORPGs · The WoW Warden Is Watching · Cheating Is Quick and Easy · Grinding Is Boring and Dull · Farming Makes Things Easy · Virtual-World Economics · Farming Hurts the Virtual Economy · Games as Reality · Cracking Down on Farming · Online Game, Real-World Cheating · Defeating Cheaters and Crossing the Line · The Governor Watches the Watcher



The Business And Culture Of Digital Games


The Business And Culture Of Digital Games
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Author : Aphra Kerr
language : en
Publisher: SAGE
Release Date : 2006-03-18

The Business And Culture Of Digital Games written by Aphra Kerr and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-03-18 with Language Arts & Disciplines categories.


This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory and economics, Aphra Kerr explores this all-pervasive, but under-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces. Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.



Exploiting Online Games


Exploiting Online Games
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Author : Greg Hoglund
language : en
Publisher: Addison-Wesley Professional
Release Date : 2008

Exploiting Online Games written by Greg Hoglund and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Computers categories.


"Imagine trying to play defense in football without ever studying offense. You would not know when a run was coming, how to defend pass patterns, nor when to blitz. In computer systems, as in football, a defender must be able to think like an attacker. I say it in my class every semester, you don't want to be the last person to attack your own system--you should be the first. "The world is quickly going online. While I caution against online voting, it is clear that online gaming is taking the Internet by storm. In our new age where virtual items carry real dollar value, and fortunes are won and lost over items that do not really exist, the new threats to the intrepid gamer are all too real. To protect against these hazards, you must understand them, and this groundbreaking book is the only comprehensive source of information on how to exploit computer games. Every White Hat should read it. It's their only hope of staying only one step behind the bad guys." --Aviel D. Rubin, Ph.D. Professor, Computer Science Technical Director, Information Security Institute Johns Hopkins University "Everyone's talking about virtual worlds. But no one's talking about virtual-world security. Greg Hoglund and Gary McGraw are the perfect pair to show just how vulnerable these online games can be." --Cade Metz Senior Editor PC Magazine "If we're going to improve our security practices, frank discussions like the ones in this book are the only way forward. Or as the authors of this book might say, when you're facing off against Heinous Demons of Insecurity, you need experienced companions, not to mention a Vorpal Sword of Security Knowledge." --Edward W. Felten, Ph.D. Professor of Computer Science and Public Affairs Director, Center for Information Technology Policy Princeton University "Historically, games have been used by warfighters to develop new capabilities and to hone existing skills--especially in the Air Force. The authors turn this simple concept on itself, making games themselves the subject and target of the 'hacking game,'and along the way creating a masterly publication that is as meaningful to the gamer as it is to the serious security system professional. "Massively distributed systems will define the software field of play for at least the next quarter century. Understanding how they work is important, but understanding how they can be manipulated is essential for the security professional. This book provides the cornerstone for that knowledge." --Daniel McGarvey Chief, Information Protection Directorate United States Air Force "Like a lot of kids, Gary and I came to computing (and later to computer security) through games. At first, we were fascinated with playing games on our Apple ][s, but then became bored with the few games we could afford. We tried copying each other's games, but ran up against copy-protection schemes. So we set out to understand those schemes and how they could be defeated. Pretty quickly, we realized that it was a lot more fun to disassemble and work around the protections in a game than it was to play it. "With the thriving economies of today's online games, people not only have the classic hacker's motivation to understand and bypass the security of games, but also the criminal motivation of cold, hard cash. That's a combination that's hard to stop. The first step, taken by this book, is revealing the techniques that are being used today." --Greg Morrisett, Ph.D. Allen B. Cutting Professor of Computer Science School of Engineering and Applied Sciences Harvard University "If you're playing online games today and you don't understand security, you're at a real disadvantage. If you're designing the massive distributed systems of tomorrow and you don't learn from games, you're just plain sunk." --Brian Chess, Ph.D. Founder/Chief Scientist, Fortify Software Coauthor ofSecure Programming with Static Analysis "This book offers up a fascinating tour of the battle for software security on a whole new front: attacking an online game. Newcomers will find it incredibly eye opening and even veterans of the field will enjoy some of the same old programming mistakes given brilliant new light in a way that only massively-multiplayer-supermega-blow-em-up games can deliver. w00t!" --Pravir Chandra Principal Consultant, Cigital Coauthor ofNetwork Security with OpenSSL If you are a gamer, a game developer, a software security professional, or an interested bystander, this book exposes the inner workings of online-game security for all to see. From the authors of the best-selling Exploiting Software, Exploiting Online Gamestakes a frank look at controversial security issues surrounding MMORPGs, such as World of Warcraftand Second Life. This no-holds-barred book comes fully loaded with code examples, debuggers, bots, and hacks. This book covers Why online games are a harbinger of software security issues to come How millions of gamers have created billion-dollar virtual economies How game companies invade personal privacy Why some gamers cheat Techniques for breaking online game security How to build a bot to play a game for you Methods for total conversion and advanced mods Written by the world's foremost software security experts, this book takes a close look at security problems associated with advanced, massively distributed software. With hundreds of thousands of interacting users, today's online games are a bellwether of modern software. The kinds of attack and defense techniques described in Exploiting Online Gamesare tomorrow's security techniques on display today.



Cheating


Cheating
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Author : Mia Consalvo
language : en
Publisher: MIT Press
Release Date : 2009-08-21

Cheating written by Mia Consalvo and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-08-21 with Games & Activities categories.


A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players. Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.



Defending Assessment Security In A Digital World


Defending Assessment Security In A Digital World
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Author : Phillip Dawson
language : en
Publisher: Routledge
Release Date : 2020-10-26

Defending Assessment Security In A Digital World written by Phillip Dawson and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-26 with Education categories.


Defending Assessment Security in a Digital World explores the phenomenon of e-cheating and identifies ways to bolster assessment to ensure that it is secured against threats posed by technology. Taking a multi-disciplinary approach, the book develops the concept of assessment security through research from cybersecurity, game studies, artificial intelligence and surveillance studies. Throughout, there is a rigorous examination of the ways people cheat in different contexts, and the effectiveness of different approaches at stopping cheating. This evidence informs the development of standards and metrics for assessment security, and ways that assessment design can help address e-cheating. Its new concept of assessment security both complements and challenges traditional notions of academic integrity. By focusing on proactive, principles-based approaches, the book equips educators, technologists and policymakers to address both current e-cheating as well as future threats.



Connected Play


Connected Play
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Author : Yasmin B. Kafai
language : en
Publisher: MIT Press
Release Date : 2013-10-11

Connected Play written by Yasmin B. Kafai and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-11 with Computers categories.


How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.



Handbook Of Multimedia For Digital Entertainment And Arts


Handbook Of Multimedia For Digital Entertainment And Arts
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Author : Borko Furht
language : en
Publisher: Springer Science & Business Media
Release Date : 2010-03-10

Handbook Of Multimedia For Digital Entertainment And Arts written by Borko Furht and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-03-10 with Computers categories.


The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.



Digital Playgrounds


Digital Playgrounds
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Author : Sara M. Grimes
language : en
Publisher: University of Toronto Press
Release Date : 2021

Digital Playgrounds written by Sara M. Grimes and has been published by University of Toronto Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with Computers categories.


Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children's lives, with profound implications for children's culture, agency, and rights in the digital era.



History Of Digital Games


History Of Digital Games
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Author : Andrew Williams
language : en
Publisher: CRC Press
Release Date : 2017-03-16

History Of Digital Games written by Andrew Williams and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-16 with Computers categories.


The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.



Rolling Sky Online Game Cheats Tips Hacks How To Download Unofficial


Rolling Sky Online Game Cheats Tips Hacks How To Download Unofficial
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Author : The Yuw
language : en
Publisher: eBook Partnership
Release Date : 2017-06-09

Rolling Sky Online Game Cheats Tips Hacks How To Download Unofficial written by The Yuw and has been published by eBook Partnership this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-06-09 with Games & Activities categories.


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