Cheating In Video Games Study

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NEW YORK (AP) — Do video games trigger violent behavior? Scientific studies have found no link. But the persistent theory is back in the headlines following Saturday’s mass shooting in El Paso, Texas .

An online manifesto thought to be authored by the gunman briefly mentioned the combat game Call of Duty. Then President Donald Trump weighed in, charging Monday that “gruesome and grisly video games” contribute to a “glorification of violence.”

Trump’s statements were more reserved compared with his last brush with the subject in 2018, when he called video games “vicious” and summoned game-industry executives to meet at the White House , to little lasting effect.

The Entertainment Software Association, the biggest video game trade group, reiterated its position that there is no causal connection between video games and violence.

“More than 165 million Americans enjoy video games, and billions of people play video games worldwide,” the group said in a statement. “Yet other societies, where video games are played as avidly, do not contend with the tragic levels of violence that occur in the U.S.”

Activision Blizzard did not immediately respond to a request for comment about Call of Duty.

WHAT DOES THE RESEARCH SHOW?

With research programs that span basic science, clinical research, and systems and population health, our investigators collaborate with experts across NYU Langone and at other institutions to study autism, depression, anxiety and disruptive disorders, trauma, parent–child relationships, and many other areas of psychiatry and psychology. The past few years have made us all pretty numb to the depths of human depravity, but large swathes of people still remain shocked that anyone would dare cheat at a party game. First, it was Fall. Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression), especially for people high in moral disengagement.

“There are no longitudinal studies that show a link between violence and video games,” said Benjamin Burroughs, a professor of emerging media at the University of Nevada, Las Vegas. “Certainly, there is no linkage to gun violence.”

Burroughs said that some studies show a short-term increase in aggressive thoughts and feelings after playing video games, but nothing that rises to the level of violence.

“Plenty of gamers and get upset when they lose or feel the game was ‘cheating,’ but it doesn’t lead to violent outputs,” he said.

In 2006, a small study by Indiana University researchers found that teenagers who played violent video games showed higher levels of emotional arousal but less activity in the parts of the brain associated with the ability to plan, control and direct thoughts and behavior.

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Patrick Markey, a psychology professor at Villanova University who focuses on video games, found in his research that men who commit severe acts of violence actually play violent video games less than the average male. About 20% were interested in violent video games, compared with 70% of the general population, he explained in his 2017 book “Moral Combat: Why the War on Violent Video Games Is Wrong.”

Cheating In Video Games Essay

Another study by Markey and his colleagues showed that violence tends to dip when a new violent movie or video game comes out, possibility because people are at home playing the game or in theaters watching the movie.

“The general story is people who play video games right after might be a little hopped up and jerky but it doesn’t fundamentally alter who they are,” he said. “It is like going to see a sad movie. It might make you cry but it doesn’t make you clinically depressed.”

WHY DOES THIS THEORY PERSIST?

The theory persists in part because politicians on both sides of the aisle have taken it up as an easy target, since it lacks a powerful lobby like, say, the National Rifle Association.

In 2013, after the shooting at Sandy Hook elementary school in Newton, Connecticut, Vice President Joe Biden held three days of wide-ranging talks on gun violence prevention, including a meeting with video game industry executives. After the 2013 meetings wrapped, the White House called on research on the effect of media and video games on gun violence but nothing substantial came out of that.

“Politicians on both sides go after video games it is this weird unifying force,” Markey said. “It makes them look like they are doing something.”

Another reason, according to Markey, is that video games can look disturbing to people who aren’t gamers.

“They look scary. But research just doesn’t support that there’s a link” to violent behavior, he said.

DO VIDEO GAMES NEED A RATINGS SYSTEM?

Actually, they already have one dating back to the 1990s. That didn’t stop Trump from calling for one in 2018.

Following an outcry over violent games such as 1992′s Mortal Kombat, the Entertainment Software Association created a ratings board in 1994 to assign ratings ranging from “E″ for “Everyone” to “Adults Only” for those 18 and older.

The ratings suggest an age range and describe the possibly objectionable features. The “mature” rating, for example, indicates the game is “generally suitable for ages 17 and up” and may have “intense violence, blood and gore, sexual content and/or strong language.”

In 2011, the Supreme Court rejected a California law banning the sale of violent video games to children. The decision found that video games, like other media, are protected by the First Amendment.

By Kim HornerNov. 13, 2020

University of Texas at Dallas computer scientists have devised a new weapon against video game players who cheat.

The researchers developed their approach for detecting cheaters using the popular first-person shooter game Counter-Strike. But the mechanism can work for any massively multiplayer online (MMO) game that sends data traffic to a central server.

Their research was published online Aug. 3 in IEEE Transactions on Dependable and Secure Computing.

Counter-Strike is a series of games in which players work in teams to counter terrorists by securing plant locations, defusing bombs and rescuing hostages. Players can earn in-game currency to buy more powerful weapons, which is a key to success. Various software cheats for the game are available online.

“Sometimes when you’re playing against players who use cheats you can tell, but sometimes it may not be evident,” said Md Shihabul Islam, a UT Dallas computer science doctoral student in the Erik Jonsson School of Engineering and Computer Science and lead author of the study, who plays Counter-Strike for fun. “It’s not fair to the other players.”

In addition to fair play, cheating also can have an economic impact when dissatisfied players leave to play other games, Islam said.

Cheating incidents also can have serious consequences in esports, a fast-growing industry with annual revenues close to $1 billion. Cheating can result in sanctions against teams and players, including disqualification, forfeiture of prize money and a ban on future participation, according to the Esports Integrity Commission based in the United Kingdom.

Detecting cheating in MMO games can be challenging because the data that goes from a player’s computer to the game server is encrypted. Previous research has relied on decrypted game logs to detect cheating after the fact. The UT Dallas researchers’ approach eliminates the need for decrypted data and instead analyzes encrypted data traffic to and from the server in real time.

“Players who cheat send traffic in a different way,” said Dr. Latifur Khan, an author of the study, professor of computer science and director of the Big Data Analytics and Management Lab at UT Dallas. “We’re trying to capture those characteristics.”

“After detection, we can give a warning and gracefully kick the player out if they continue with the cheating during a fixed time interval. Our aim is to ensure that games like Counter-Strike remain fun and fair for all players.”

Dr. Latifur Khan, professor of computer science in the Erik Jonsson School of Engineering and Computer Science

For the study, 20 students in the UT Dallas class Cyber Security Essentials for Practitioners downloaded Counter-Strike and three software cheats: an aimbot, which automatically targets an opponent; a speed hack, which allows the player to move faster; and a wallhack, which makes walls transparent so players can easily see their opponent. The researchers set up a server dedicated to the project so the students’ activity would not disrupt other online players.

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The researchers analyzed game traffic to and from the dedicated server. Data travels in packets, or bundles, of information. The packets can be different sizes, depending on the contents. Researchers analyzed features, including the number of incoming and outgoing packets, their size, the time they were transmitted, their direction and the number of packets in a burst, which is a group of consecutive packets.

By monitoring the data traffic from the student players, researchers identified patterns that indicated cheating. They then used that information to train a machine-learning model, a form of artificial intelligence, to predict cheating based on patterns and features in the game data.

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The researchers adjusted their statistical model, based on a small set of gamers, to work for larger populations. Part of the cheat-detection mechanism involves sending the data traffic to a graphics processing unit, which is a parallel server, to make the process faster and take the workload off the main server’s central processing unit.

The researchers plan to extend their work to create an approach for games that do not use a client-server architecture and to make the detection mechanism more secure. Islam said gaming companies could use the UT Dallas technique with their own data to train gaming software to detect cheating. If cheating is detected, the system could take immediate action.

“After detection,” Khan said, “we can give a warning and gracefully kick the player out if they continue with the cheating during a fixed time interval.

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“Our aim is to ensure that games like Counter-Strike remain fun and fair for all players.”

Other authors of the study include Swarup Chandra PhD’18, a research engineer at Hewlett Packard Enterprise, and UT Dallas computer science doctoral student Bo Dong. Dr. Bhavani Thuraisingham, Founders Chair in Engineering and Computer Science, professor of computer science and executive director of the Cyber Security Research and Education Institute at UT Dallas, is senior author of the study.

Cheating In Video Games Study Guide

The research was funded by the National Science Foundation, Air Force Office of Scientific Research, National Security Agency, IBM and Hewlett-Packard Development Co.

Media Contact: The Office of Media Relations, UT Dallas, (972) 883-2155, [email protected].