Strategies for online game publishers to counter third-party cheats

IF 5.9 3区 管理学 Q1 BUSINESS Electronic Commerce Research and Applications Pub Date : 2024-01-18 DOI:10.1016/j.elerap.2024.101364
Jhih-Hua Jhang-Li , I. Robert Chiang
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引用次数: 0

Abstract

Some players of online games download third-party cheats to gain an unfair advantage, which frustrates regular players and lowers the publisher’s revenue from in-game purchases. The publisher may respond by turning a blind eye, banning suspected accounts, or sequestering suspected players against each other on isolated servers. In this study, we apply the technique of industrial organization to investigate the dynamics between a game publisher and a cheats developer in a vertically differentiated market to figure out whether these countermeasures can effectively curb the use of cheating add-ons. Depending on the countermeasures adopted and their impacts, the cheats developer may either cater to a small but loyal customer base for avoiding further removal action or attract a large group of players to evade isolation. Particularly, this study, based on market mechanisms, explains the prevalence of cheating in massively multiplayer online games, despite the efforts to curb such behavior.

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网络游戏发行商应对第三方作弊的策略
一些网络游戏玩家下载第三方作弊器,以获得不公平的优势,这让普通玩家感到沮丧,也降低了发行商从游戏内购买游戏的收入。发行商可能会采取的应对措施包括睁一只眼闭一只眼、封禁可疑账户或将可疑玩家隔离在服务器上,使其互相对抗。在本研究中,我们运用产业组织技术来调查垂直差异化市场中游戏发行商与作弊软件开发商之间的动态关系,以弄清这些对策是否能有效遏制作弊插件的使用。根据所采取的反制措施及其影响,作弊软件开发商可能会迎合一小部分忠实的客户群以避免进一步的删除行动,也可能会吸引一大批玩家以逃避隔离。特别是,本研究以市场机制为基础,解释了大型多人在线游戏中作弊行为的普遍性,尽管人们在努力遏制这种行为。
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来源期刊
Electronic Commerce Research and Applications
Electronic Commerce Research and Applications 工程技术-计算机:跨学科应用
CiteScore
10.10
自引率
8.30%
发文量
97
审稿时长
63 days
期刊介绍: Electronic Commerce Research and Applications aims to create and disseminate enduring knowledge for the fast-changing e-commerce environment. A major dilemma in e-commerce research is how to achieve a balance between the currency and the life span of knowledge. Electronic Commerce Research and Applications will contribute to the establishment of a research community to create the knowledge, technology, theory, and applications for the development of electronic commerce. This is targeted at the intersection of technological potential and business aims.
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