Children with dyslexia face extra challenges in reading and writing words. They need more learning exercises than children with typical development to acquire vocabulary, which is often repetitive and daunting. Research has shown that combining visuospatial information in practices helped children with dyslexia memorize words, especially the real-world physical context. Nevertheless, the existing word recognition and spelling training games for children with dyslexia were not able to leverage children’s immediate vicinity. Therefore, we designed an augmented reality mobile game, CollectiAR, that uses computer vision to identify objects in the player’s immediate vicinity and direct the player to learn words for these objects. Our formative study with two elementary school teachers and a first-grade pupil found that CollectiAR has the potential to be an integral part of teachers’ instructional design and an engaging way for pupils to practice vocabulary exercises. Our teacher participants suggested that CollectiAR provide interfaces for teachers to participate in the game content design and computer vision model correction.
{"title":"CollectiAR: Computer Vision-Based Word Hunt for Children with Dyslexia","authors":"Danlu Fei, Ze-Feng Gao, Linping Yuan, Z. Wen","doi":"10.1145/3505270.3558318","DOIUrl":"https://doi.org/10.1145/3505270.3558318","url":null,"abstract":"Children with dyslexia face extra challenges in reading and writing words. They need more learning exercises than children with typical development to acquire vocabulary, which is often repetitive and daunting. Research has shown that combining visuospatial information in practices helped children with dyslexia memorize words, especially the real-world physical context. Nevertheless, the existing word recognition and spelling training games for children with dyslexia were not able to leverage children’s immediate vicinity. Therefore, we designed an augmented reality mobile game, CollectiAR, that uses computer vision to identify objects in the player’s immediate vicinity and direct the player to learn words for these objects. Our formative study with two elementary school teachers and a first-grade pupil found that CollectiAR has the potential to be an integral part of teachers’ instructional design and an engaging way for pupils to practice vocabulary exercises. Our teacher participants suggested that CollectiAR provide interfaces for teachers to participate in the game content design and computer vision model correction.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130394206","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shreyas Nisal, Rakesh Patibanda, Aryan Saini, Elise van den Hoven, F. Mueller
Body-actuating technologies such as Electrical Muscle Stimulation (EMS) can actuate multiple players simultaneously via physical touch. To investigate this opportunity, we designed a game called “Touchmate”. Here, one guesser and two suspects sit across with their legs hidden under a table. The guesser attaches a ground electrode from one EMS channel, and each suspect attaches one active electrode from the same channel on their forearms. When a suspect touches the guesser’s leg, their bodies complete the electrical circuit, actuating both their hands involuntarily via the EMS. The guesser’s goal is to determine who touched their leg. In this paper, we present the results from our initial study and articulate three player experience themes. Ultimately, we hope our work inspires game designers to create physical touch games using body-actuating technologies.
{"title":"TouchMate: Understanding the Design of Body Actuating Games using Physical Touch","authors":"Shreyas Nisal, Rakesh Patibanda, Aryan Saini, Elise van den Hoven, F. Mueller","doi":"10.1145/3505270.3558332","DOIUrl":"https://doi.org/10.1145/3505270.3558332","url":null,"abstract":"Body-actuating technologies such as Electrical Muscle Stimulation (EMS) can actuate multiple players simultaneously via physical touch. To investigate this opportunity, we designed a game called “Touchmate”. Here, one guesser and two suspects sit across with their legs hidden under a table. The guesser attaches a ground electrode from one EMS channel, and each suspect attaches one active electrode from the same channel on their forearms. When a suspect touches the guesser’s leg, their bodies complete the electrical circuit, actuating both their hands involuntarily via the EMS. The guesser’s goal is to determine who touched their leg. In this paper, we present the results from our initial study and articulate three player experience themes. Ultimately, we hope our work inspires game designers to create physical touch games using body-actuating technologies.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131811377","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Game cheating is the act of gaining an unfair advantage over one’s opponents. It is prevalent across many competitive games to the detriment of many players and developers, and has remained a significant problem despite efforts to eradicate it. Previous work has broadened our understanding of why players cheat but the social practices surrounding cheating have yet to be documented. This knowledge gap hinders researchers from comprehending the full extent of cheating necessary to scope relevant research in a meaningful way. The following dissertation serves to address this gap through exploratory studies that adopt a community perspective on cheating. The work so far involved mapping the governance mechanisms and examining the artefacts facilitating cheating. Building on these findings, I plan to explore the resource development process, and ultimately provide a framework tying the results together into an integrated structure. By documenting the social forces that shape and support cheating, scholars will be better informed when surveying the phenomenon in the future.
{"title":"A Community-based Investigation of Competitive Cheating","authors":"Selina Y. Cho","doi":"10.1145/3505270.3558373","DOIUrl":"https://doi.org/10.1145/3505270.3558373","url":null,"abstract":"Game cheating is the act of gaining an unfair advantage over one’s opponents. It is prevalent across many competitive games to the detriment of many players and developers, and has remained a significant problem despite efforts to eradicate it. Previous work has broadened our understanding of why players cheat but the social practices surrounding cheating have yet to be documented. This knowledge gap hinders researchers from comprehending the full extent of cheating necessary to scope relevant research in a meaningful way. The following dissertation serves to address this gap through exploratory studies that adopt a community perspective on cheating. The work so far involved mapping the governance mechanisms and examining the artefacts facilitating cheating. Building on these findings, I plan to explore the resource development process, and ultimately provide a framework tying the results together into an integrated structure. By documenting the social forces that shape and support cheating, scholars will be better informed when surveying the phenomenon in the future.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131841877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Raluca Chisalita, Markus Murtinger, Simone Kriglstein
Environmental sustainability has become more and more a very important topic that will also change our way of life in the near future. A question is how people can be influenced into becoming more aware of environmental sustainability. Since technology is considered a means to simplify people’s lives, it can also be used as a tool to support people’s awareness of these aspects. This paper investigates how we can use a mobile phone in combination with a solar panel as a wearable in a playful way to support people’s awareness of plant-based environments. For this purpose, the first version of a mobile game was developed with the goal that the players can not only learn what a plant needs to grow healthy but also learn about the sun as a renewable energy source.
{"title":"Grow Your Plant: A Plant-Based Game For Creating Awareness About Sustainability Behaviour by Using Renewable Energy","authors":"Raluca Chisalita, Markus Murtinger, Simone Kriglstein","doi":"10.1145/3505270.3558344","DOIUrl":"https://doi.org/10.1145/3505270.3558344","url":null,"abstract":"Environmental sustainability has become more and more a very important topic that will also change our way of life in the near future. A question is how people can be influenced into becoming more aware of environmental sustainability. Since technology is considered a means to simplify people’s lives, it can also be used as a tool to support people’s awareness of these aspects. This paper investigates how we can use a mobile phone in combination with a solar panel as a wearable in a playful way to support people’s awareness of plant-based environments. For this purpose, the first version of a mobile game was developed with the goal that the players can not only learn what a plant needs to grow healthy but also learn about the sun as a renewable energy source.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129522529","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Flow is a highly influential concept across many research domains. Because of the close links between enjoyment and flow, it is also a central concept in game research. Accordingly, many measurement instruments in the form of questionnaires have been developed to measure flow in video games. However, limited independent validation work has been carried out to date. In this project, we evaluated the recently developed Video Game Dispositional Flow Scale (VGDFS) in the context of League of Legends. An online survey posted on the online community reddit.com yielded a sample of N = 140. Confirmatory factor analysis did not support the originally proposed structure. Subsequent exploratory factor analysis resulted in inconclusive findings. Convergent validity with other questionnaires for the measurement of interest, enjoyment, and flow could be demonstrated in our data, although with unusually high correlations between the VGDFS and another flow measure. For divergent validity, correlations with questionnaires for the measurement of boredom and trait anxiety in the hypothesized direction could be found. Findings suggest that the VGDFS needs further evaluation in different video game contexts while also hinting at measurement problems possibly related to conceptual issues with flow.
{"title":"Independent Validation of the Video Game Dispositional Flow Scale With League of Legends Players","authors":"Nick von Felten, Florian Brühlmann, S. Perrig","doi":"10.1145/3505270.3558351","DOIUrl":"https://doi.org/10.1145/3505270.3558351","url":null,"abstract":"Flow is a highly influential concept across many research domains. Because of the close links between enjoyment and flow, it is also a central concept in game research. Accordingly, many measurement instruments in the form of questionnaires have been developed to measure flow in video games. However, limited independent validation work has been carried out to date. In this project, we evaluated the recently developed Video Game Dispositional Flow Scale (VGDFS) in the context of League of Legends. An online survey posted on the online community reddit.com yielded a sample of N = 140. Confirmatory factor analysis did not support the originally proposed structure. Subsequent exploratory factor analysis resulted in inconclusive findings. Convergent validity with other questionnaires for the measurement of interest, enjoyment, and flow could be demonstrated in our data, although with unusually high correlations between the VGDFS and another flow measure. For divergent validity, correlations with questionnaires for the measurement of boredom and trait anxiety in the hypothesized direction could be found. Findings suggest that the VGDFS needs further evaluation in different video game contexts while also hinting at measurement problems possibly related to conceptual issues with flow.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131049403","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games research routinely employs custom-designed artifacts as research tools, but there is no standard for their description. To improve rigor and reproducibility of experimental games research within the CHI PLAY community, this piece of work argues for the development of a community standard for the description of games that are used as research tools, allowing authors to describe their interventions in a structured way, and making it easier for all of us to understand and reproduce each other’s work.
{"title":"Reflections on Rigor and Reproducibility: Moving Toward a Community Standard for the Description of Artifacts in Experimental Games Research","authors":"K. Gerling, M. Birk","doi":"10.1145/3505270.3558360","DOIUrl":"https://doi.org/10.1145/3505270.3558360","url":null,"abstract":"Games research routinely employs custom-designed artifacts as research tools, but there is no standard for their description. To improve rigor and reproducibility of experimental games research within the CHI PLAY community, this piece of work argues for the development of a community standard for the description of games that are used as research tools, allowing authors to describe their interventions in a structured way, and making it easier for all of us to understand and reproduce each other’s work.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"321 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114739298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Latency, the temporal delay between in- and output, is inherently part of the communication between humans and computers. In video games, high latency reduces player performance and experience. These adverse effects are particularly pronounced in fast-paced video games, such as first-person shooters. Previous work shines light on how latency affects video games and how to counteract latency in video games. However, there are still unknown aspects to latency and its compensation. Thus, in the first step, we investigate novel approaches to understand latency in video games, for example, the effects of long-term switching latency. In the second step, we propose new approaches to compensate for latency in video games. We present a novel avenue to latency compensation utilizing deep learning models predicting either internal game states or external user actions.
{"title":"To Lag or Not to Lag: Understanding and Compensating Latency in Video Games","authors":"David Halbhuber","doi":"10.1145/3505270.3558364","DOIUrl":"https://doi.org/10.1145/3505270.3558364","url":null,"abstract":"Latency, the temporal delay between in- and output, is inherently part of the communication between humans and computers. In video games, high latency reduces player performance and experience. These adverse effects are particularly pronounced in fast-paced video games, such as first-person shooters. Previous work shines light on how latency affects video games and how to counteract latency in video games. However, there are still unknown aspects to latency and its compensation. Thus, in the first step, we investigate novel approaches to understand latency in video games, for example, the effects of long-term switching latency. In the second step, we propose new approaches to compensate for latency in video games. We present a novel avenue to latency compensation utilizing deep learning models predicting either internal game states or external user actions.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122690480","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Emilie Maria Nybo Arendttorp, H. Winschiers-Theophilus, Helvi Itenge, Milo Marsfeldt Skovfoged
This preliminary study explored how to make otherwise passive bystanders into an integral part of a virtual reality (VR) experience using asymmetric game design. We present a fully implemented collaborative VR game, co-designed by Namibian school children. The team needs to solve puzzles, whereby one player, using a VR headset, enters the digital world of Candyland, communicating with the other teammates, who are using a printed puzzle book. Ten Namibian school children, split into three groups, evaluated the game. Both the children inside and outside of VR were excited and eager to play the game through, despite the game being too complex, with too little feedback and a number of design issues, which required much guidance from the researchers.
{"title":"Save the Yummy Candyland: An Asymmetric Virtual Reality Game","authors":"Emilie Maria Nybo Arendttorp, H. Winschiers-Theophilus, Helvi Itenge, Milo Marsfeldt Skovfoged","doi":"10.1145/3505270.3558319","DOIUrl":"https://doi.org/10.1145/3505270.3558319","url":null,"abstract":"This preliminary study explored how to make otherwise passive bystanders into an integral part of a virtual reality (VR) experience using asymmetric game design. We present a fully implemented collaborative VR game, co-designed by Namibian school children. The team needs to solve puzzles, whereby one player, using a VR headset, enters the digital world of Candyland, communicating with the other teammates, who are using a printed puzzle book. Ten Namibian school children, split into three groups, evaluated the game. Both the children inside and outside of VR were excited and eager to play the game through, despite the game being too complex, with too little feedback and a number of design issues, which required much guidance from the researchers.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123506544","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Book Sadprasid, Aaron Tabor, E. Scheme, Scott Bateman
Adherence and frequency of play are well-established challenges for serious games that target breathing exercises, because exercises are most effective when practiced in short and frequent sessions. Researchers have recognized that elements of idle games ideally align with many therapeutic use cases because idle games have a frequently repeating gameplay cycle that draws people in for short play sessions. However, there is little research about how idle games can be used to motivate consistent, frequent practice of therapies like breathing exercises that are often recommended for chronic conditions like ADHD. This paper describes the design and implementation of a therapeutic idle game, Focus Cat. This game is designed to help people with ADHD incorporate breathing exercises into their symptom management routine. Our work demonstrates how the unique qualities of idle game design—including short, frequent gameplay sessions, simple mechanics that make mundane tasks engaging and mechanics that pull and push players into and out of active gameplay—can be used for ADHD breathing exercises to improve adherence and frequency of practice.
{"title":"Focus Cat: Designing Idle Games to Promote Intermittent Practice and On-Going Adherence of Breathing Exercise for ADHD","authors":"Book Sadprasid, Aaron Tabor, E. Scheme, Scott Bateman","doi":"10.1145/3505270.3558381","DOIUrl":"https://doi.org/10.1145/3505270.3558381","url":null,"abstract":"Adherence and frequency of play are well-established challenges for serious games that target breathing exercises, because exercises are most effective when practiced in short and frequent sessions. Researchers have recognized that elements of idle games ideally align with many therapeutic use cases because idle games have a frequently repeating gameplay cycle that draws people in for short play sessions. However, there is little research about how idle games can be used to motivate consistent, frequent practice of therapies like breathing exercises that are often recommended for chronic conditions like ADHD. This paper describes the design and implementation of a therapeutic idle game, Focus Cat. This game is designed to help people with ADHD incorporate breathing exercises into their symptom management routine. Our work demonstrates how the unique qualities of idle game design—including short, frequent gameplay sessions, simple mechanics that make mundane tasks engaging and mechanics that pull and push players into and out of active gameplay—can be used for ADHD breathing exercises to improve adherence and frequency of practice.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132018272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Since game bots and Gold Farmer Group (GFG) create critical damage toward the ecosystem of MMORPGs, game companies have struggled to detect bot characters with various methods. Primarily, previous researches identified GFGs by analyzing particular behavior patterns of bots, but these methods have become easier to be neutralized as bots started to mimic normal characters. Moreover, the spread of mobile MMORPGs decreased the diversity of character behavior; thus, classification of behavior patterns between bots and users becomes a more challenging task. To address this problem, we propose a bot detection method which is generally applicable toward modern MMORPGs in both PC and mobile environment. We focused on the analogy that bot characters and normal characters show different patterns of financial activities. As game bots are born to collect game assets for Real Money Trade (RMT), they show patterned changes in financial status to maximize its efficiency. On the other hand, normal characters take various types of financial activity as users play various in-game contents, not only accumulate the asset. Throughout the study, our series of analysis propose contributions as follow. First, we clarified financial sequences of game bots are different from normal characters; therefore, the sequential form of financial features precisely describes the financial pattern of characters. Second, we established a bot detection model with Recurrent Neural Networks (RNN) trained with the aforementioned financial sequences. With the real-world log data extracted from three PC games (Lineage, Aion, Blade and Soul), and one mobile game (Lineage M), we validated the proposed detection model effectively identifies game bots from normal users. Lastly, our detection model is widely applicable in both PC MMORPG and mobile MMORPG.
由于游戏bot和Gold Farmer Group (GFG)对mmorpg的生态系统造成了严重的破坏,游戏公司一直在努力用各种方法检测bot角色。之前的研究主要是通过分析机器人的特定行为模式来识别gfg,但随着机器人开始模仿正常角色,这些方法变得更容易被抵消。此外,移动mmorpg的普及降低了角色行为的多样性;因此,对机器人和用户之间的行为模式进行分类成为一项更具挑战性的任务。为了解决这个问题,我们提出了一种普遍适用于PC和移动环境下的现代mmorpg的机器人检测方法。我们重点研究了机器人字符和正常字符在金融活动中表现出不同模式的类比。由于游戏机器人的诞生是为了收集游戏资产进行真实货币交易(RMT),它们会显示出财务状况的模式变化,以最大化其效率。另一方面,普通角色会随着用户在游戏中玩各种内容而进行各种类型的金融活动,而不仅仅是积累资产。在整个研究过程中,我们的一系列分析提出了以下贡献。首先,我们明确了游戏bot的财务序列不同于普通角色;因此,金融特征的顺序形式准确地描述了金融特征的模式。其次,我们用上述金融序列训练的递归神经网络(RNN)建立了机器人检测模型。通过从三款PC游戏(《天堂》、《Aion》、《Blade》和《Soul》)以及一款手机游戏(《天堂M》)中提取的真实日志数据,我们验证了所提出的检测模型能够有效地从普通用户中识别游戏机器人。最后,我们的检测模型广泛适用于PC MMORPG和移动MMORPG。
{"title":"Cashflow Tracing: Detecting Online game bots leveraging financial analysis with Recurrent Neural Networks","authors":"Kyung Ho Park, Eunjo Lee, H. Kim","doi":"10.1145/3505270.3558329","DOIUrl":"https://doi.org/10.1145/3505270.3558329","url":null,"abstract":"Since game bots and Gold Farmer Group (GFG) create critical damage toward the ecosystem of MMORPGs, game companies have struggled to detect bot characters with various methods. Primarily, previous researches identified GFGs by analyzing particular behavior patterns of bots, but these methods have become easier to be neutralized as bots started to mimic normal characters. Moreover, the spread of mobile MMORPGs decreased the diversity of character behavior; thus, classification of behavior patterns between bots and users becomes a more challenging task. To address this problem, we propose a bot detection method which is generally applicable toward modern MMORPGs in both PC and mobile environment. We focused on the analogy that bot characters and normal characters show different patterns of financial activities. As game bots are born to collect game assets for Real Money Trade (RMT), they show patterned changes in financial status to maximize its efficiency. On the other hand, normal characters take various types of financial activity as users play various in-game contents, not only accumulate the asset. Throughout the study, our series of analysis propose contributions as follow. First, we clarified financial sequences of game bots are different from normal characters; therefore, the sequential form of financial features precisely describes the financial pattern of characters. Second, we established a bot detection model with Recurrent Neural Networks (RNN) trained with the aforementioned financial sequences. With the real-world log data extracted from three PC games (Lineage, Aion, Blade and Soul), and one mobile game (Lineage M), we validated the proposed detection model effectively identifies game bots from normal users. Lastly, our detection model is widely applicable in both PC MMORPG and mobile MMORPG.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127014732","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}