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Cheating in video games
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Cheating in video games involves a video game player using various methods to create an advantage beyond normal gameplay, usually in order to make the game easier. Cheats may be activated from within the game itself (a cheat code implemented by the original game developers), or created by third-party software (a game trainer or debugger) or hardware (a cheat cartridge). They can also be realized by exploiting software bugs; this may or may not be considered cheating based on whether the bug is considered common knowledge.
History
[edit]The first cheat codes were put in place for play testing purposes. Playtesters had to rigorously test the mechanics of a game and introduced cheat codes to make this process easier. An early cheat code can be found in Manic Miner, where typing "6031769" (based on Matthew Smith's driving license) enables the cheat mode.[1] Within months of Wizardry: Proving Grounds of the Mad Overlord's 1981 release, at least two commercial trainers appeared.[2] 1983 advertisements for "The Great Escape Utility" for Castle Wolfenstein (1981) promised that the $15 product "remodels every feature of the game. Stop startup delays, crashes and chest waiting. Get any item, in any quantity. Start in any room, at any rank. Handicap your aim. Even add items".[3]
In a computer game, all numerical values are stored "as is" in memory. Gamers could reprogram a small part of the game before launching it. In the context of games for many 8-bit computers, it was a usual practice to load games into memory and, before launching them, modify specific memory addresses in order to cheat, getting an unlimited number of lives, currency, immunity, invisibility, etc. Such modifications were performed through POKE statements. The Commodore 64, Amstrad CPC range and ZX Spectrum also allowed players with the proper cartridges or Multiface add-on to freeze the running program, enter POKEs, and resume. Some games tried to detect the Multiface and refused to load if it was present. The earliest models had no ability to "hide". Later revisions either included a switch, hid if the menu had been opened and closed before loading the game, or automatically hid.
For instance, with POKE 47196,201 in Knight Lore for the ZX Spectrum, immunity is achieved. Magazines such as Crash regularly featured lists of such POKE instructions for games. In order to find them a hacker had to interpret the machine code and locate the critical point where the number of lives is decreased, impacts detected, etc. Sometimes the term POKE was used with this specific meaning.
Cheating was exploited by technology-oriented players due to the difficulty of early cheats. However, a cheat industry emerged as gaming systems evolved, through the packaging and selling of cheating as a product.[4] Cheat-enablers such as cheat books, game guides, cheat cartridges helped form a cheat industry and cemented cheating as part of gaming culture.[5] However, cheating was not universally accepted in early gaming; gaming magazine Amiga Power condemned cheaters, taking the stance that cheating was not part of their philosophy of fairness. They also applied this in reverse; games should also not be allowed to cheat the player. Guides, walkthroughs, and tutorials are sometimes used to complete games but whether this is cheating is debated.
Later, cheating grew more popular with magazines, websites, and even a television show, Cheat!, dedicated to listing cheats and walkthroughs for consoles and computer systems. POKE cheats were replaced by trainers and cheat codes. Generally, the majority of cheat codes on modern day systems are implemented not by gamers, but by game developers. Some say that as many people do not have the time to complete a video game on their own, cheats are needed to make a game more accessible and appealing to a casual gamer.[6] In many cases, developers created cheats to facilitate testing, then left them in the game as they expanded the number of ways people could play it.[7] With the rise in popularity of gaming, cheating using external software and hardware raised a number of copyright legal issues related to modifying game code.
Many modern games have removed cheat codes entirely, except when used to unlock certain secret bonuses. The usage of real-time achievement tracking made it unfair for any one player to cheat. In online multiplayer games, cheating is frowned upon and disallowed, often leading to a ban. However, certain games may unlock single-player cheats if the player fulfills a certain condition. Yet other games, such as those using the Source engine, allow developer consoles to be used to activate a wide variety of cheats in single-player or by server administrators.[citation needed]
Many games which use in-game purchases consider cheating to be not only wrong but also illegal, seeing as cheats in such games would allow players to access content (like power-ups and extra coins) that would otherwise require payment to obtain. However, cheating in such games is nonetheless a legal grey area because there are no laws against modifying software which is already owned, as detailed in the Digital Millennium Copyright Act.[8]
Cheat codes
[edit]The most basic type of cheat code is one created by the game designers and hidden within the video game itself, that will cause any type of uncommon effect that is not part of the usual game mechanics.[9]
Cheat codes are usually activated by typing secret passwords or pressing controller buttons in a certain sequence.[10] Less common activation methods include entering certain high score names, holding keys or buttons while dying, picking up items in a particular order and otherwise performing unintuitive actions. Some games may also offer a debug console that can be used to edit game parameters. Effects might include unlocking a character or improving a character's performance: for example providing a car with greater acceleration,[10] or just visual gags such as "big-head mode" in GoldenEye 007.[11] Some games humorously penalise the player for using another game's cheat codes. For example, using cheat codes from Doom in Heretic gives the opposite of the desired effect, such as instant death instead of invulnerability or stripping weapons instead of providing them.[12]
Unlike other cheating methods, cheat codes are implemented by the game developers themselves,[9] often as a tool to playtest certain aspects of the game without difficulty. One of the earliest known examples of this type of cheat is the Konami Code, created in 1986 by Konami developer Kazuhisa Hashimoto as he worked on porting the 1985 arcade game Gradius for use on the Nintendo Entertainment System. Hashimoto is quoted as saying "The arcade version of Gradius is really difficult, right? I never played it that much, and there was no way I could finish the game, so I inserted the so-called Konami Code."[13]
Bots
[edit]A bot is a type of artificial intelligence (AI)–based expert system software that plays a video game in the place of a human, to perform actions (repetitive or not) that enable advantages to be achieved.
Modification of runtime game data
[edit]Cheating can easily be achieved by modifying the game's data while it is running. These methods of cheating are often less reliable than cheat codes included in a game by its creators. This is due to the fact that certain programming styles or quirks of internal game logic, different release versions of a game, or even using the same game at different times or on different hardware, may result in different memory usage and hence the trainer program might have no effect, or stop the game from running altogether.[14] Modifying game data usually constitutes a violation of a software license agreement that prohibits modifying the program at all.

Memory editing
[edit]Cheating via memory editing involves modifying the memory values where the game keeps its status information. The way to achieve this will vary depending on the environment in which the game is running.
Memory editing hardware
[edit]
A cheat cartridge is attached to an interface port on a home computer or console. It allows a user to modify the game code either before or during its execution. An early example is the Multiface for the ZX Spectrum, and almost every format since has had a cheat cartridge created for it; such as Datel's range of Action Replay devices. Another popular example of this is Game Genie for Genesis, NES, Super NES, Game Boy, and Game Gear game consoles. Modern disc-based cheat hardware includes GameShark and Code Breaker which modify the game code from a large database of cheats. In later generation consoles, cheat cartridges have come to be replaced by cheat discs, containing a simple loader program which loads a game disc and modifies the main executable before starting it.
The legality of this type of devices has been questioned, such as in the case of Lewis Galoob Toys, Inc. v. Nintendo of America, Inc., in which Nintendo unsuccessfully sued Lewis Galoob Toys stating that its cheating device, the Game Genie, created derivative works of games and thus violated copyright law.
Memory editing software
[edit]The most basic way of achieving this is by means of memory editor software, which allows the player to directly edit the numeric values in a certain memory address. This kind of software usually includes a feature that allows the player to perform memory searches to aid the user to locate the memory areas where known values (such as the number of lives, score or health level) are located. Provided a memory address, a memory editor may also be able to "freeze" it, preventing the game from altering the information stored at that memory address.
Game trainers are a special type of memory editor, in which the program comes with predefined functions to modify the run time memory of a specific computer game.[15] When distributed, trainers often have a single + and a number appended to their title, representing the number of modifications the trainer has available.[15]
In the 1980s and 1990s, trainers were generally integrated straight into the actual game by cracking groups. When the game was first started, the trainer would typically show a splash screen of its own, sometimes allowing modifications of options related to the trainer, and then proceed to the actual game. In the cracker group release lists and intros, trained games were marked with one or more plus signs after them, one for each option in the trainer, for example: "the Mega Krew presents: Ms. Astro Chicken++".
Many emulators have built-in functionality that allows players to modify data as the game is running, sometimes even emulating cheating hardware such as Game Genie. Some emulators take this method a step further and allow the player to export and import data edits. Edit templates of many games for a console are collected and redistributed as cheat packs.
Emulators also frequently offer the additional advantage of being able to save the state of the entire emulated machine at any point, effectively allowing saving at any point in a game even when save functionality is not provided by the game itself. Cheating hardware such as "Instant Replay" also allows such behavior for some consoles.
Code injection
[edit]Somewhat more unusual than memory editing, code injection consists of the modification of the game's executable code while it is running, for example with the use of POKE commands. In the case of Jet Set Willy on the ZX Spectrum computer, a popular cheat involved replacing a Z80 instruction DEC (HL) in the program (which was responsible for decrementing the number of lives by one) with a NOP, effectively granting the player infinite lives.[16] On Microsoft Windows, a common type of video game hacking is through the use of DLLs. Users use a third party program to inject the DLL into their game of choice.[17]
Saved game editors
[edit]Editing a saved game offers an indirect way to modify game data. By modifying a file in persistent storage, it is possible to effectively modify the runtime game data that will be restored when the game attempts to load the save game.
Hex editors were the most basic means of editing saved game files (e.g. to give the player a large sum of money in strategy games such as Dune II). However, as happened with game editors, dedicated game-editing utilities soon became available, including functions to effortlessly edit saved data for specific games, rendering hex editing largely obsolete for this purpose.
If a saved game is stored in multiple files, it may also be possible to cheat simply by mixing and matching these files. For example, if one file represents the items in a treasure chest, while another represents the player's inventory, then the player can save the game before and after picking up an item from the chest, and continue play using the treasure chest file before the item was picked up, and the inventory file from afterward -- allowing the player to pick up the item repeatedly, gaining multiple instances of the item, if the program's logic does not prevent them from having more than one of the item.
Network traffic manipulation
[edit]An alternative method for cheating in online games involves modification of inbound or outbound network traffic between the client and server.
One early implementation of this concept was seen with lag switches. A lag switch refers to any hardware or software mechanism that temporarily limits network traffic. They grew popular as, unlike most cheats, they could be used on the Xbox One and PS4 consoles. In first-person shooters, a common use for lagswitches was the ability to understand enemy positions without any risk to the player.[18]
For example, if a player was unsure whether an enemy was present in a room, they could activate the lag switch to block network traffic momentarily. This would allow the player to enter the room and scout for enemies without their movements being transmitted to the game server. As a result, the player’s character technically remained in the safe position from the server’s (and enemy's) perspective. Once the player had gathered the necessary information about enemy locations, they could deactivate the lag switch and resume normal play. Many games have since implemented "anti-desync" measures to limit the effectiveness of lagswitches. This may include the client game preventing player movement if connection is lost.
More modern methods typically involve lower level packet editing or forgery in a "man-in-the-middle attack" style. For example, symmetric encryption keys could be read from the game's memory, granting access to inbound packets. These packets could be edited to provide the client game with information that does not reflect the server's reality. I.e. if an enemy player uses an ability that should slow your movement, the packet detailing the slow factor could be modified to a lower value, manipulating the client game into applying the lower value. Techniques like this are not as common as simple memory manipulation and are typically only used in specific scenarios.[19]
Countermeasures
[edit]In games having attainable achievements or high score records, or both, cheats by nature allow the player to attain achievements too easily or score point totals not attainable or extremely difficult to attain through legitimate means by a non-cheating player.[citation needed] Notable examples include the following:
- The 32X version of Doom does not allow the player to finish the game if any cheat codes are applied; instead, after a cheating player defeats the game's penultimate level, the game simulates a program exit to DOS and displays a mock command prompt ("C:\>").[20]
- Some PC games and most Xbox games do not record player achievements if they are attained while cheat mode is activated. For example, Half-Life 2: Episode Two turns this barrier into a continuing obstacle if a player saves the game with cheats activated. The game will then record that fact in the save file and automatically cause subsequent reloads from the relevant save file to reactivate cheat mode.[21]
- If a player of Portal has any cheats activated when a chamber is completed in Challenge mode, the game will display "CHEATED!" above the performance summary screen for that level.[22]
- Several video game companies have sued cheat-makers for copyright infringement, with a successful trial or settlement. Bungie and Ubisoft both convinced cheat-makers to stop operating, at the threat of paying damages at trial. Take-Two was successful against a cheat-maker in an Australian court, who awarded damages to the publisher.[23]
Cheating in online games
[edit]Cheating exists in many multiplayer video games. While there have always been cheat codes and other ways to make single-player games easier, developers often attempt to prevent it in multiplayer games. With the release of the first popular internet multiplayer games, cheating took on new dimensions. Previously it was rather easy to see if the other players cheated, as most games were played on local networks or consoles. The Internet changed that by increasing the popularity of multiplayer games, giving the players relative anonymity, and giving people an avenue to communicate cheats.
Examples of cheats in first-person shooter games include the aimbot, which assists the player in aiming at the target, giving the user an unfair advantage, the wallhack, which allows a player to see through solid or opaque objects or manipulate or remove textures, meshing, which is the action of pushing an item/npc/player into the graphic boundary of another object/player/location in a manner not intended by the game developer, and ESP, with which the information of other players is displayed. There are also cheats that increase the size of the target's hitbox, allowing shots striking close to the target to register as hits.
In online trading card games, creating multiple accounts by jailbreaking a device to get more rewards can be considered as cheating because it is unfair to players who have only one account.
In online multiplayer games, a player may use macro scripts, which automatically find items or defeat enemies. The prevalence of massively multiplayer online games (MMORPGs) such as World of Warcraft, Anarchy Online, EVE Online, EverQuest, Guild Wars, and RuneScape has resulted in the trading of in-game currency for real-world currency.[24] This can lead to virtual economies. The rise of virtual economies has led to cheating where a gamer uses macros to gain large amounts of in-game money which the player will then trade for real cash.[25] The Terms of Service of most modern online games now specifically prohibit the transfer of accounts or the sale of in-game items for real-world money. However, the enforcement of these terms varies from one company to another, many turning a blind-eye to such trading as detection and prevention requires resources and banning players also results in losses of revenue.
Cheating in online games is common on public game servers. Some online games, such as Battlefield 1942, include specific features to counter cheating exploits, by incorporating tools such as PunkBuster, nProtect GameGuard, or Valve Anti-Cheat. However, much like anti-virus companies, some anti-cheat tools are constantly and consistently bypassed until further updates force cheat creators to find new methods to bypass the protection.
In single-player games, there are a number of plug-ins available to developers to use to stop cheaters. An obfuscator will scramble code so it is unreadable by decompilers, rename events/properties/methods and even add fake code. An obscurer will encrypt variables in memory and mask out strings. Anti-cheat toolkits have a variety of tools such as: detecting speed hacks, encrypting player preferences, detecting time cheats, detecting wall hacks and more. These can be used in most multi-player games as well.
See also
[edit]References
[edit]- ^ Retro Gamer Magazine issue 48 – Interview with Matthew Smith
- ^ Maher, Jimmy (26 March 2012). "The Wizardry Phenomenon". The Digital Antiquarian. Retrieved 9 July 2014.
- ^ "If they won't fix Castle Wolfenstein, we will". Computer Gaming World (advertisement). Vol. 4, no. 1. February 1984. p. 15. Retrieved 17 November 2017.
- ^ "Celebrity Cookbook, Cheat!". Antic. 7 (10): 57. February 1989.
- ^ Mia Consalvo. "Cheating: Gaining Advantage in Videogames". MIT. Archived from the original on 29 January 2007. Retrieved 3 January 2007.
- ^ Jason Rybka. "Why Use Cheats and Codes for Console and PC Games?". The New York Times Company. Archived from the original on 17 October 2007. Retrieved 3 January 2007.
- ^ "The Next Generation 1996 Lexicon A to Z: Cheats". Next Generation. No. 15. Imagine Media. March 1996. p. 31.
- ^ "Victory for Consumers: Library of Congress and 5th Circuit Clarify Exceptions to DMCA". Scottandscottllp.com. Archived from the original on 19 August 2010. Retrieved 12 May 2014.
- ^ a b Sezen, Tonguc Ibrahim; Isikoglu, Digdem (27 April 2007). "FROM OZANS TO GOD-MODES: CHEATING IN INTERACTIVE ENTERTAINMENT FROM DIFFERENT CULTURES" (PDF): 8. Archived from the original (PDF) on 11 June 2008. Retrieved 24 January 2009.
{{cite journal}}: Cite journal requires|journal=(help) - ^ a b Stevens, Reed; Tom Satwicz & Laurie McCarthy (2008). "In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives.". In Katie Salen (ed.). The Ecology of Games: Connecting Youth, Games, and Learning, Pages. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press. pp. 41–46. ISBN 9780262693646. Archived from the original on 28 November 2012.
- ^ "GoldenEye 007 Cheats". IGN. Archived from the original on 28 September 2008. Retrieved 29 December 2008.
- ^ "Heretic cheats". IGN. Retrieved 26 June 2009.
- ^ "Cracking the Code: The Konami Code". 1up.com. Archived from the original on 27 September 2007.
- ^ "Game trainers and cheats". 8 December 2023. Archived from the original on 21 August 2010.
- ^ a b "Trainers" at About.com's Video Game Strategies
- ^ "Hacking Away: "Jump To It"". Your Spectrum (6). Future. August 1984. Retrieved 1 January 2007.
- ^ "Hacks". BigPackets. Archived from the original on 16 July 2018. Retrieved 16 July 2018.
{{cite journal}}: Cite journal requires|journal=(help) - ^ "How Do Online Gamers Use a Lag Switch to Cheat?". Lifewire. Retrieved 30 June 2024.
- ^ "Tricks and Techniques for Cheating | Game Hacking 101 | InformIT". www.informit.com. Retrieved 30 June 2024.
- ^ Doom Cheat Codex – IGN FAQs
- ^ "Game Help Q&A 2006 September 1". IGN. Archived from the original on 13 July 2011. Retrieved 15 December 2009.
- ^ "Portal Cheats on CheatCodes.com".
- ^ Totilo, Stephen (6 December 2022). "Lawsuits suggest some video game cheating could be illegal". Axios.
- ^ "Game exchange dispute goes to court". CNET. Retrieved 2 January 2007.
{{cite web}}: CS1 maint: url-status (link) - ^ "Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part II". DevMaster. Archived from the original on 6 January 2007. Retrieved 2 January 2007.
Cheating in video games
View on GrokipediaDefinitions and Motivations
Definition and Scope
Cheating in video games refers to the intentional violation of a game's rules or mechanics to gain an unfair advantage, such as modifying scores, resources, or outcomes in ways not intended by the developers.[8] This practice encompasses actions that subvert the intended gameplay experience, often by accessing external tools, codes, or modifications that alter core game functions.[9] Scholar Mia Consalvo describes cheating as behavior that breaks the "magic circle" of the game world, where players step outside the simulated environment to seek undue benefits, a concept drawn from player interviews revealing varied perceptions from strict rule adherence to contextual leniency.[8] The scope of cheating differs significantly across game types, particularly between single-player and multiplayer contexts. In single-player games, cheating typically impacts only the individual user and is frequently viewed as a personal choice for experimentation or frustration relief, without broader consequences.[10] Conversely, in multiplayer environments, it involves interference with others' legitimate play, often through deception or subversion of shared rules, amplifying its ethical and social implications.[11] This distinction excludes unintentional bugs or glitches that occur naturally, focusing instead on deliberate exploitation of such elements to confer advantages.[2] Representative examples illustrate these boundaries. In single-player titles like Doom (1993), "god mode" cheats—activated via codes such as IDDQD—grant invincibility, enabling unrestricted exploration without developer-intended risks.[8] In multiplayer first-person shooters, aimbots automate targeting for superhuman precision, unfairly dominating opponents by bypassing skill-based aiming mechanics.[12] Cheating's evolution traces briefly from physical arcade manipulations, like jiggling coin slots in early titles such as Computer Space (1971) to prolong sessions without payment, to contemporary digital interventions.[13]Motivations and Psychological Factors
Players cheat in video games for various primary motivations, including alleviating boredom, unlocking achievements such as rare items, gaining social status in competitive environments, and overcoming frustration from difficulty spikes. Research identifies key drivers like feeling "stuck" in challenging sections, where players use cheats to progress and avoid stagnation, often due to skill mismatches or poor game design. Boredom prompts cheating to accelerate gameplay or experiment freely, while desires for god-like powers enable rapid achievement of goals like collecting items without effort. In multiplayer settings, cheating serves social aims, such as dominating opponents to assert status or vent aggression, enhancing perceived superiority among peers.[14] Psychological factors underpin these behaviors, with disruptions to flow theory—a state of optimal immersion where challenge matches skill—leading players to cheat for restoration. When games become too difficult, causing frustration and exit from flow, cheats reinstate balance, providing stress relief and mood repair, particularly in single-player contexts where agency over outcomes is exercised. Parallels to addiction emerge through dopamine rewards from quick victories, mirroring how gaming exploits reward pathways; easy wins via cheating deliver rapid gratification, potentially reinforcing habitual rule-breaking similar to compulsive play patterns. Self-determination theory further explains this, as unmet needs for competence and relatedness fuel extrinsic motivations like cheating for external validation, while intrinsic drives reduce it.[15][16][17] Demographic studies from the 2020s reveal patterns in cheating prevalence, with recent reports indicating cheating affects 20-40% of players in some multiplayer games as of 2024. Gender influences show males more prone to cheating in competitive online games, linked to higher aggression and competitive motivation, as found in studies where male gamers cheated more frequently than females.[18] [17] Age plays a role, with adolescents and young adults (ages 14-24) more likely to engage in cheating due to impulsivity and peer influence, as observed in surveys of teens.[19] Unique to gaming, online anonymity lowers perceived risks, enabling bolder cheating without real-world repercussions, unlike sports doping where accountability deters violations.[17][19]Historical Development
Early Origins in Arcade and Console Games
Cheating in video games first emerged prominently during the arcade era of the 1970s, where physical methods dominated due to the coin-operated nature of the machines. Players often employed techniques like coin jamming or the "coin on a string" trick to insert a coin, start the game, and retrieve it for repeated free plays, exploiting the mechanical coin slots in games such as early Atari titles like Pong (1972).[20] These methods were driven by the high cost of quarters—typically 25 cents per play—making arcades an expensive pastime amid economic pressures of the time. Additionally, simple digital exploits arose, such as button sequence inputs to access service modes or glitches; in Pac-Man (1980), a notable glitch occurs on level 256, where the right half of the maze becomes corrupted due to an integer overflow, making the level nearly unplayable.[1][21] Such vulnerabilities stemmed from the rudimentary programming of early arcade hardware, where developers prioritized gameplay over robust security. As video games transitioned to home consoles in the 1980s, cheating evolved from purely physical tactics to include developer-intended hidden features and codes, reflecting a shift toward single-player, non-networked environments. Easter eggs—secret messages or advantages embedded by programmers—became common, as seen in The Legend of Zelda (1986), where inputting specific name combinations like "ZELDA" on the title screen unlocked the second quest with increased difficulty and new layouts, intended as a reward for dedicated players.[22] Similarly, the Konami Code (↑ ↑ ↓ ↓ ← → ← → B A), created by programmer Kazuhisa Hashimoto for testing purposes, first appeared in the NES port of Gradius (1986), granting full power-ups to ease the notoriously challenging shooter gameplay.[23] These built-in cheats blurred the line between exploitation and official features, often left in final releases to aid players without compromising the core experience. In this era, cheating carried a cultural connotation of playful rebellion against the prohibitive costs of arcade visits and expensive console cartridges, which could retail for $50–$60 (equivalent to over $150 today). Gaming magazines like Nintendo Power, launched in 1988 by Nintendo of America, played a key role by publishing tips, codes, and strategies, effectively legitimizing and disseminating cheats to a wide audience of young players.[24] A pivotal event underscoring growing awareness of cheating and intellectual property issues was Atari's 1982 lawsuit against North American Philips Consumer Electronics Corp. over the game K.C. Munchkin!, a blatant copy of Pac-Man that replicated its audiovisual elements, leading to a federal court ruling that affirmed video games' copyrightability and indirectly heightened industry vigilance against unauthorized modifications and bootlegs.[25]Rise in PC and Multiplayer Eras
The proliferation of personal computers during the 1990s marked a significant shift in video game cheating, moving from hardware-limited arcade and console exploits to software-based tools that players could create and share. Games like Doom (1993), developed by id Software, exemplified this era's openness, featuring built-in console commands for god mode and noclip that players extended through third-party trainers—executable programs that modified game memory to grant infinite ammunition or health—and level editors like Doom Builder, which allowed custom modifications bordering on cheating in competitive play.[26][27] These tools democratized cheating, as Doom's shareware distribution model encouraged experimentation, with early modding communities forming on Usenet groups and bulletin board systems (BBS) to exchange WAD files and patches.[1] As PC hardware became more accessible, modding forums emerged as hubs for cheat development, blending legitimate customization with unfair advantages; for instance, sites like Doomworld (founded in 1998) hosted discussions on editing enemy behaviors or weapon stats, often blurring lines between mods and cheats. This PC boom laid the groundwork for multiplayer cheating, particularly in local area network (LAN) settings. Quake (1996), another id Software title, introduced fast-paced deathmatch play where players exploited the developer console—accessed via the tilde key—for impulses like fly mode or weapon spawning during LAN parties, prompting community outcry over "more information" cheats that revealed hidden opponents and "more skill" aimbots for automated targeting.[28] By the late 1990s, widespread internet access, with U.S. household adoption rising from 18% in 1997 to 51% in 2001, enabled rapid cheat distribution via downloads from FTP sites and early websites, amplifying their reach beyond isolated sessions.[1] The transition to online multiplayer in the early 2000s intensified these issues, as seen in Counter-Strike (2000), a Half-Life mod that popularized aimbots—software automating precise enemy targeting—which proliferated in public servers shortly after its release, leading to Valve's implementation of basic server-side checks.[29] Key milestones underscored this evolution: GameFAQs, launched in 1995 as the Video Game FAQ Archive, became a central repository for cheats by the late 1990s, amassing over 40,000 codes by 2000 and drawing a million monthly users for guides on titles like Quake.[30][31] Meanwhile, the original Xbox's launch in 2001 sparked a vibrant modding scene, with early exploits like the softmod using 007: Agent Under Fire (2002) allowing memory editing for infinite lives in single-player games, though console restrictions limited widespread multiplayer abuse compared to PCs.[32] These developments highlighted how internet-enabled sharing transformed cheating from a solitary pursuit into a networked phenomenon, setting the stage for more sophisticated countermeasures.Contemporary Trends in Esports and Mobile Gaming
In the 2010s, the professionalization of esports amplified cheating risks, particularly through financial incentives tied to gambling. The 2015 Counter-Strike: Global Offensive (CS:GO) scandal exemplified this, where skin gambling sites enabled betting on match outcomes, leading to widespread match-fixing by professional players to profit from rigged results. Valve responded by banning over 30 players and shutting down several gambling platforms, highlighting how unregulated betting ecosystems fostered cheating at the highest levels.[33][34] By 2020, as new titles like Valorant entered the esports scene, developers intensified anti-cheat efforts amid rising player bases. Riot Games issued its first major ban wave during Valorant's closed beta, permanently suspending 8,873 accounts for using cheats such as aimbots and wallhacks, which disrupted fair competition in ranked play. This action set a precedent for proactive detection in tactical shooters, with Riot emphasizing kernel-level anti-cheat software to maintain integrity.[35] Contemporary esports in 2024 continued to grapple with advanced forms of cheating, including performance-enhancing substances analogous to doping in traditional sports. In the Call of Duty League, players and analysts drew parallels to doping scandals by highlighting the prevalent use of Adderall to enhance focus and reaction times during high-stakes tournaments, prompting calls for mandatory drug testing despite the lack of formal league policies. Such issues underscored the evolving challenges in maintaining competitive equity as esports matured.[36][37] The surge in mobile gaming during the 2010s introduced new cheating vectors, particularly in free-to-play battle royales. In 2018, PUBG Mobile faced significant backlash over emulator usage, where PC players leveraged mouse and keyboard for superior precision, unfairly dominating mobile lobbies; developers responded by implementing detection systems to segregate emulator users into dedicated matches, reducing cross-platform advantages. By 2023, major app stores like Apple's App Store and Google Play tightened policies against cheat-facilitating apps, rejecting submissions for tools like auto-clickers and memory editors that violated guidelines on fraud and unauthorized modifications, thereby curbing the distribution of mobile hacks.[38][39] Post-2022, the integration of artificial intelligence has driven a notable rise in sophisticated cheating methods across esports and mobile platforms. AI-assisted tools, such as machine learning-based aimbots that adapt to player behavior and evade detection, proliferated in games like Valorant and PUBG Mobile, enabling near-undetectable advantages in aiming and prediction. Developers countered with AI-driven anti-cheat systems, but the arms race highlighted ethical concerns over fairness in competitive environments.[40] Blockchain-based games, promising tamper-proof mechanics through decentralized ledgers, faced exploits that contradicted their integrity claims by 2024. Platforms like PlayDapp suffered a $290 million hack exploiting smart contract vulnerabilities, allowing unauthorized asset manipulation akin to in-game cheating, while Gala Games lost $22 million to a compromised developer key that enabled fraudulent token minting. These incidents revealed persistent weaknesses in blockchain implementations despite their touted security.[41][42] Recent data from 2024 underscores the scale of cheating in top multiplayer online battle arenas (MOBAs). In League of Legends, Riot reported that one in 15 global matches involved a cheater, rising to one in five in certain regions and over 10% in Master+ ranks, with millions of bans issued annually to combat scripting and botting. Similar trends affected Dota 2, where estimates indicated cheating in at least 10% of high-level games, prompting Valve to ban over 65,000 smurf and cheat accounts in a single update wave. These figures emphasize the ongoing threat to MOBAs' competitive ecosystems.[43][44] Into 2025, cheating continued to evolve with the growth of a multimillion-dollar gray market for cheats, where developers and sellers profit from tools like undetectable aimbots and scripts sold via underground forums and apps. Reports indicated a surge in cheating incidents across multiplayer titles, with studies estimating cheat creators earning fortunes amid developer efforts to bolster anti-cheat via cybersecurity integrations. As of November 2025, this economic dimension highlighted cheating's transformation into a organized industry challenge.[45][46]Methods of Cheating
Built-in Cheat Codes
Built-in cheat codes represent intentional features embedded by game developers to alter gameplay mechanics, typically activated through specific input sequences or commands. These codes originated as practical tools during the development process, allowing programmers to bypass challenges for efficient testing. One of the earliest and most iconic examples is the Konami Code—↑ ↑ ↓ ↓ ← → ← → B A—introduced in the 1986 NES port of Gradius, where it granted players full power-ups to navigate the game's high difficulty during playtesting.[23] This sequence, created by developer Kazuhisa Hashimoto, quickly became a staple in Konami titles and beyond, demonstrating how such mechanics could extend from internal use to player-facing Easter eggs. Similarly, in Doom (1993), the code "IDDQD" activates "god mode," rendering the player invulnerable to damage while retaining full health, which facilitated level design verification and enemy behavior testing.[47][48] Developers incorporated built-in cheat codes not only for testing but also to enhance replayability and provide lighthearted diversions, often as hidden rewards for dedicated players. These features served as accessibility aids, enabling newcomers to experiment without frustration or allowing veterans to unlock whimsical modes. For instance, Grand Theft Auto: San Andreas (2004) includes numerous codes for spawning vehicles, such as "VKYPQCF" for a Vortex hovercraft or "OLDSPEEDDEMON" for a Bloodring Banger, which were designed to encourage creative sandbox play and serve as fun nods to the game's open-world chaos.[49] Such implementations balanced utility with entertainment, transforming potential bugs or imbalances into engaging content that rewarded curiosity.[47] Over time, the role of built-in cheat codes evolved amid industry shifts toward monetization and competitive integrity. By the 2010s, many features once freely accessible via codes transitioned into paid downloadable content (DLC), where unlocks like character skins or power-ups required purchase rather than simple inputs, reflecting a broader move to generate post-launch revenue.[50] This change diminished the prevalence of traditional codes, as developers prioritized balanced progression models over free alterations. Post-2020, with the dominance of esports and online multiplayer, built-in cheats were largely removed or disabled in competitive modes to prevent unfair advantages and maintain leaderboard integrity, as seen in titles like Valorant (2020), which eschew such features entirely in favor of strict anti-tampering systems.[47] The cultural significance of built-in cheat codes lies in their communal legacy, fostering player discovery and sharing that extended their lifespan far beyond initial releases. Early dissemination occurred through gaming magazines like Nintendo Power, but by the internet era, communities aggregated them on dedicated sites such as GameFAQs, where users compile and verify codes for thousands of titles. The Konami Code exemplifies this ubiquity, appearing in over 100 non-Konami games by the 2000s, from The Incredibles (2004) to BioShock Infinite (2013), symbolizing a shared gaming shorthand that transcends individual titles.[23]Automated Bots and Scripts
Automated bots and scripts represent a category of cheating software that automates gameplay actions by simulating human inputs, allowing players to perform tasks more efficiently or continuously without manual effort. These tools range from simple macros that repeat basic sequences, such as clicking or key presses for resource gathering, to sophisticated bots that emulate full player behavior, including navigation, combat decisions, and interaction with game environments. In massively multiplayer online role-playing games (MMORPGs), macro scripts are commonly used for repetitive tasks like farming in-game resources, enabling unattended accumulation of currency or experience points.[51] In contrast, full bots in first-person shooter (FPS) games, such as those deployed in Fortnite since its 2017 release, mimic human-like aiming, movement, and reaction times to gain competitive advantages in multiplayer matches.[52] The creation of these bots and scripts typically involves scripting languages and frameworks that interface with the operating system to generate inputs. Tools like AutoHotkey, an open-source scripting language for Windows, facilitate the development of macros by allowing users to record and replay keyboard and mouse actions through simple syntax, making it accessible for non-programmers to automate game tasks.[53] Since the 2000s, open-source bot frameworks have proliferated, providing modular components for tasks like pathfinding and decision-making, often built on languages such as Python or C++ to support community-driven enhancements for specific games.[54] These frameworks emphasize modularity, enabling developers to adapt bots to game updates without starting from scratch, though their use violates most games' terms of service. Deployment of automated bots has been prominent in economically driven games, with notable examples including gold farming in RuneScape during the 2000s, where bots automated grinding activities to generate in-game currency for real-world sale, peaking as a major industry disruption before developer interventions reduced their prevalence.[55] More recently, in 2023, Roblox faced heightened challenges from script-based bots that exploited user-generated content for automated progression and disruption, prompting advancements in machine learning-based detection to analyze anomalous input patterns.[56] Technically, these systems operate at the input layer, using operating system APIs like Windows' SendInput function to simulate keystrokes, mouse movements, and clicks directly to the game window, thereby avoiding direct alteration of the game's code or memory.[57] This surface-level automation makes bots harder to distinguish from legitimate play through behavioral analysis alone, though it limits their capability to access internal game data.Runtime Data Modification
Runtime data modification involves altering a video game's active memory or variables during execution to change gameplay elements, such as player health, ammunition counts, or resource quantities, providing an unfair advantage.[58] This technique typically requires scanning the game's process memory for specific values, narrowing down addresses through iterative changes in the game state, and then overwriting those addresses to achieve desired effects, like freezing a health value to prevent damage.[20] Unlike automated bots that simulate user inputs without directly altering game state, runtime modification directly manipulates the underlying data structures.[59] Common examples include granting unlimited health in action games by locking memory addresses associated with player vitality, as seen in early modifications to Diablo II where external tools scanned and froze health values during combat.[20] In strategy games, cheaters have boosted resources like minerals or vespene gas in real-time; for instance, in StarCraft II (2010), exploits allowed players to inflate resource pools beyond intended limits by targeting memory offsets tied to economy variables.[10] Similarly, emulated classic games from the arcade era, such as those on NES or Game Boy systems, often see infinite lives cheats implemented by modifying decrement counters in runtime memory, enabling repeated attempts without penalty.[20] Implementing runtime data modification demands access to the game's running process, typically on the user's local machine, and a foundational understanding of game architecture, including memory layouts, pointers, and structures like client-server models where client-side data may be authoritative in single-player modes but synchronized with servers in multiplayer.[59] Key prerequisites include proficiency in low-level programming concepts, such as assembly instructions for reading/writing memory (e.g., via APIs like ReadProcessMemory), and familiarity with debugging tools to locate dynamic addresses.[59] In client-server architectures, cheaters must account for how modifications propagate, as local changes to variables like scores or positions can be validated against server-side logic.[10] While prevalent in single-player scenarios due to lack of external verification, runtime data modification carries significant risks in online environments, where server-side checks can detect discrepancies, such as mismatched health or resource values, leading to automated bans.[58] Anti-cheat systems like Blizzard's Warden dynamically scan for memory alterations and known cheat signatures, potentially resulting in permanent account suspensions or hardware bans, as observed in games like World of Warcraft.[10] Additionally, tools used for these modifications often harbor malware risks, exposing users to data theft or system compromise.[20]Memory Editing Techniques
Memory editing techniques involve directly accessing and altering the runtime memory of a video game process to modify variables such as health, resources, or player attributes. These methods target the RAM where game data is stored during execution, allowing cheaters to bypass normal gameplay mechanics by changing values in real-time. Unlike file-based modifications, memory editing operates on live data, making it suitable for dynamic environments but requiring precise tools to avoid instability.[60] Software tools like Cheat Engine, developed in 2000 by Eric Heijnen (known as Dark Byte), have become staples for PC-based memory editing since the early 2000s.[61] Cheat Engine functions as an open-source debugger and memory scanner, enabling users to attach to a game's process, search for specific values (e.g., current health points), and modify them. The typical process involves an initial scan for the value, altering it in-game to filter results via rescanning, then patching or "locking" the address to maintain the change. For instance, users can freeze a character's ammunition count indefinitely by continuously writing the desired value back to the memory location. This tool supports advanced features like assembly scripting for automated edits, but it is intended for educational and single-player use only.[60][62] Hardware devices provide similar capabilities for consoles, where direct software access is restricted. The GameShark, released in 1996 by Datel Design & Development for the PlayStation, was a cartridge-based device that intercepted and modified memory signals between the game and console hardware. It allowed users to input or load cheat codes that altered RAM values, such as infinite lives in Resident Evil, without needing a PC. GameShark's impact extended to later consoles like the Nintendo 64, where it facilitated region unlocking and value edits, popularizing hardware cheating in the late 1990s. Modern equivalents, such as the Cronus Zen introduced in the 2010s by Collective Minds, act as controller adapters that emulate inputs while running scripts to manipulate game states indirectly through repeated actions or value overrides. For example, Cronus Zen supports macro scripts that simulate rapid button presses or aim assists, effectively editing input-related memory on consoles like Xbox and PlayStation, though developers like Activision classify such uses as cheating.[63][64][65] A key technique in memory editing is pointer scanning, which addresses dynamic memory allocation where addresses change on each game launch. Pointers are references to data locations, and scanning involves searching for chains of pointers that lead to the target value, often using offsets from a stable base address. In Cheat Engine, this is performed via the Pointer Scanner tool, which generates a map of potential paths after multiple game restarts and value changes, ensuring reliable access to volatile addresses. This method is essential for complex games with anti-static address protections.[66][67] An illustrative example is editing skills in The Elder Scrolls V: Skyrim (2011), where players use Cheat Engine to scan for skill level values, such as archery proficiency, and apply pointer scans to lock them at maximum. This allows instant maxing of perks without grinding, altering the player actor's memory table to add experience points or directly set skill ranks. Such edits enhance single-player exploration but require careful navigation of the game's memory structure to avoid corrupting save data.[68][69] Despite their utility, memory editing techniques have significant limitations, primarily confined to single-player contexts due to server-side validation in multiplayer games that detects anomalies. Mishandling, such as overwriting critical system memory or using incompatible pointers, frequently causes game crashes, freezes, or data corruption, as altered values can disrupt the game's internal logic or exceed allocated RAM bounds. These risks underscore the need for precise tooling and underscore why such methods are discouraged in competitive or online environments.[70][71]Code Injection and Hacking
Code injection and hacking in video games involve the insertion of custom code into a running game process to alter its behavior, providing cheaters with unauthorized advantages such as enhanced visibility or modified weapon mechanics. This technique typically relies on dynamic link library (DLL) injection, where third-party DLL files are loaded into the game's memory space using Windows API features like LoadLibrary, allowing the injected code to execute alongside the game's logic. Common tools for this include standalone injectors that automate the process, such as those designed to evade basic detection by running in user-mode. Once injected, the code can intercept and modify game functions, enabling persistent cheats that operate in real-time during gameplay.[72] A key method within code injection is function hooking, which redirects calls to specific game functions to override their intended behavior. For instance, in first-person shooter (FPS) games, hooks can be applied to weapon recoil functions to eliminate or reduce kickback, allowing for unnaturally stable aiming during sustained fire. This is achieved by replacing the original function pointers with custom ones that return modified values, such as zero recoil multipliers. Hooking often targets rendering APIs like DirectX, where interceptors analyze and alter draw calls to implement features like wallhacks, which render enemies visible through obstacles by disabling depth testing or adding overlay elements. In the Battlefield series, early implementations around 2002 used DirectX hooks to extract enemy positions from vertex data and draw highlighting boxes, bypassing standard visibility checks. Reverse engineering tools like IDA Pro are essential for identifying these hookable functions, as they disassemble the game's executable to map out code structures and locate relevant APIs.[73][74][75] Implementing code injection requires advanced programming knowledge, particularly in languages like C++ for crafting compatible DLLs and hooks that interface seamlessly with the game's architecture. Cheaters must understand assembly and API interactions to avoid crashes, often starting with static analysis in tools like IDA Pro before testing injections. However, these methods carry significant risks: downloading pre-made cheat DLLs from unverified sources frequently introduces malware, such as infostealers that compromise user credentials and cryptocurrency wallets, with reports indicating widespread distribution through gaming forums. Additionally, detection by anti-cheat systems can result in permanent account bans, as injected code often triggers behavioral anomalies or signature matches.[75][76] The evolution of code injection traces back to the 1990s, when simple cracks modified game executables for single-player advantages, but it advanced in the 2000s with DLL techniques for multiplayer titles amid rising online gaming. By the 2010s, injectors became more sophisticated, incorporating evasion tactics like manual mapping to avoid loader detection. In the 2020s, kernel-level drivers have emerged as a prominent development, operating at ring 0 to hide user-mode injections and bypass anti-cheat scans, though they heighten system vulnerability risks. This progression reflects the arms race between cheaters and developers, with injection methods now integral to 83.3% of reported hacking tools in surveyed communities.[72][77]Save Game and File Editing
Save game and file editing involves modifying persistent data stored in a game's save files to alter elements such as player progress, inventory, or character attributes, primarily in offline single-player contexts where changes take effect upon reloading the game.[78] This method targets binary or text-based files that record game states between sessions, allowing cheaters to bypass intended progression mechanics in genres like role-playing games (RPGs) and simulations without affecting real-time gameplay.[79] Unlike temporary runtime alterations, these edits create lasting modifications that persist across play sessions, making them suitable for long-term advantages in non-competitive environments. Common techniques include using hex editors to manipulate binary save files, where users search for and replace specific byte values representing game variables, such as health or currency. For instance, the freeware tool HxD enables precise editing of raw file contents by displaying data in hexadecimal format, facilitating changes like increasing resource quantities in older titles with unencrypted saves.[80] The Sims 4 (2014), for example, allows modders to tweak binary save files using tools like Sims 4 Studio to adjust household and lot data.[81] Notable examples illustrate the application in popular titles. In Minecraft (2011), players can use NBT (Named Binary Tag) editing to boost inventory items, such as duplicating rare blocks or tools, by opening world files in NBT-compatible editors and modifying tag values before reloading the save.[82] Similarly, in the Fallout series, save file editing enables maximizing character stats like SPECIAL attributes (Strength, Perception, Endurance, etc.) by altering numerical values in the proprietary SAVE.DAT format, often requiring hex-based tools to locate and inflate base stats beyond game limits.[83] Specialized tools beyond basic hex editors, such as ArtMoney, provide user-friendly interfaces for scanning and editing save files by filtering values like item counts or experience points, supporting both binary and process-linked modifications for offline games.[84] However, post-2010 titles increasingly incorporate encryption to deter such tampering, using algorithms like AES to obfuscate data structures and prevent straightforward parsing, which complicates editing without reverse-engineering the key or format—challenges evident in games like Fallout 4 where saves include hashed integrity checks.[85] This evolution has pushed cheaters toward community-developed decryptors, though it maintains the offline, load-time scope of these alterations.Network Traffic Manipulation
Network traffic manipulation involves intercepting, analyzing, and altering data packets transmitted between clients and servers in multiplayer video games, enabling cheaters to gain unfair advantages such as faking positions, inducing artificial lag, or accelerating actions. This technique exploits the real-time nature of online gameplay, where games rely on protocols like TCP or UDP to synchronize player states, movements, and events across networks. Cheaters typically use software tools to capture outgoing or incoming packets, modify their contents—such as timestamps, coordinates, or velocities—and resend them to deceive the game server or other players.[86] Common methods include packet sniffing to monitor traffic and proxy-based editing to alter packets in transit. Tools like Wireshark allow cheaters to capture and inspect network packets from games, revealing protocol structures for subsequent manipulation, such as duplicating movement commands to simulate faster traversal.[87] For editing, proxies like Burp Suite can intercept and modify traffic in games using HTTP-based communications, enabling tactics like inserting delays to create lag switches that disrupt opponents' connections or falsifying position data to appear elsewhere on the map.[88] These approaches are particularly effective in games with client-server architectures where validation is not fully authoritative, allowing modified packets to influence game state until server reconciliation occurs.[86] A notable example is speed hacks in World of Warcraft (2004), where cheaters intercepted and edited movement packets to inflate velocity values, allowing characters to traverse distances unnaturally fast before server detection via tools like Warden.[89] Similarly, in Among Us (2018), teleportation cheats involved modifying UDP packets to spoof player coordinates, enabling impostors to instantly relocate and perform kills without traversing the map, exploiting the game's plaintext UDP protocol for easy interception and injection.[90] Technically, these cheats often leverage client-side prediction exploits, where the local game simulates actions ahead of server confirmation to reduce perceived latency; cheaters can manipulate predicted states, such as overextending movement deltas, leading to discrepancies that favor them during reconciliation.[91] VPNs further aid by masking the cheater's IP origin, evading region locks or IP-based bans in peer-to-peer setups while routing manipulated traffic through anonymous proxies.[92] Such manipulation remains prevalent in peer-to-peer (P2P) games due to the lack of a central authority for validation, making it easier for one player to tamper with shared state data.[93] However, its incidence has decreased in games using dedicated servers since around 2015, as these architectures enforce stricter packet validation and anomaly detection, shifting cheating toward more sophisticated internal exploits.[94]Countermeasures and Detection
Developer-Imposed Restrictions
Developer-imposed restrictions refer to proactive measures integrated into a game's core architecture and design to deter or mitigate cheating without relying on external monitoring tools. These features aim to make exploitation more difficult or less rewarding from the outset, such as by altering game logic, data integrity checks, or player interactions to reduce predictability and tampering opportunities. By embedding these safeguards during development, creators can foster fairer gameplay while minimizing the need for post-launch interventions. One key design strategy involves procedural content generation (PCG), which dynamically creates game elements like maps, textures, or assets to reduce predictability and confound automated cheats. For instance, PCG can produce adversarial textures that disrupt computer vision-based aimbots by misclassifying objects, achieving high misclassification rates in tests while preserving visual quality for legitimate players. This approach leverages evolutionary algorithms to generate perturbations invisible to humans but effective against cheating tools, as explored in research on securing competitive FPS games. Another strategy employs checksums on save files and game data to verify integrity and detect tampering; upon loading, the game computes a hash of the file and compares it to an expected value, rejecting altered saves that fail the check. This method has been a staple since early games, helping prevent unauthorized edits to player progress or resources. Examples of these restrictions include skill- or trust-based matchmaking systems, which pair players according to verified performance or account status to curb boosting and smurfing. In Counter-Strike 2 (successor to Counter-Strike: Global Offensive), "Prime" matchmaking requires a purchased status or service medal, isolating unverified accounts and extending queue times for low-trust players, thereby reducing cheat prevalence in competitive lobbies. Developers also limit or disable console commands in multiplayer modes—features that allow direct input of cheats like god mode or resource spawns—restricting them to single-player for debugging or accessibility, which prevents real-time exploitation in shared environments. The evolution of these restrictions traces back to the 1980s, when basic copy protection schemes, such as manual codes or simple checksums, guarded against unauthorized duplication and basic tampering in titles like those on early consoles. By the 1990s and 2000s, networked games prompted more sophisticated designs, including obfuscation techniques in engines to scramble code structure and hide memory addresses, complicating reverse-engineering without altering functionality. In the 2010s and 2020s, developers using engines like Unity and Unreal have implemented advanced obfuscation techniques, such as pointer encryption, to protect against memory editing, evolving from rudimentary protections to integrated features that support server-side validation and dynamic content. This progression reflects a shift from reactive copy protection to proactive architectural hardening, though methods like save file checksums can still be bypassed by determined users employing runtime modifications. While effective in deterring casual cheaters and enhancing accessibility through controlled features like limited single-player commands, these restrictions have drawbacks; they can stifle legitimate modding communities by over-securing assets and may not fully counter adaptive exploits from skilled hackers. Overall, they provide a foundational layer of defense, promoting balanced gameplay at the cost of some creative flexibility.Anti-Cheat Software and Systems
Anti-cheat software and systems are specialized programs designed to detect, prevent, and mitigate cheating in video games, particularly in multiplayer environments. These tools operate at various levels of system access, with kernel-level anti-cheat systems being prominent for their deep integration into the operating system to monitor and block unauthorized modifications. Easy Anti-Cheat (EAC), introduced in 2012, exemplifies this approach as a hybrid system that combines client-side and server-side protections to counter hacking in PC games.[95] Similarly, BattlEye, developed since 2004 and enhanced to a proactive kernel-mode system in late 2014, uses user- and kernel-level operations to prevent most forms of cheating through dynamic scanning, as implemented in titles like PUBG.[96] More advanced implementations, such as Riot Games' Vanguard launched in 2020 for Valorant, incorporate machine learning for anomaly detection alongside kernel-level monitoring to identify subtle deviations from normal gameplay.[97] Detection methods in anti-cheat software primarily fall into two categories: signature scanning and behavioral analysis. Signature scanning involves maintaining a database of known cheat signatures—unique code patterns or file hashes associated with cheating tools—and actively scanning running processes, memory, and files for matches to these signatures.[98] This reactive method is effective against established cheats but can be bypassed by obfuscated or novel variants. Behavioral analysis, conversely, employs algorithms to monitor in-game actions for anomalies, such as impossibly rapid aim adjustments or unnatural movement speeds that exceed human capabilities.[99] Vanguard, for instance, leverages machine learning to profile player inputs and detect spoofing or irregular patterns in real-time, adapting detections iteratively based on aggregated data.[97] These approaches reflect broader industry trends toward more intelligent enforcement using AI and machine learning for relentless global detection and elimination of cheats in competitive titles.[99] Upon detecting cheats, anti-cheat systems trigger automated responses to enforce fair play, including permanent bans, temporary suspensions, and shadowbans that isolate cheaters without alerting them. BattlEye's secure banning system communicates encrypted detections via the game network, resulting in global bans, as seen in over 150,000 enforcements for ArmA 2: Operation Arrowhead between 2010 and 2011.[96] In Valorant, Vanguard delays some bans to disrupt cheat developers' testing cycles, having issued over 3.6 million account bans since 2020—one every 37 seconds on average (as of September 2024)—while implementing ranked rollbacks to restore progress lost to cheaters; in early 2025, it achieved a record ban velocity of nearly 7 suspensions per minute.[97][100] A notable example is Apex Legends' October 2023 mass ban wave, where Easy Anti-Cheat automated systems suspended thousands of accounts for violations, significantly reducing cheat prevalence in subsequent matches.[101] Despite their effectiveness, anti-cheat systems face significant challenges, including false positives and the ongoing cat-and-mouse dynamic with cheat developers. False positives occur when legitimate software or player actions are misidentified as cheating, leading to wrongful penalties for innocent users and eroding trust in the system.[102] The adversarial nature of cheat development exacerbates this, as creators rapidly evolve their tools to evade signatures or mimic normal behavior, forcing anti-cheat teams into continuous updates and requiring a balance between aggressive detection and user privacy.[103]Community and Platform Responses
Communities within video games often rely on player-driven reporting systems to identify and address cheating. Platforms like Discord provide official mechanisms for users to report servers or users promoting or selling cheats, which violate terms of service related to abusive or fraudulent behavior; reports are submitted through the Trust & Safety team via support tickets, leading to server takedowns or account suspensions when violations are confirmed. Similarly, Reddit communities dedicated to specific games encourage users to document cheating incidents and forward evidence to developers, fostering collective vigilance against exploits. In organized esports tournaments, human oversight plays a key role, as seen in ESL's collaboration with the Esports Integrity Commission (ESIC), which enforces strict anti-cheating protocols including on-site referees, match reviews, and player interviews to detect irregularities during events.[104][105] Major platforms implement policy-based responses to deter cheating distribution and use. Steam's Valve Anti-Cheat (VAC) system, launched in 2002 alongside Counter-Strike, issues permanent bans in coordinated "waves" to target cheaters without alerting cheat developers to detection methods; notable waves include over 40,000 bans following the 2017 Summer Sale and more than 60,000 in 2018, demonstrating the scale of enforcement efforts.[106][107] Apple's App Store guidelines explicitly reject apps that facilitate unauthorized modifications or disruptive code, such as those enabling game cheating, under provisions against system manipulation and fraudulent behavior; in 2024, this contributed to blocking over 10,000 illegitimate apps, including those mimicking or aiding exploits.[108][109] Initiatives to bolster community responses include education and structured programs aimed at promoting fair play. Riot Games emphasized competitive integrity in 2022 through enhanced monitoring and player education efforts, particularly around major events like MSI, where they outlined measures to prevent match-fixing and cheating, including partnerships for data integrity and community awareness campaigns to report suspicious activity.[110][111] While open-source tools for cheat reporting remain limited, community-led efforts like shared clip repositories on secure platforms complement developer systems by aggregating evidence for mass reports. These responses have proven effective in leveraging social pressure to curb casual cheating, as studies show that exposure to punished cheaters reduces adoption rates among non-cheaters by reinforcing normative disapproval within social networks.[112] However, limitations persist in free-for-all genres like battle royales, where large player bases and anonymous matchmaking hinder thorough human moderation, allowing persistent cheating despite reporting; free-to-play models exacerbate this by attracting more low-stakes exploiters who evade social stigma.[113][114]Impacts and Consequences
Effects on Gameplay and Community
Cheating in video games profoundly disrupts gameplay by creating imbalances that undermine fair competition and player satisfaction. Consequently, game companies behind competitive titles such as PUBG, Call of Duty, and Valorant oppose cheats primarily to preserve fair play, as they erode player trust and satisfaction.[115] In multiplayer environments, tools such as aimbots, wallhacks, and speed hacks allow cheaters to dominate matches, leading to frustrating experiences for legitimate players who feel powerless against unfair advantages. For instance, in the 2015 early access phase of H1Z1, rampant cheating prompted Daybreak Game Company to ban nearly 25,000 accounts in a single wave, highlighting how such disruptions can overwhelm game integrity and alienate participants.[116] These gameplay alterations extend to broader community dynamics, fostering increased toxicity and eroding trust among players. Encounters with cheaters often trigger accusations, harassment, and heated disputes in chat systems, exacerbating verbal abuse and negative interactions in online sessions. In massively multiplayer online games (MMOs), where social bonds and cooperative play are central, cheating undermines collective trust by introducing suspicion toward even honest players, as detection systems struggle to differentiate fairly. A 2025 survey by PlaySafe ID of over 2,000 gamers across the UK and US found that 80% had experienced cheating, with 42% considering quitting affected games entirely due to these frustrations.[117][118][119] While predominantly negative, cheating has occasionally spurred positive community responses, such as player-led reporting initiatives that inform developer patches. In cases like Counter-Strike: Global Offensive, community vigilance through in-game reports has contributed to iterative anti-cheat updates, demonstrating how collective action can mitigate disruptions and restore balance. Over the long term, persistent cheating contributes to reduced player retention, with surveys indicating that repeated exposure drives many to abandon competitive genres in favor of single-player or less affected modes, reshaping participation patterns in online gaming ecosystems.[120][117]Economic and Industry Ramifications
Cheating imposes substantial financial burdens on the video game industry, primarily through the high costs of developing and maintaining anti-cheat systems. The global anti-cheat software market was valued at $1.2 billion in 2023, reflecting the scale of investment required to combat cheating in online multiplayer environments.[121] For major titles, these efforts often involve multimillion-dollar expenditures; for instance, advanced systems like ESEA have accumulated funding in the millions over more than a decade of development.[122] These costs encompass not only software engineering but also ongoing updates to counter evolving cheat techniques, diverting resources from core game development. Lost revenue from cheating further exacerbates the economic strain, driven by player churn and diminished in-game spending. A 2019 industry report estimated global losses at approximately $29 billion annually due to cheating, including reduced purchases from frustrated players—55% of whom reported cutting back or stopping in-game spending as a result.[123][124] As the gaming sector has grown since then, with expanded online play, these figures are likely higher today, contributing to broader revenue erosion through unbalanced economies and declining player retention.[125] Industry responses to these challenges include legal actions and innovative verification models to protect revenue streams. Epic Games, for example, has pursued lawsuits against Fortnite cheaters who exploited tournaments, securing judgments like a $175,000 fine in 2025 to recover illicit winnings and deter future violations.[126] Platforms are also adopting identity verification for "verified play" to ensure fair competition, as proposed by initiatives like PlaySafe ID, which aim to reduce cheating without invasive kernel-level software.[127] Beyond direct costs, cheating sustains a lucrative black market that undermines legitimate economies and hampers innovation in online features. Cheat-selling websites generate between $12.8 million and $73.2 million in annual revenue, according to a University of Birmingham study analyzing 80 such sites.[128] The 2016 Counter-Strike: Global Offensive skins gambling scandal exemplified this, involving a $2.3 billion market that prompted lawsuits against Valve for facilitating unregulated betting and match-fixing.[129] Such activities erode trust, leading developers to prioritize defensive measures over experimental multiplayer innovations. Looking forward, AI integration in anti-cheat systems offers potential relief, with projections indicating reductions in cheating incidents by 45-50% through advanced detection, thereby lowering long-term enforcement costs for the industry.[130][131]Ethical and Legal Dimensions
Cheating in video games raises significant ethical debates centered on the tension between fair play and personal freedom. Fair play, as a foundational principle, demands adherence to rules to ensure equitable participation and collective cooperation, where rule-breaking undermines the integrity of the game as a practice. This violation is seen as unjust because it distributes benefits through improper procedures, free-riding on others' compliance while subverting the shared normative structure that defines the activity. Philosophically, utilitarian perspectives highlight how such actions prioritize individual gain over communal welfare, potentially causing broader harm by eroding trust and the internal goods of gameplay, such as skill development and mutual respect.[132] In single-player contexts, ethical concerns are often minimal, as cheating primarily deceives the individual player without impacting others, akin to self-alteration of personal entertainment. Developers may even incorporate cheats to enhance accessibility or replayability, framing them as optional tools rather than moral failings. However, in multiplayer environments, cheating escalates to a communal issue, diminishing the value and enjoyment for legitimate players by distorting competitive outcomes and fostering frustration that can lead to player attrition. This distinction fuels ongoing debates: while single-player cheating is frequently viewed as harmless personal liberty, multiplayer variants are analogized to theft, as they deprive others of earned rewards and fair competition, justifying stronger moral condemnation.[10] Legally, video game cheating often intersects with copyright law, particularly through the U.S. Digital Millennium Copyright Act (DMCA) of 1998, which prohibits circumvention of technological protection measures safeguarding digital works. Section 1201 of the DMCA bans acts that bypass access controls on copyrighted software, including games, and restricts the creation or distribution of tools designed for such circumvention, with exceptions for interoperability or security research but none broadly covering cheats. This framework has enabled developers to pursue claims against cheat providers for infringing game code or protections, as seen in cases where software hacks alter protected files. For instance, in Blizzard Entertainment v. Bossland GmbH (2019), the UK High Court held Bossland liable for inducing copyright infringement by licensing bots and cheats for Blizzard's games, ordering an account of profits from UK sales estimated at a portion of global revenue, emphasizing breaches of end-user license agreements.[133][134][135] Global legal approaches vary, reflecting differing priorities on enforcement and privacy. In South Korea, a 2016 amendment to the Game Industry Promotion Act criminalized the development, distribution, and sale of cheating programs for online games, imposing fines up to 50 million won (approximately $43,000 USD) or imprisonment up to five years, targeting the esports ecosystem's integrity amid rampant hacks. In the European Union, the General Data Protection Regulation (GDPR) of 2018 introduces privacy hurdles for anti-cheat measures, requiring explicit consent and transparency for data collection, which kernel-level software often violates through invasive system access. A 2022 decision by the Danish Data Protection Agency reprimanded game developer Reto-Moto for failing to disclose certain personal data in chat logs under GDPR Article 15 but upheld withholding anti-cheat details as trade secrets, illustrating tensions between cheat detection and player privacy rights. These variations underscore how legal responses balance anti-cheating enforcement with individual freedoms, with the EU prioritizing data protection over aggressive monitoring.[136][137][138]References
- https://doomwiki.org/wiki/DeHackEd
