Download or read book Cheating Online Games Digital Short Cut written by Gary R. McGraw and published by Addison-Wesley Professional. This book was released on 2006-07-28 with total page 71 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the eBook version of the printed book. This digital Short Cut, delivered in Adobe PDF format for quick and easy access, is an introduction to issues with cheating and anti-cheating countermeasures in the online gaming industry. At present, the online game World of Warcraft has approximately six million subscribers worldwide. At any given time, 500,000 people are logged in and playing. And while many of these players log countless hours engaged in the repetitive tasks required to accumulate points and acquire virtual money and tools–an activity called “grinding”–others would rather find a way to speed game-play along. So they cheat. Some write macros to grind for them while they are doing better things. Others find websites where they can purchase the ill-gotten gains of those macro-writers. Either way, big money is on the line when players cheat. A high rate of cheating upsets the online gaming economy and disrupts game play for everyone. If disgruntled players leave the game, then World of Warcraft’s creator (Blizzard Entertainment) loses real subscribers and real money. With the stakes so high, it’s not surprising that companies like Blizzard Entertainment take active steps to prevent cheating. But you may be surprised and upset to learn exactly what those measures are and how they might affect your PC. This digital Short Cut will discuss the methods gaming companies use to prevent cheating. You will learn how a program designed for World of Warcraft keeps watch of your game-play by scanning your computer for open processes and collecting information about you. We’ll also show you how to run a program called the Governor to keep watch of the watchers and know exactly what Blizzard Entertainment is doing on your computer. After reading this Short Cut, you’ll also have a much better understanding of the ethical and technical issues surrounding cheating and be able to make informed decisions about how much you want to grind and how much you want gaming companies to know about you. Cheating Online Games contains information that will appear in Greg Hoglund and Gary McGraw’s forthcoming book, Exploiting Online Games (ISBN 0132271915), available summer/fall 2007. This Short Cut is fully self-contained and is an excellent place to start learning about technical issues in online gaming. Cheating Online Games (Digital Short Cut) · What This Short Cut Will Cover · A Brief History of Cheating · Defeating Piracy by Going Online · Or Not... · The Lawyers Have Landed Bearing EULAs · The Rise of MMORPGs · The WoW Warden Is Watching · Cheating Is Quick and Easy · Grinding Is Boring and Dull · Farming Makes Things Easy · Virtual-World Economics · Farming Hurts the Virtual Economy · Games as Reality · Cracking Down on Farming · Online Game, Real-World Cheating · Defeating Cheaters and Crossing the Line · The Governor Watches the Watcher
Download or read book The Business and Culture of Digital Games written by Aphra Kerr and published by SAGE. This book was released on 2006-03-18 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory and economics, Aphra Kerr explores this all-pervasive, but under-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces. Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.
Download or read book Game Hacking written by Nick Cano and published by No Starch Press. This book was released on 2016-07-01 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.
Download or read book Connected Play written by Yasmin B. Kafai and published by MIT Press. This book was released on 2013-10-11 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Download or read book Defending Assessment Security in a Digital World written by Phillip Dawson and published by Routledge. This book was released on 2020-10-26 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: Defending Assessment Security in a Digital World explores the phenomenon of e-cheating and identifies ways to bolster assessment to ensure that it is secured against threats posed by technology. Taking a multi-disciplinary approach, the book develops the concept of assessment security through research from cybersecurity, game studies, artificial intelligence and surveillance studies. Throughout, there is a rigorous examination of the ways people cheat in different contexts, and the effectiveness of different approaches at stopping cheating. This evidence informs the development of standards and metrics for assessment security, and ways that assessment design can help address e-cheating. Its new concept of assessment security both complements and challenges traditional notions of academic integrity. By focusing on proactive, principles-based approaches, the book equips educators, technologists and policymakers to address both current e-cheating as well as future threats.
Download or read book Handbook of Multimedia for Digital Entertainment and Arts written by Borko Furht and published by Springer Science & Business Media. This book was released on 2010-03-10 with total page 764 pages. Available in PDF, EPUB and Kindle. Book excerpt: The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.
Download or read book History of Digital Games written by Andrew Williams and published by CRC Press. This book was released on 2017-03-16 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
Download or read book Digital Playgrounds written by Sara M. Grimes and published by University of Toronto Press. This book was released on 2021 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children's lives, with profound implications for children's culture, agency, and rights in the digital era.
Download or read book NETWORKING 2007 Ad Hoc and Sensor Networks Wireless Networks Next Generation Internet written by Ian F. Akyildiz and published by Springer Science & Business Media. This book was released on 2007-04-27 with total page 1278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th International IFIP-TC6 Networking Conference, NETWORKING 2007, held in Atlanta, GA, USA in May 2007. The 99 revised full papers and 30 poster papers were carefully reviewed and selected from 440 submissions. The papers are organized in topical sections on ad hoc and sensor networks: connectivity and coverage, scheduling and resource allocation, mobility and location awareness, routing, and key management; wireless networks: mesh networks, mobility, TCP, MAC performance, as well as scheduling and resource allocation; next generation inte.
Download or read book On the Move to Meaningful Internet Systems 2006 CoopIS DOA GADA and ODBASE written by Zahir Tari and published by Springer. This book was released on 2006-11-30 with total page 781 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 4275/4276 constitutes the refereed proceedings of the four confederated conferences CoopIS 2006, DOA 2006, GADA 2006, and ODBASE 2006 held as OTM 2006 in Montpellier, France in October/November 2006. The 106 revised full and 9 short papers presented together with 4 keynote speeches were carefully reviewed and selected from a total of 361 submissions. Corresponding with the four OTM 2006 main conferences CoopIS, ODBASE, GADA, and DOA, the papers are organized in topical sections on distributed information systems, workflow modelling, workflow management and discovery, dynamic and adaptable workflows, services metrics and pricing, formal approaches to services, trust and security in cooperative IS, P2P systems, collaborative systems design and development, collaborative systems development, cooperative IS applications, foundations, metadata, design, ontology mappings, information integration, agents, contexts, similarity and matching, resource selection and management, P2P-based systems, grid file transfer, parallel applications, scheduling in grid environments, autonomous and autonomic computing, grid infrastructures for data analysis, access control and security, programming aspects for developing scientific grid components, databases and data grids, distributed applications, evaluation, services, communications, searching techniques, types and notations, adaptivity, middleware, distribution support, and self-organisation.
Download or read book Internet Research Annual written by Mia Consalvo and published by Peter Lang. This book was released on 2005 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: This peer-reviewed collection represents some of the finest research presented at the 2004 Association of Internet Researchers Conference held in Sussex in 2004. Responding to the theme of ubiquity, papers collected here represent a diverse range of inquiries into the development, as well as perceived development, of the Internet. Offering new and important work about blogs, online games, users, norms and access, to name just a few topics, this collection is a must-read for Internet scholars intent on keeping pace with a rapidly expanding field.
Download or read book Characteristics of Games written by George Skaff Elias and published by MIT Press. This book was released on 2020-12-08 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.
Download or read book Trust Modeling and Management in Digital Environments From Social Concept to System Development written by Yan, Zheng and published by IGI Global. This book was released on 2010-01-31 with total page 597 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book investigates various definitions of trust and their characteristics in distributed systems and digital computing, and details how to model and implement trust in a digital system"--Provided by publisher.
Download or read book Encyclopedia of Video Games 2 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2012-08-16 with total page 991 pages. Available in PDF, EPUB and Kindle. Book excerpt: This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Download or read book Society and the Internet written by Mark Graham and published by . This book was released on 2019 with total page 469 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second edition of Society and the Internet provides key readings for students, scholars, and those interested in understanding the interactions of the Internet and society, introducing new and original contributions examining the escalating concerns around social media, disinformation, big data, and privacy.
Download or read book Learning with Digital Games written by Nicola Whitton and published by Routledge. This book was released on 2009-09-10 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.
Download or read book The Routledge International Handbook of Children Adolescents and Media written by Dafna Lemish and published by Routledge. This book was released on 2013-07-18 with total page 526 pages. Available in PDF, EPUB and Kindle. Book excerpt: The roles that media play in the lives of children and adolescents, as well as their potential implications for their cognitive, emotional, social and behavioral development, have attracted growing research attention in a variety of disciplines. The Routledge International Handbook of Children, Adolescents and Media analyses a broad range of complementary areas of study, including children as media consumers, children as active participants in media making, and representations of children in the media. The handbook presents a collection that spans a variety of disciplines including developmental psychology, media studies, public health, education, feminist studies and the sociology of childhood. Essays provide a unique intellectual mapping of current knowledge, exploring the relationship of children and media in local, national, and global contexts. Divided into five parts, each with an introduction explaining the themes and topics covered, the handbook features 57 new contributions from 71 leading academics from 38 countries. Chapters consider vital questions by analyzing texts, audience, and institutions, including: the role of policy and parenting in regulating media for children the relationships between children’s’ on-line and off-line social networks children’s strategies of resistance to persuasive messages in advertising media and the construction of gender and ethnic identities The Handbook’s interdisciplinary approach and comprehensive, international scope make it an authoritative, state of the art guide to the nascent field of Children’s Media Studies. It will be indispensable for media scholars and professionals, policy makers, educators, and parents.