Abstract
This paper focuses on the role of punishment as a critical social mechanism for cheating prevention in MMORPGs. The role of punishment is empirically investigated in a case study of the MMORPG Tibia (Cipsoft 1997–2011) (http://www.tibia.com) and by focusing on the use of bots to cheat. We describe the failure of punishment in Tibia, which is perceived by players as one of the elements facilitating the proliferation of bots. In this process some players act as a moral enterprising group contributing to the reform of the game rules and in particular to the reform of the Tibia punishment system by the game company. In the conclusion we consider the ethical issues raised by our findings and we propose some general reflections on the role of punishment and social mechanisms for the governance of online worlds more generally.
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Notes
See http://www.mmodata.net for updated statistics about MMOPRGs.
European Network and Information Security Agency.
In our literature review on cheating we consider only contributions related with digital and online games, in order to narrow the focus of the review and concentrate our effort on the digital aspects of cheating. We purposefully avoid to discuss contributions addressing cheating “offline”, as for instance in DeKoven (1978).
Chapter 6 of Consalvo (2007) is an exception which contains a discussion of the anti-cheating industry and the development of anti-cheating tools.
This view has recently been criticized also by Withson (2010).
With botting we refer to the act of using a bot. Later in the paper we use the term botter to refer to the user of a bot. These terms follows those used by Tibia players in their discussions.
Some MMORPGs may tolerate the use of macros and bots, but this is more the exception than the rule. (see Wikipedia Contributors 2010, MMORPGs, bots).
Gamemasters are people (often employees of the game companies) that act as moderator or enforcer of the game rules.
This principle is called the Balance of Justice Standard.
Here the author refers mainly to in-game actions.
With a ban of more than 100,000 accounts in total and the deletion of 3500 of them. These statistics on deletion were updated by Cipsoft until December 2009 (from http://www.tibia.com/news/?subtopic=latestnews&id=1148). Official stats on mass bans are also updated until December 2009 and the number was about 50,000. However further mass-bans have followed during 2010, bringing the number of banned accounts certainly above 100,000.
Tibia Community Forums URL http://www.forum.tibia.com/forum/?subtopic=communityboards. The forum excerpts we present in the paper can be retrieved—if not deleted by Cipsoft, which systematically removes closed threads—using the post-number provided after each quotation.
Data collection and analysis follows the Association of Internet Researcher Ethical Guidelines (Ess and AoIR 2001).
We do not consider here the issue of compensation to the victims of crime, as this is an aspect which did not emerge clearly from our data. The failure of punishment in our case was not a failure of compensation to individual victims for a singular case of offence, as we are analysing the general case of botting in a game.
Shelbz is the name the player used to post on Tibia forums.
Posts to the forums contain many errors. We avoided using sic for identifying mistakes and presented them as they were.
Volunteer gamemasters are de facto experienced Tibia players. They are meant to enforce all Tibia rules and not just those related with cheating.
During 2009 and 2010 Cipsoft reformed rule enforcement in various ways, including the Game masters system.
This thread has reached 250 pages of discussion to date and it is still open, see http://www.forum.tibia.com/forum/?action=thread&threadid=1978162&pagenumber=1 .
Irl—in real life.
CIP stand for Cipsoft.
A single Tibia account allows the creation of multiple characters.
Crime could be too strong a word for botting. However, often players themselves make analogies between botting and real world crimes such as bank robberies. We use this word consistently in the empirical part of this paper, because that is the terminology used by players and this is in accordance with our analysis approach.
Except deletion which happens only after multiple severe violations and against the company’s will to act inclusively.
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Acknowledgments
This research received the support of the Irish Higher Education Authority under the PRTLI 4 programme and their partners on the ‘Serving Society: Future Communications Networks and Services’ project (2008–2010). We would like to thank Brian Conway for reading early versions of this manuscript and Cristiano Storni and Dmitri Botvich for their comments on this work. Stefano wishes also to thank the <ahref Foundation for supporting the writing of this manuscript. We also would like to thank the Ethics and Information Technology reviewers for their comments.
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De Paoli, S., Kerr, A. On crimes and punishments in virtual worlds: bots, the failure of punishment and players as moral entrepreneurs. Ethics Inf Technol 14, 73–87 (2012). https://doi.org/10.1007/s10676-011-9281-7
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DOI: https://doi.org/10.1007/s10676-011-9281-7