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Cyberattacks designed to disrupt gameplay, degrade services, or compromise user accounts.

Protocol-Level Webb and Soh Layers 3-4 (Network / Transport) Counted as e-doping 5 articles 0 evidence links
Protocol-Level Counted as e-doping

Network Attacks (DDoS, etc.)

Definition: Cyberattacks designed to disrupt gameplay, degrade services, or compromise user accounts.

What OSI Layer This Cheat Affects: Layers 3-4 (Network / Transport)

Other Information: Cyberattacks designed to disrupt gameplay, degrade services, or compromise user accounts.

Supporting Academic Articles

A Model of the Threats that Disreputable Behavior Present to Esports Sponsors

Bruno Duarte Abreu Freitas, Ruth Sofia Contreras-Espinosa, Pedro Ãlvaro Pereira Correia

Contemporary Management Research, Vol. 17, No. 1, 2021

Target: Toxic behavior, sexism, illegal gambling, match-fixing, cheating, cyberattacks, doping

Aim: Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2021). A model of the threats that disreputable behavior present to esports sponsors. Contemporary Management Research, 17(1), 27-64.

Recommendation: (Freitas et al., 2021)

Immersive and Authentic Learning Environments to Mitigate Security Vulnerabilities in Networked Game Devices

Walter W. Ridgewell, Vive Kumar, Kinshuk

IEEE SITIS Conference 2013

Target: Software vulnerabilities, hacking, network-based security exploits

Aim: Ridgewell, W. W., Kumar, V., & Kinshuk. (2013). Immersive and authentic learning environments to mitigate security vulnerabilities in networked game devices. In 2013 International Conference on Signal-Image Technology & Internet-Based Systems (pp. 1042-1048). IEEE.

Recommendation: (Ridgewell et al., 2013)

Cybersecurity of the gaming industry

Kornélia Sára Szatmáry

IEEE 22nd International Symposium on Intelligent Systems and Informatics (SISY), September 19-21, 2024, Pula, Croatia

Target: DDoS attacks, ransomware, data breaches, phishing attacks, malware and trojans, cheating and hacks, network-based attacks

Aim: Szatmáry, K. S. (2024). Cybersecurity of the gaming industry. In 2024 IEEE 22nd International Symposium on Intelligent Systems and Informatics (SISY) (pp. 441-446).

Recommendation: (Szatmary, 2024)

Cheating in networked computer games – A review

Steven Daniel Webb and Sieteng Soh

DIMEA '07 Perth Western Australia (ACM)

Target: Comprehensive taxonomy including game-level, application-level, protocol-level, and infrastructure-level cheats; bug exploitation, information exposure, bots, denial of service

Aim: Webb, S. D., & Soh, S. (2007). Cheating in networked computer games – A review. In Proceedings of the 2007 Conference on Future Play (pp. 105-112). ACM.

Recommendation: (Webb & Soh, 2007)

Security issues in online games

Jianxin Jeff Yan and Hyun-Jin Choi

The Electronic Library Volume 20 Number 2 2002 pp. 125–133

Target: Comprehensive taxonomy including collusion, password compromises, virtual asset trading cheats, service denial, social engineering, software modification

Aim: Yan, J. J., & Choi, H. J. (2002). Security issues in online games. The Electronic Library, 20(2), 125-133.

Recommendation: (Yan & Choi, 2002)

Supporting or Related White Papers

No approved white papers are linked to this cheat yet.

Other Approved OSINT Sources

No other approved OSINT sources are linked to this cheat yet.

Known Cases

No known cases are linked to this cheat yet.