Classification
This dossier summarizes the cheat definition, the affected OSI layer, and the evidence attached to the record.
Deliberately interrupting network connection to induce artificial lag advantages.
This dossier summarizes the cheat definition, the affected OSI layer, and the evidence attached to the record.
Deliberately interrupting network connection to induce artificial lag advantages.
Layers 3-4 (Network / Transport)
Deliberately interrupting network connection to induce artificial lag advantages.
Peer-reviewed and academic literature connected to this cheat, with DOI or URL references attached where available.
Jouni Smed, Timo Kaukoranta, Harri Hakonen
International Conference on Application and Development of Computer Games, 2002
Target: Packet tampering, traffic interception, information exposure, design defects, network security vulnerabilities, reflex augmentation, aiming proxies
Aim: Smed, J., Kaukoranta, T., & Hakonen, H. (2002). Aspects of networking in multiplayer computer games. In Proceedings of the International Conference on Application and Development of Computer Games in the 21st Century (pp. 1-8).
Recommendation: (Smed et al., 2002)
No external DOI or URL link is attached yet.
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)
No external DOI or URL link is attached yet.
Reviewed white papers and adjacent technical reports approved for this dossier.
Reviewed non-academic sources such as news, forums, archives, or enforcement materials.
Named incidents, documented examples, or sanctions associated with this cheat category.