Cheating: Gaining Advantage in Videogames

A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.

The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating , Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI . She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.

Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.

1100657454
Cheating: Gaining Advantage in Videogames

A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.

The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating , Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI . She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.

Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.

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Cheating: Gaining Advantage in Videogames

Cheating: Gaining Advantage in Videogames

by Mia Consalvo
Cheating: Gaining Advantage in Videogames

Cheating: Gaining Advantage in Videogames

by Mia Consalvo

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Overview

A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.

The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating , Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI . She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.

Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.


Product Details

ISBN-13: 9780262513289
Publisher: MIT Press
Publication date: 08/21/2009
Series: The MIT Press
Edition description: New Edition
Pages: 240
Product dimensions: 6.80(w) x 8.90(h) x 0.70(d)
Age Range: 18 Years

About the Author

Mia Consalvo is Professor and Canada Research Chair in Game Studies and Design in the Department of Communication Studies at Concordia University in Montreal. She is the author of Cheating: Gaining Advantage in Video Games and Atari to Zelda: Japan's Videogames in Global Contexts, both published by the MIT Press.

Table of Contents


Acknowledgments     vii
Introduction: To Cheat or Not to Cheat: Is That Even the Question?     1
A Cultural History of Cheating in Games
Creating the Market: Easter Eggs and Secret Agents     17
Guidance Goes Independent: The Rise of Strategy Guide Publishers     41
Genies, Sharks, and Chips: The Technological Side to Cheating     65
Game Players
Gaining Advantage: How Videogame Players Define and Negotiate Cheating     83
The Cheaters     107
Busting Punks and Policing Players: The Anticheating Industry     129
A Mage's Chronicle: Cheating and Life in Vana'diel     149
Capital and Game Ethics
Capitalizing on Paratexts: Gameplay, Ethics, and Everyday Life     175
Notes     191
References     211
Index     221

What People are Saying About This

Tracy Fullerton

An intriguing look at one of the most maligned aspects of gameplay, Cheating explores the act of subverting game rules from a range of perspectives and finds, surprisingly, not villains and spoilsports, but players of all types engaged in a complex negotiation of personal, cultural, and industrial exchange.

Henry Jenkins

Mia Consalvo's analysis of cheating is a bold contribution to the growing games studies literature. She shows how the concept can help us draw meaningful connections between the technical, economic, aesthetic, and social aspects of game culture. How can we cheat if the possibilities are hardcoded into the game, and if the tips or tools we are using are sold to us by the game company? How can players have so many different and contradictory ideas about what constitutes cheating in an electronic game? Where does cheating end and social networking/collaboration begin? I will be pondering some of these questions long after I put the book aside.

Endorsement

An intriguing look at one of the most maligned aspects of gameplay, Cheating explores the act of subverting game rules from a range of perspectives and finds, surprisingly, not villains and spoilsports, but players of all types engaged in a complex negotiation of personal, cultural, and industrial exchange.

Tracy Fullerton, Co-Director, Electronic Arts Game Innovation Lab, University of Southern California School of Cinematic Arts

From the Publisher

Mia Consalvo's analysis of cheating is a bold contribution to the growing games studies literature. She shows how the concept can help us draw meaningful connections between the technical, economic, aesthetic, and social aspects of game culture. How can we cheat if the possibilities are hardcoded into the game, and if the tips or tools we are using are sold to us by the game company? How can players have so many different and contradictory ideas about what constitutes cheating in an electronic game? Where does cheating end and social networking/collaboration begin? I will be pondering some of these questions long after I put the book aside.

Henry Jenkins, Co-Director, Comparative Media Studies Program, MIT, and author of Convergence Culture: Where Old and New Media Collide

An intriguing look at one of the most maligned aspects of gameplay, Cheating explores the act of subverting game rules from a range of perspectives and finds, surprisingly, not villains and spoilsports, but players of all types engaged in a complex negotiation of personal, cultural, and industrial exchange.

Tracy Fullerton, Co-Director, Electronic Arts Game Innovation Lab, University of Southern California School of Cinematic Arts

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