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Richardson, A. (2025). An Updated Classification of Cheating in Esports. International Journal of Esports, 3(3). Retrieved from https://www.ijesports.org/article/149/html
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Published: 05 Oct 2025
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Open Access Review

An Updated Classification of Cheating in Esports

by Andrew Richardson*
*Correspondence to Andrew Richardson, Teesside University, United Kingdom
Email: a.s.richardson@tees.ac.uk

Received: 04 Mar 2024 / Published: 05 Oct 2025
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Abstract

Cheating and doping are common in sports, with various methods to illicit physiological or technical advantages. Academic research has defined many ways and reasons one would cheat within a sporting context. Nevertheless, within esports, cheating is a real threat to the landscape's integrity. These issues have become such a significant problem that developers of these esports are creating anti-cheat software to combat these cheaters. Most esports research discussing cheating has only recounted a handful of methods to cheat, and there is no standalone review to synthesise all the different ways one has cheated in these games before. The work will set out to produce a review of all the current strategies that have been employed to cheat in competitions. The work will utilise Yan and Randell's original categorisation of cheating in video games (2005) and apply it to the esports landscape. Five additional categories were added to Yan and Randell's framework, recording all terminology used to describe cheating in video games and esports. The review has concluded that there are 54 different words or phrases to describe 20 methods to carry out a specific type of cheating, hacking or doping across the esports landscape. The implications of these results show there is more work to be done by esport organisations to make the environment less dopogenic and to invest more into anti-cheat software to curtail cheating proactively.

Keywords: Cheating; Hacking; Doping; Integrity; Ethics; Cheating, Hacking, Doping, Integrity, Ethics

Introduction

In competitive sporting events, there is always the possibility of individuals who wish to break or bend the rules to illicit an unfair advantage. The temptation to cheat is not uncommon in sports, especially since most sporting events have transitioned from the amateur to the professional game. This has increased sponsorships, athlete contracts, media and broadcasting rights for further publicity and financial prizes for winning or placing significantly well in a tournament. Traditional sports have seen many instances where people have cheated overtly and covertly to illicit an unfair advantage over their opponents.

Some of these scandals are more well-known than others, such as the Balco Lab's doping program [1], the Mitchell Report (Baseball) [2], the East Germany doping program [3], USA Postal Service (Cycling) [4] and the latest example is the Russian Anti-Doping Agency (RUSADA) [5]. Nevertheless, despite the introduction of anti-doping policies, agencies [6], stronger bans, fines, and legal implications from national governments such as the Rodchenkov-Act [7], individuals still cheat in sports regardless of their credibility and integrity risk.

However, cheating and doping are not unique features of traditional sports. We have esports, electronic games that entail various modes of competition, from single player to team events played in a competitive sporting virtual environment [8]. With esports' increased popularity and viewership, a significant investment in the prize pools and sponsorship of national and international tournament events has been seen [9 – 10]. In conjunction with this rise in funding, there has also been a range of threats to the integrity of the esports landscape, ranging from gambling, bullying, harassment, governance and the health of athletes [11]. Furthermore, in addition to the above issues mentioned, cheating, doping and hacking are becoming a reoccurring issue within the competitive electronic gaming sphere [12].

Cheating

The literature has provided many different interpretations of cheating. Green [13] first explained it as.

  • To violate a fair and fairly enforced rule,
  • With the intent to obtain an advantage over a party with whom it is in a cooperative, rule-bound relationship.

Tamburrini [14] defined cheating as a violation of a game's written rules, performed to gain an illicit advantage for oneself or for one's team over rival players. Finally, Loland [15] comprehensively explains what cheating entails and what it will be used for. He stated that cheating is an attempt to gain an advantage by violating the shared interpretation of the basic rules (the ethos) of the parties engaged without being caught and held responsible for it. The goal of the cheater is that the advantage gained is not eliminated or compensated for [15]. However, Russell [16] noted in his work that describing some behaviour as cheating is typically little more than expressing strong but thoroughly vague and imprecise moral disapproval or condemnation of another person or institution about a broad and ill-defined range of improper advantage-seeking behaviour. Therefore, when discussing "cheating", it is essential to be specific as to what is being mentioned and how it can be categorised as actual cheating. Unlike strategic deception or fouling [17], not all rule-breaking is cheating; therefore, it is morally wrong but not prohibited, e.g., running down the clock to waste time in a sporting event.

With this in mind, cheating in the context of esports is the illegal use of performance-enhancing drugs (PEDs) [18 – 19], match-fixing [20], use of illegal software, hardware and or equipment [21] and finally, other unfair and unsportsmanlike means that gain an advantage which is not established in the rules of the game such as exploiting bugs [22]. The work will not focus on the following types of unsportsmanlike behaviours, including "hostage-holding", which is a behaviour to purposefully keep other players in an unpleasant situation [23]. Secondly, “sledging” is often described as gamesmanship, trash-talk or chirping to insult and or intimidate another player [24]. Depending on one's subjective experiences within sports or esports, these examples may fall at different levels on the continuum of pro-social vs anti-social behaviour in sports [25]. In a competitive environment, these may not be favourable actions and morally negative behaviours known as toxic behaviours [23, 26]. However, they are carried out frequently by players and teams to disrupt a game's flow and even try to gain some advantage over their opponents [27]. Consalvo [28] conducted interviews (n = 24) and online surveys (n = 50) to understand gamers' opinions when it came to defining and negotiating cheating. The results revealed two main themes and seven sub-themes between a) cheating and b) not cheating themes. The cheating theme and its sub-themes are included in Table 1.0 below.

Table 1.0 Consalvo [28] Videogamer’s Interpretations of Cheating
Cheating ThemeNot Cheating Theme
1. Anything except My own Thoughts:
About single-player games, if a player does
not use solely their efforts, it is deemed
cheating.
1. Because I was Stuck: Respondents noted that
during single-player games, when at a point, they
could not progress.
2. Code is Law: Building on the previous
point again, the participants deem
hacking and cheating codes as cheating
but not guides or walkthroughs.
2. It is fun to play God: Participants stated that using cheat codes in single-player games against friends for fun is not classed as cheating.
3. You can only Cheat another Player:
summarised cheating in the multiplayer
environment as using codes or deviant
behaviours to eliminate another player that
is not in the game design or rules.
3. Hitting Fast Forward: Cheats were used to speed up the gameplay and complete a story if they were not interested or pressed for time.
4. Being an Ass: Playing multiplayer matches
where the player intentionally cheats against their
opponents "to be a jerk" or "I like to have any possible
advantage when playing a game online against people
who do not necessarily want to play fair with me".

The reason someone would cheat is multifaceted and is subjective to the individual, as there are usually multiple motivators that would incentivise someone to cheat. This is shown in Boldi and Rapp's paper [29] when reviewing their nine-month-long ethnography of Call of Duty: Warzone. They found that their players' perceptions of cheating depend on their competence, socio-material conditions and the role of the individual who conducts the unfair behaviour (cheating). Cho, Lusthaus and Flechais [30] found through interviews (n = 70) with those who had cheating experiences resulting in three overarching themes. These are the pervasiveness of toxic behaviours, the absence of ethical boundaries and the oversight of supporting roles that facilitate cheating.

Further examples of cheating include those that would dope because of loss of personal significance [31] and or the dark triad (Machiavellianism, narcissism and psychopathy) [32]. Additional behaviours, including anticipated guilt and moral disengagement, may predict cheating [33]. Then there are other motivators such as financial incentives, which can be associated with match-fixing in sports [34] and the belief that everyone else is cheating, so too, you have to engage in these behaviours [35], which is not exclusive to sports [36]. Notwithstanding, cheating within the context of video games is not unusual. It has been used to develop skills for hackers in cybersecurity and ethical hacking [37 – 38].

Some websites are dedicated to hacking guides and walkthroughs to help develop the skills to undermine and circumvent the rules within a game environment [39]. Within the realm of single-player player videogames, it has been reported by 188 players that cheating in these settings helped repair mood, stress relief and flow [40]. Cheating can be a useful skill however, within the realms of competitive sport it is against the rules and spirit of sport and unsportsmanlike. Therefore, it should not be tolerated when prize money, sponsorships and rankings are at stake. With cheating defined, the work will now explore and discuss the various methods used to cheat to date in esports.

Modes of Cheating, Hacking and Corruption in Esports

Yan and Randell [41] created the first systematic classification of cheating in video games almost twenty years ago. This framework will be utilised and revised with the new methods and terminology that have appeared in the academic literature and in the esports landscape.

Table 2.0 Classification of Cheating Categories in Esports
Category of CheatingSub-category of CheatingNames and Terms used to Describe this form of CheatingDefinition of each Cheating or Illegal MethodEsport Players, Coaches, Criminals and Others caught CheatingYear this took Place with Supporting EvidenceFeatured in Tournament or Event or NewsEsport Game
1 Player Trust and Morals1.1
Exploiting
Trust
1.1.1
Map Hack
1.1.2 Sniffing Cheat
1.1.3
Rate Analysis Cheat
1.1.1
Explained [41] as using
a "map hack" to view
their opponent's live
positions during a
game. This is to reveal
hidden areas of a map
in real time strategy
(RTS) games [41 & 44]
1.1.2
Where it allows players
to log and access a
range of information
sent by the game
network and can be
illegally accessed if the
servers are not secure
[45].
1.1.3
When updates are sent
to players, giving them
more information. By
analysing said packets
of information, the
cheater can locate
other players actively
targeting him or her
and try evading their
attempts [45].
1.1.1
• Marcos Barragán
Rosado (Marki)
1.1.2
• Forums online
discussing how
to run this for
hacking.
1.1.3
• No example
exists out there
of a player using
this specific
cheat or referred
to it.
1.1.1
• 2019 [42,
43]
1.1.2
• 2012 and
2022 [45 –
47]
1.1.3
• Not
applicable
[45]
1.1.1
• ESL Katowice
Royale
tournament
1.1.2
• Not applicable
1.1.3
• Not applicable
1.1.1
• Fortnite
1.1.2
• CS:GO
1.1.3
• Technically
could be
done in any
game.
1.2 Abusing Game Procedure1.2.1 Escaping (leaving the game abruptly when losing)1.2.1 Requires the player to disconnect themselves from the game when they are going to lose [41].1.2.1 • Common across games such as FIFA1.2.1
• 2022 [42 &
48]
1.2.1 • Can happen at any game mode or tournament but yet to see it in a tournament.1.2.1 • FIFA 22 example here but can happen in other games as well.
2 Collusion2.1 Collusion2.1.1 Throwing2.1.1 It requires the players to underperform on purpose to position themselves in a more favourable position for later stage qualification further in the tournament or to take a loss deliberately [20 & 22].2.1.1
Eleven Players banned
• Ma "sAviOr" Jae
Yoon
• Jung "By.1st" Jin
Hyun
• Kim "DarkElf"
Sun Ki
• Kim "go.go"
Chang Hee
• Jin "Hwasin"
Yung Soo
• Won "Justin"
Jong Seo
• Park "Luxury"
Chan Soo
• Choi "ShinHwA"
Ka Ram
• Moon "type-b"
Sung Jin
• Shin "UpMaGiC"
Hee Shung
• Park "YellOw"
Myung Soo
World Champion banned
• Lee Seung-Hyun
2015 Match Fixing Scandal
• Three Players
banned
2.1.1
• 2010 [49 &
50]
• 2015 [51]
• 2015 [52]
2.1.1 • Pro League Round Four • Pro League, Global League Season 1 and League Season 2 • KeSPA Cup Season 1 • GiGA Internet KeSPA Cup Season 12.1.1 • StarCraft 2

2.1.2 2.1.2 2.1.2 2.1.2 2.1.2 2.1.2

  • Kill-Feeding Collusion can also be Ryno 2015 [53] Free for all Halo referred to as "kill-Tournament feeding" to boost a friend's score. When players collude with each other for unfair advantages against other players [41].

2.1.3 2.1.3 2.1.3 2.1.3 2.1.3 2.1.3

  • Teaming Where players from Sekosama 2020 [54 & 55] Asian leg of the Fortnite opposing teams (or in Champion Series free-for-all matches) work together to win a match or an objective [54].

2.2 2.2.1 2.2.1 2.2.1 2.2.1 2.2.1 2.2.1

  • Match-Fixing Match Fixing Tournament and or Professional players 2014 [56 – 58] Banned from CS:GO match manipulation, banned including. Valve events and
  • which has many Duc “cud” Pham ESL events.
  • different formats, and Derek “dboorn” all involve colluding Boorn with other players to
  • Casey Foster enact some form of
  • Sam “Dazed” match-fixing [58]. Marine
  • Braxton “swag” Pierce
  • Keven “AZK” Larivière
  • Joshua “Steel” Nissan

2.2.2 2.2.2 2.2.2 2.2.2 2.2.2 2.2.2

  • Spot Fixes / Fixing Which is an extension 2015 (reported in StarLadder CS:GO
  • Bektiyar Bahytov of match-fixing but 2022) [58 & 59] Regional Minor and Abay involves carefully Championship Khasenov planning and (ongoing manipulating critical investigation) parts or events in a game to produce the desired outcome [58 & 59].
3 Masking3.1 Exploiting Machine Intelligence 3.2 Virtual Private Network3.1.1 AI Bot “Nexto” 3.2.1 VPN to hide Location3.1.1 AI or machine learning has now ventured into esports as undetectable software in the form of aimbots or triggerbots. 3.2.1 A, “virtual private network (VPN) when gaming on public networks, providing an extra layer of security by masking their IP addresses and encrypting traffic” [61].3.1.1 • Cheaters use an AI bot known as "Nexto, " which was initially used as a training tool to improve their practice. 3.2.1 • No example exists out there of a player using this specific cheat or referred to it. However, many players in online Call of Duty forums seem to think so [62].3.1.1
• 2023 [60]
3.2.1
• 2024 [57, 61 &
62]
3.1.1 • Not applicable 3.2.1 • No tournament or event named.3.1.1 • Rocket League 3.2.1 • Can be used for any game out there as it is masking the IP address which makes tracking the host difficult.
4 Software Modifications4.1
Perception and
Information
4.2
Speed and
Movement
4.1.1
Wall Hacks
4.1.2
Extra Sensory Perception
cheats
4.1.3
Client-side Code
Tampering
4.2.1
Mobility Hacks
4.1.1 – 4.1.3
A wallhack, also known
as an "Extra Sensory
Perception" (ESP)
cheat, is when a player
is able to see their
opponents through
walls and can also be
referred to as "client-
side code tampering"
[41].
4.2.1
Defined as "higher
movement speed to
teleporting anywhere
on the map. These
hacks allow the cheater
to modify game
elements related to
movement speed, jump
height, and jump
distance" [66].
4.1.1 – 4.1.3
• Jonathan Kosmala
• Mingostyle
• Abhay Urkude
• “XektorR”
4.2.1
• No one caught yet but
examples exist online
of cheaters.
4.1.1 – 4.1.3
• 2019 [42]
• 2020 [45 & 63]
• 2021 [64]
• 2007 [65 – 67]
4.2.1
• 2024 [66, 68 &
69]
4.1.1 – 4.1.3
• World Cup
Qualifiers
• COD 2v2
Checkmate
Tournament
• Riot Games the
Esports Club (TEC)
Invitational
• German ESL Pro
Series
4.2.1
• Counter Strike
online matches
4.1.1 – 4.1.3
• Fortnite
• Call of Duty
(COD)
• Valorant
• CS:GO
4.2.1
• CS:GO

4.2.2 4.2.2 4.2.2 4.2.2 4.2.2 4.2.2

  • Speedrun Hacks Defined as "a practice “Dream” was caught 2020 [70 – 72] Official Minecraft Minecraft where players compete cheating, and the Speed-running against each other to Minecraft Leaderboards navigate through a Speedrunning Team game as quickly as published a 30-page possible; a form of document high-performance supplemented with gameplay" [68]. statistical analysis of how the player cheated.

4.2.3 4.2.3 4.2.3 4.2.3 4.2.3 4.2.3

  • Spin Botting Defined as, “which is a No specific example 2013 [73 & 74] Not applicable CS:GO cheat whereby a player exists of a player but employs aim-many on CS:GO assistance, vision-online forums assistance, and “B-discussing it [74]. Hop”-assistance, whilst simultaneously spinning around in circles to make it hard for other players to accurately hit them” [73].

4.3 Internal 4.3.1 4.3.1 4.3.1 4.3.1 4.3.1

  • Misuse Internal misuse refers A game developer 2017 [75] Not in a PUBG to an individual with from PUBG used an tournament or access or privileges to invisibility code when event for money. the game and can playing a live online modify or influence the multiplayer match game's outcomes or and broadcasted it on match itself [41]. his livestream. However, this was unintentional by all accounts and to date, there has yet to be an example of this in an esports tournament where prize money was on the line.
5 Server5.1 Distributed Denial of Service (DDOS) 5.2 Geo-Filtering or known as Geo-relocation5.1.1
DDOS attacks can be
named as the following;
Low-Rate Attacks / High-
Rate Attacks / Protocol
Exploitation Attacks /
Reflection-Amplification
Attacks / SYN Flood / UDP
Flood / Lag Switch /
Blinding Opponent / Reply
Cheat / MSSQL / SSDP /
CharGen / LDAP /
NetBIOS
5.1.1
It is when an opposing
player directs a
significant amount of
internet traffic to the
opposing player to slow
down their speed,
resulting in lagging and
making it easier to beat
another player [41 &
77].
5.2.1
Defined as, “the use of
technologies that limit
the accessibility based
on the location of user,
is an impediment
restraining choice and
availability of online
services” [79].
5.1.1
• No one caught to be
held accountable for
the multiple DDOS
attacks at the Le Mans
Race event.
5.2.1
• Sentinel’s “Royal 2”
suspended for geo-
filtering and “server
manipulation”
5.1.1
• 2023 [76]
5.2.1
• 2021 [78 – 80]
5.1.1
• Le Mans 24 Hour
Race
5.2.1
• NA Kick Off
Qualifiers 12-1 Halo
Tournament
5.1.1
• Le Mans 24
Hour
(Motorsport
Games) – 2
categories of
racing for the
LMP and GTW
categories
racing during
this event.
5.2.1
• Halo
5.3 Compromised Game Servers5.3.1 A cheater hacks the game's dedicated server and modifies the settings once they have access. These usually involve some extortion or threat of blackmail for sensitive information [41].5.3.1 • Riot Games will not pay randoms after their League of Legends code was stolen by hackers.5.3.1
• 2023 [81]
5.3.1 • Not applicable.5.3.1 • League of Legends but could happen to any game.
6 Timing6.1 Look-Ahead Cheat 6.2 Stream Sniping6.1.1
Suppress-Correct Cheat
6.1.2
Fast-Rate Cheat
6.2.1
Stream Sniping
6.2.2
Ghosting Cheat
6.1.1 – 6.1.2 This refers to an individual involved in actioning a delay (update) in online competitive games where the individuals can stall their moves once they have the information from their opponent before making their next move [41 & 82]. 6.2.1 Described as watching a streamer's live online in-game play to gain an advantage usually with a second screen or live feed" [20] 6.2.1 Refers to "using the game spectator mode to obtain an opponent's in-game movements and strategies" [86].6.1.1 – 6.1.2 • No specific example found of an individual using this kind of cheat. 6.2.1 • Azubu Frost team caught stream sniping live on camera. • Hosty caught cheating 6.2.2 • 37 CS:GO coaches banned by the ESIC for a spectating bug.6.1.1 – 6.1.2
• No example [41,
82 & 83]
6.2.1
• 2012 [84]
• 2014 [85]
6.2.2
• 2020 [87]
6.1.1 – 6.1.2 • Not applicable 6.2.1 • League of Legends 2012 World Championship Quarter Finals • Pinnacle 2 Hearthstone Tournament 6.2.2 • Multiple tournaments and events.6.1.1 – 6.1.2 • Any real time strategy games could be vulnerable examples cover, Chess, Poker, Pokémon, or games where drawing cards are applicable. 6.2.1 • League of Legends • Hearthstone 6.2.2 • CS:GO
7 Verification7.1 Unauthorised use of Passwords 7.2 Exploiting lack of Secrecy 7.3 Lack of Authentication7.1.1
Spoofing
7.1.2 Consistency Cheat
7.3.1
Gender Doping
7.1.1 – 7.1.2
Refers to a cheater
pretending to be
another player but
sending messages to
other players or the
game itself. The
consistency cheat
refers to the cheater
sending different
updates to different
players [37].
7.2.1
When communication
packets are exchanged
for plain text format,
and this can be
exploited if one illegally
obtains one of these
packets and deletes or
modifies these packets
get information on
location, equipment,
hitboxes and weapons
[41 & 66].
7.3.1
Defined as, "an
individual changing
their gender identity, in
the pursuit of athletic
success in sport (or
within an event) over
another gender (mainly
a male to a female)"
[21].
7.1.1 – 7.1.2
• It is one of the least
likely forms to cheat
on the list but not an
unlikely method.
Hackers could gain
access to passwords
and account details if
they are not kept
secure.
7.2.1
• No names but CS:GO
have a guide to spot
hackers who have
7.3.1
• No names but
multiple cases picked
up in forums and
media.
7.1.1 – 7.1.2
• No example [88
& 89]
7.2.1
• 2016 [90 & 91]
7.3.1
• 2019 [21]
7.1.1 – 7.1.2
• Not applicable
7.2.1
• No tournament
named
7.3.1
• E-cycling races on
Zwift (low-level
races)
7.1.1 – 7.1.2
• However, no
examples exist
of esports
cheaters being
caught using a
stolen password
or account
details but could
be done on any
game.
7.2.1
• CS:GO
7.3.1
• Zwift e-cycling
7.3.2 Ringer7.3.2 Refers “to use a ringer in professional competition. That is, a pro player asks an impostor to use their account and compete on their behalf” [86]7.3.2
• Audi fired their
Formula E-driver
Daniel Abt for
bringing in a ringer.
7.3.2
• 2020 [86 & 92]
7.3.2 • The ABB Formula E Race at Home Challenge7.3.2 • Formula E-Racing
8 Exploiting Bugs8.1
Radar Hack /
Jump Hack /
Map Glitch
8.1.1 Within a game, there is the opportunity to exploit "bugs" for advantages for players [22]8.1
• 700,000 accounts
banned in PUBG for
cheats, among them
30,000 for the Radar
Glitch
• 12 professional players
banned in PUBG for
Radar Glitch
• CS:GO team used a
bug called “Big Jump”
and helped to win
league
• Halo Team Banned for
exploiting map glitch.
8.1
• 2017 – 2019 [93]
• 2017 – 2019 [94]
• 2017 [22]
• 2016 [95]
8.1 • Across all games and low-level matches in PUBG • PUBG Europe League Qualifiers • In PGL Major competitive matches • Asia Qualifier for the World Halo Championship8.1 • PUBG • PUBG • CS:GO • Halo
9 Performance Enhancing Drugs (PEDs)9.1 Stimulants9.1.1
Explained as study
drugs they are defined
as, “amphetamines like
Adderall that are
prescribed to treat
Attention Deficit
Hyperactivity Disorder
(ADHD)” [96 & 98].
9.1
Players who admitted to
using, knowing other
players who have used and
or have been caught using
these drugs includes:
• Korey Friesen
• Timur
Kulmuhambetov
• Timo Kettunen
• Adam Sloss
• Kyler Garland
• Tyler Mozingo
• Jack Watson
9.1
• 2015 [21 &
99]
• 2020 [21]
• 2018 [97]
• 2020 [100]
• 2020 [98]
• 2016 [99]
• 2020 [100]
9.1
• Interviewee
admitted use of
drugs
• Coach called out
another team used
PEDs
• Player claimed that
20 players used
PEDs in Overwatch
League
• No Tournament
named
• Call of Duty League
Championship
• Tournament not
Named
• Cash Cups and
Winter Royale.
9.1
• CS:GO
• Dota 2
• Overwatch
• Call of
Duty
• Call of
Duty
• Halo
• Fortnite
9.2 Androgenic Anabolic Steroids (AAS)9.2.1
AAS are essentially
synthetic derivatives
mimicking the male
hormone called
testosterone which
have been used by both
professional athletes
and regular gym-goers
for sporting
enhancement and to
stimulate muscle
growth [101].
9.2 • Luca Zanasca – caught using the drug Stanozolol.9.2 • 2023 [10]9.2 • Competed in e-cycling elite events in Feb and April 2023 before being caught July 2023.9.2 Zwift and MyWhoosh e-cycling platforms.
10 Equipment Modifications10.1
Software
10.1.1
Aim Bot
10.1.2
Trigger Bot
10.1.1
Which is commonly
employed in first-
person-shooter (FPS)
games to easily track
the mouse (reticule of
the weapon) to the
target, which is an
opposing player [102 &
103].
10.1.2
Extension of the
aimbot is a "triggerbot",
but it is harder to spot
as it is only activated
when the reticule of the
player's gun reaches
the opposing player's
avatar in-game; then,
the bot becomes
activated by
"triggering" the player's
gun to fire [102 & 106].
10.1.1
• Nikhil
“Forsaken”
Kumawat
10.1.2
• Solista caught on
stream using a
triggerbot.
10.1.1
• 2018 [102 –
104]
10.1.2
• 2021 [102,
105 – 106]
10.1.1
• Extremesland
Asia Finals
10.1.2
• Not a
tournament
but player was
a North
American top
100 ranked
player.
10.1.1
• CS:GO
10.1.2
• Valorant
10.2 Hardware10.2.1 Non-Approved Equipment 10.2.2 Using another Device10.2.1 Then there are hardware cheats, which may include using some form of modified equipment not approved by the tournament or the in-game rules. 10.2.2 This is using additional hardware that is not allowed in game e.g. more than one screen to gain additional information other players would not have access to.10.2.1 • Atún embedded macro commands into his mouse 10.2.2 • “Ra1f” connected his second computer to bypass the anti-cheat technology.10.2.1
• 2018 [107]
10.2.2
• 2018 [108]
10.2.1 • Qualifiers for Valve’s International 8 Tournament 10.2.2 • ESEA Advanced Match10.2.1 • Dota 2 10.2.2 • CS:GO
11 Purchasing Cheat Codes11.1 Cheat Codes to Enter 11.2 Purchasing someone to do the Cheating11.1 – 11.2
The final method of
cheating can be applied
to any of the previously
mentioned examples;
however, it is essential
to note that some
cheaters may need the
technical skills to
cheat. Therefore, they
go out of their way to
purchase said cheats
for an advantage.
11.1 • Johnathan Kosmala • Criminal Enterprise arrested and named for selling videogame cheats. 11.2 • Cameron Jeffers bought a bot to mimic his cycling to obtain a virtual item11.1
• 2019 [42]
• 2020 and
2021 [109 &
110]
11.2
• 2019 [21]
11.1 • World Cup Qualifiers • Criminal Ring selling Cheats. 11.2 • Was announced after the British E-Cycling Championship11.1 • Fortnite • PUBG Mobile, Call of Duty Mobile and Fortnite but possibly more. 11.2 • Zwift (e-cycling)

Discussing and Applying the Table to Esports

The purpose of the table is to be a spotlight on the array of cheating and hacking methods that are known within the esport and videogame communities. The work updates the previous framework set out by Yan and Randell [41] by aligning it with the modern audiences for esports. Furthermore, it not only updates their work with different modes of cheating, e.g., the use of PEDs and gender doping but there is also an expectation that the cheating methods would have advanced since the original publication as their paper is 20 years old.

The revised table provides readers with the different categories of cheating and the variations of the cheats that can be expressed within said categories. The range of names associated with said cheats supports these categories to show how it can be explained. In addition to these names, examples (where possible) of cases where these cheats have been encountered are provided. Nevertheless, the table is not to be used as a definitive list of every cheating case within esports and competitive gaming tournament history, as it is not a cheating database.

It should be stated that there may be methods out there that we are not aware of due to the secretive nature of keeping cheats hidden for an advantage. The table should be used as a reference for esport organisations, federations, platforms and anti-cheat and integrity institutions to guide their policy work and education to esport players and teams regarding the range of cheats. This is to help support their ongoing work for fair play and a cheat-free virtual environment.

Since Yan and Randell's [41] original publication, the review here has highlighted that cheaters in esports have devised new and unique ways to cheat in this environment. From the original outline in 2005, the review has revised the methods from 15 to 11 categories with 24 sub-categories to show how some cheats have multiple variations. From these variations and comparing from the previous review, there is a difference of 51 names and or phrases of cheating. These include some of the new categories such as the use of PEDs, gender doping, a "ringer," equipment modifications (hardware: non-approved equipment), equipment modifications (software: aim bot / trigger bot), geo-filtering and purchasing cheats through a third party. This review of different cheating methods spans 17 years between 2007-2024.

Within these 11 categories, there are 44 different names, phrases, or terms describe said categories of cheating. There were 99 names found from academic and esport news channels who had been caught or punished for cheating, alongside fourteen further examples where no individual was named. From these named examples, 18 different esport titles were named, with CS:GO being the most frequently named title with 12 mentions. Finally, 28 tournaments, leagues or events were named, and seven cases where a specific tournament example could not be provided. However, evidence suggested that players participated in a ranked competition, event or an online match. The largest difference between this review and Yan and Randell’s work is regarding virtual assets [41]. This was left out of the revised cheating categorisation as the very nature of a “virtual asset” is not in itself cheating such as loot boxes [111], skins gambling [112] and theft of in-game assets [113]. Acquiring said assets may be the final outcome of cheating and what the cheaters seek but it is not a method of cheating.

Nevertheless, this summary of the range of cheating methods implicates the outcomes that have manifested within competitive environments. Underneath all these cases of cheating resides the virtual environment, which suggests and even tolerates a culture of cheating. As discussed earlier in this review, cheating has been employed to get past a specific mission point, have fun with friends, speed through the game and or deliberately annoy other players [27]. Other instances of cheating in games show that toxic behaviours play a role in these situations [23, 26], and individuals have used the tools they have learned from cheating to be applied to their educational and professional careers in ethical hacking and or cybersecurity [37 & 38]. Having that context of the culture of cheating with respect to the multitude of methods to cheat, the topic of governance is the most prominent issue that emerges across these esport titles, videogames and their respective host platforms. This is because there is an evident lack of oversight in dissuading cheaters from the respective game titles and esport federations [114] due to this embedded culture of cheating already existing within videogaming.

Lack of Oversight from Games and Federations

As reported earlier [114] when reviewing anti-doping measures and policies across all the esports federations. The work found a range of anti-doping frameworks between the federations when assessing this threat to the esport landscape. Notwithstanding, when discussing the varying threats to the esports landscape, there is a greater likelihood of cheating and hacking over doping due to the nature of the events being played and the online environment they occur within [11]. Schöber and Stadtmann [12] investigated these issues surrounding the institutions, their measures and their sanctions. They noted that esports-sanctioning bodies that enforce the punishments differ from traditional sports due to how the games are set up. This is because, in traditional sports, no entity owns the sport itself. In esports, the game publisher takes on this role as they own the rights to the computer game and trademark how the game is operated, how the events are organised for tournaments, and who is allowed to participate [12].

They note that the enforcement and delivery of these sanctions vary from esport to esport and nation by nation, depending on laws and ownership of these titles. Richardson [114] mentioned that the Esports Integrity Commission (ESIC) is the emerging international esports regulatory body for anti-doping, gambling, and cheating. They have an online database of all the sanctions that are currently in effect, those pending investigation [114], and the various organisations they work with, from game companies, publishers, tournaments, and criminal justice entities. However, they do not extend their reach to all esports as not all publishers are signed up to them, and this leaves out large player communities such as League of Legends, which are owned by Riot Games and are not under the ESIC for testing and sanction enforcement. This then differs again from nation to nation as not all governments would criminalise or task their esport governing bodies to enforce sanctions on those who cheat. Table 2.0 shows that match-fixing cases in South Korea are examples of cheating when individuals have been prosecuted and sent to jail when the government and national esport organisations work together [48 & 56].

However, this is only transferable to some esport governing bodies as their respective governments all view esports differently. Nevertheless, this is an interesting parallel when compared to traditional sports when it comes to doping. Not all countries punish their athletes for taking PEDs in terms of a criminal sentence and or a heavy fine. They may only face a temporary ban or be removed from the competitive circuit but still be allowed to train with their national team. However, times are changing as the United States moves towards a more robust deterrent framework with their recent introduction of the Rodchenkov Act, which aims to "impose criminal sanctions on certain persons involved in international doping fraud conspiracies" [7].

Schöber and Stadtmann [12] summarise their section on these sanction institutions by stating that the scope of actions and methods are not clearly identifiable and sometimes confusing. This is an accurate assessment of the landscape when it comes to cheating but can also be applied to anti-doping, as reported by Richardson [114] for the same reasons. The governance of esports does not make it easy to understand who is in charge or whom to take leadership from when focusing on these integrity issues, especially when there are multiple esport federations, publishers and sanctioning institutions in place covering hundreds of games out there that not all feature in every federation, publisher or sanctioning institution portfolios.

This has been reported as an issue by esport players, noting they are unclear about the governance structures and consider this to be a threat to the integrity of esports [115]. Schubert, Güre, and Haller [115] noted that their sample reported varying levels of understanding regarding esport governing bodies, and some players did not even know that they existed. The authors recommended more education and increased visibility for these organisations, especially regarding their operations. As stated earlier, one of their main findings reported that almost half of their participants supported a single global governing body, which would help eliminate many of the issues [12 & 114].

By having a unified and consistent punishment and sanctions across esport titles, platforms and federations irrespective of the prize money. This would increase consistency of the delivered punishment to said cheaters and strengthen integrity across all games for all players who wish to participate in a fair and level virtual playing field, as explained in Richardson [114] when discussing anti-doping policies, which can be applied to cheating bans here. Nevertheless, looking toward the future, a report by Fuentes and Merces [108] noted the following potential targets of cheaters and hackers within the esports landscape alongside the governance issues outlined above. The authors listed their predictions of where these cheaters and hackers will flourish and attack next, which expands upon the current work discussed including cheating and hacking services, boosting services, bank details targeted, gambling and match fixing and lastly, political attacks [108].

Conclusion and Future Implications to the Integrity of Esports

In short, there will be negative social, cultural and economic implications if esports organisations and anti-cheat developers do not curtail these instances within their virtual environments. Firstly, the industry will suffer credibility issues, which may lead to loss of sponsorship or advertisement rights if organisations feel the games are not upholding a level playing field. Secondly, there is a growing need to issue sanctions, which send a clear message to those who may consider cheating, which will promote fair, safe and clean events.

Allowing the cheaters the space to carry out these deviant behaviours sends an insufficient response to players who abide by the rules. There needs to be a consistent punishment scale across all esports, which every game organiser, esport federation and anti-cheat institution signs up for. That way, it is a holistic and collaborative effort to eliminate these cheaters and to increase the integrity of the landscape. Doing so will send a vital message that any cheating will be dealt with the harshest punishments. These may be hefty fines, permanent bans and, finally, the risk of a criminal record if severe enough.

With all the various means to cheat and hack across esports, the digital environment faces multiple threats to police and effectively maintains the landscape's integrity. This shows the potential reach these hackers and cheaters may have if frameworks and safeguards are not implemented to prevent these cases. Just like traditional sports, if people are caught cheating, the punishments should be severe to send a clear message, primarily when esports will have their own Olympic Games [117]. Esport organisers and game developers must significantly reduce or hamper cheating, or they will face ongoing issues. The work here should be used as a resource for any organisation that wants to understand the array of methods and terminology used to cheat within esports.

Conflicts of Interest and Source of Funding

The author confirms no conflict of interest when writing or submitting this manuscript.

Acknowledgements

None

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