![]() This paper gathers and classifies most of them, summarizing their advantages and disadvantages, using a new way of classification. With the purpose of solving these issues, many technical solutions have been proposed and evaluated so far, in fields like network architectures, data distribution and filtering, resource balancing, computing models, predictive modeling and synchronization in NVEs. Nevertheless, this goal is especially sensitive to different issues, such as different connections with heterogeneous bitrates or different network latencies, which can lead to consistency and synchronization problems and, thus, to a worsening of the users' quality of experience or QoE. Being able to provide that feeling and natural interactions when the users are geographically separated is one of the goals of these systems. NVEs aim to give distributed users a feeling of immersion in a virtual world and the possibility of interacting with other users or with virtual elements inside it, in a similar way to when they interact in the real world. Thanks to the improvements experienced in technology in the last few years, most especially in virtual reality systems, the number and potential of networked virtual environments or NVEs and their users are increasing. Our findings can be considered an exemplar look into the industry leaders' solutions to technical cheating issues that LBGs face. Our work demonstrates that a wide range of technical tools, both self-developed and 3rd party provided, are used to enhance the multi-layered cheating prevention of LBGs. We obtain a large diverse set of data which we synthesize using the Gioia method into three main clusters: (1) preemptive measures (2) ad hoc analysis and (3) player communication. ![]() In this work we focus on the most popular LBG, Pokémon GO, and investigate via a technical analysis and gray literature search what countermeasures the game has implemented to prevent technical cheating. This is a challenge, as mobile devices' sensor data is easy to manipulate, and its verification goes beyond the permissions granted to individual applications such as LBGs. In the case of location-based games (LBGs), in addition to the usual anti-cheat measures, developers need to be able to verify players' location sensor data. Online multiplayer game developers have plenty of motivation to prevent technical cheating in their games. Keywords-Computer games, networking, online entertainment, distributed interactive simulation, virtual environments. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming. Thirdly, scalability allows the MCG to adapt to the resource changes by parametrization. Secondly, distribution concepts encompass communication architectures (peer-to-peer, client/server, server-network), and both data and control architectures (centralized, distributed, replicated). Firstly, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. Although related research have been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. Distributed, real-time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities.
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