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DiGRA
It covers QQ Speed on the China server and Speed Drifters on the international server. The work frames cheating as transgressive play in Huizinga's sense.
This study investigates cheating behaviors in racing games, specifically Tencent's QQ Speed and Speed Drifters, through the theoretical framework of "transgressive play." The core thesis explores how players rationalize and engage with cheating, revealing a complex interplay between human agency, technological intervention, and perceived authenticity within the gaming experience. The research draws on qualitative data from interviews with gamers across Taiwan, Hong Kong, and Mainland China, providing a focused geographic scope on East Asian player perspectives.
Key findings identify three primary forms of cheating: hacking, physical auto-clickers, and macros. While hacking is noted as more prevalent on international servers and easily detectable, macro usage emerges as a significant and more nuanced form of cheating, particularly common on China servers due to its precision and power, and its difficulty to detect. A crucial regional distinction in player perception is highlighted: Mainland Chinese players consider macros highly detrimental, whereas international players tend to view hacking as the most severe offense, a difference potentially influenced by stricter account creation policies in China.
The study's temporal scope is implied by its focus on contemporary racing titles and player experiences. It contributes to a broader understanding of cheating as a form of transgressive play, where players navigate the boundaries of acceptable behavior, often creating narratives that reconcile their actions with their understanding of fair play and skill. The research underscores the cultural and regional variations in how cheating is defined, perceived, and rationalized within the competitive online gaming landscape.
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DiGRA · 2026