- Flagrant Cheating - simply copying a computer’s moves
- Intermittent Cheating - support from another person, glancing at opening theory, checking a critical move with a computer, etc
- Attract players who wouldn’t cheat in real life.
- Provide an environment which maximises the likelihood that these players will engage with the SAME behaviour online as over-the-board.
- Reputations
- Clear expectations
- Community
- Dissociative anonymity (“They’ll never know who I really am”)
- Invisibility (“We can’t see each other online”)
- Asynchronicity (“I can leave my message behind without immediate consequence”)
- Solipsistic introjection (“This is how I see you, in my mind”)
- Dissociative imagination (“My online persona is different from who I am in real life”), and
- Minimization of authority (“I can do whatever I want online”)
- We use real life identities
- We see and talk to each other, face-to-face and in real-time
- We build a community, encouraging empathy for other players
- We provide a visible Authority (arbiter) for every event
- There are no “personas”, everyone is themselves
- Cheating becomes “high stakes”; it requires taking a Personal Risk (online behaviour impacts real-world reputation)
- Players value their reputation which is built over time and makes it progressively harder to cheat
- There is a community with knowledge of every player, making it harder to play “unexpectedly well”
- Full transparency and digital archive of all games played by a player. Games can be viewed by users or provided via API access for long-term analysis
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