Client-Side Anti-Cheat Legal Issues
Client-Side Anti-Cheat Legal Issues
1
INDEX
2
3.6.2 THE WAY IN WHICH THE INFORMATION IS PROVIDED 36
3.7 INFORMED CONSENT IN PRACTICE 37
3.7.1 FINDINGS (CONTENT) 38
3.7.2 FINDINGS (CONVEYANCE ) 38
3.7.3 AN EXAMPLE OF QUESTIONABLE TERMS 39
3.8 CONCLUSION 40
BIBLIOGRAPHY 66
ANNEX A 70
ANNEX B 77
ANNEX C 86
3
CHAPTER ONE - INTRODUCTION
1.1 Background
In 2004, twenty-four year old furniture salesman Noah Burn made tens of thousands of dollars in
a matter of weeks.1 Ask him how, and he will tell you he made the money selling furniture – but
not the type you would expect. Noah was an avid player of the online multiplayer role playing
game, EverQuest II. In the game, he is „Methical‟, the gnome barbarian, and runs his own virtual
store where he – somewhat ironically – sells virtual furniture. As ridiculous as this may sound,
Burn found a way to break the game‟s rules and was able to duplicate any piece of furniture he
desired. With the help of a friend, Burn devised a way to produce and sell the furniture en masse,
focusing on the most expensive pieces with the highest demand. As he explains, „selling real
furniture pays well, but not as well as in EverQuest II‟.2 His next step was converting those
virtual riches into real money. With plenty of auction sites available, Burn and his accomplice
made around $100,000 before visiting a lawyer as to inquire to the legal risks. The lawyer
reportedly threw his hands up in confusion, stating that he had no idea what Burn was talking
about. Sony Entertainment, the developers of the game, did eventually catch on and started
wondering where all this furniture flooding the market could have possibly come from. Once
Sony figured it out Burn was banned from the game. But it was too late: Sony Entertainment saw
the in-game economy – a vital aspect of their online multiplayer game – take a huge hit. The
damage was done and it proved to be irreversible.3
Anti-cheat, the endeavor to catch players that are using cheats or are otherwise exploiting
the rules of the game4, is a key part of online gaming. While some game companies only perform
behavioral analysis of players, some actively scan and investigate their users‟ computers in order
to detect cheaters. Many have expressed privacy concerns.5 Although the field of online gaming
has received more attention from legal scholars in recent years, this particular topic has remained
unexplored in academia.
1
Tim Guest, Second Lives (Hutchinson Random House 2007) ch 7
2
Ibid
3
Ibid
4
This is my own characterization as there is no definition in the literature.
5
See: paragraph 4.3. See also, for example: [Link]/r/GlobalOffensive/comments/36o0c9/boycott_esea/;
[Link]
[Link]/forum/battlefield-4-a/[Link]#post1144550
4
1.2 Objectives and research questions
Similar to spyware, „client-side‟6 anti-cheat accesses and collects information from users‟
computers in a way which raises legal concerns from a privacy and data protection perspective.
This thesis determines if and to what extent these concerns are well-founded: (under which
circumstances) is client-side anti-cheat unlawful?7 However, this question must also be placed in
the appropriate context. There is a conflict going on between cheaters and game companies
wherein both parties are trying to obscure their methods as much as possible. As I will
demonstrate in chapter three and four, this interest in secrecy ultimately comes at the expense of
users‟ interests in transparency. In order to determine whether game companies‟ interests in
secrecy are legally justifiable, a brief excursion into trade-secret law is appropriate. Taking all
the above into account, the main objectives of this thesis are:
1. To explore and expose the available methods of cheat detection in such a way as to make
them suited for subsequent legal analysis.
2. To determine to what extent the privacy and data protection framework restricts or
otherwise limits the usage of client-side anti-cheat, taking into account both direct
limitations (whether the activity is lawful as such) and indirect limitations (mainly the
right to access personal data).
3. To determine to what extent trade secret law mitigates the restrictions and limitations
above.
The legal instruments necessary for this analysis are the Privacy and Electronic Communications
Directive, the General Data Protection Regulation (henceforth: GDPR) and the Trade Secret
Directive.8 Accordingly, this thesis will answer the following research question:
How do the ePrivacy Directive and GDPR restrict or otherwise limit usage of client-side anti-
cheat by online gaming companies?
5
2. Which technological countermeasures are currently being used in detecting cheats?
3. How does the European Union legal framework concerning privacy and data protection
restrict or otherwise limit the measures discussed in sub-question two?
1.3 Methodology
Doctrinal legal research was chosen as the primary method because any legitimate answer to this
research question can only result from a systematic analysis of legislation, case law and literature.
Doctrinal research is particularly well suited to this.9 As was already implied, academic literature
directly dealing with this particular topic is almost entirely absent; and in this regard, this thesis
plays a pioneering role. Fortunately, much of the focus will be on interpreting and applying
existing legal concepts to the context of client-side anti-cheat, and plenty of literature on these
topics individually is available. Furthermore, because client-side anti-cheat exhibits similarities
to spyware, legal sources dealing with that subject can also be drawn from. Because
technological literature dealing with client-side anti-cheat is also scarce, semi-structured
interviews will be used as a supplementary source of information.101112 Lastly, several terms of
service and privacy policies have been reviewed in order to better substantiate the theoretical
analysis in chapter three.13 Third party anti-cheat software was selected randomly, although
ESEA was explicitly included due to the fact that its policy appeared salient for further
analysis.14
9
Terry Hutchinson, „The Doctrinal Method: Incorporating Interdisciplinary Methods in Reforming the Law‟ (2015)
3 Erasmus Law Review 130
10
To be clear, these interviews are intended to be a supplementary source of information rather than a basis from
which to draw empirically sound conclusions. As such, the interviews were conducted in an informal, loosely
structured manner and no in-depth attention will be paid here to methodology (as would have been the case if the
interviews were intended for qualitative research purposes).
11
Two respondents participated. One has a great deal of experience with reverse engineering cheat and bot-detection
mechanisms while the second participant has significant technical knowledge concerning bots, cheats and the ways
in which they interact with games. Both participants had their names anonymized.
12
Note: the transcripts have been slightly modified for readability.
13
Because no decisive ranking regarding popularity exists, noteworthy (i.e. games with high player-counts or recent
releases) games were randomly selected from several listings/rankings.
14
Once again, the objective of this review is not to provide an empirically sound, quantitative analysis of such terms.
Rather, the focus is on providing illustrative examples which help further concretize the theoretical discussion by
way of example.
6
1.4 Limitations and preliminary remarks
It should be noted that, due to interests in secrecy on the part of game companies, some parts of
this thesis have been based partly on speculation. For example, chapter four presupposes that
companies keep records on cheaters, but arrives at this conclusion not by empirical verification
but rather by way of logical reasoning. It should also be emphasized that this thesis is limited in
the sense that it is the only comprehensive piece of legal work currently available on the matter.
As a result, many original assertions have been made without the luxury of an already existing
body of legal knowledge and debate to fall back on.15
1.5 Structure
Chapter two is descriptive in nature and provides both the background information and technical
explanations necessary for the subsequent legal analysis Building on this, chapter three
examines the lawfulness of client-side anti-cheat. Chapter four examines the way in which the
right of access to personal data indirectly further restricts game companies in their usage of anti-
cheat. Chapter five explores and discusses the tension between informed consent and game
companies‟ interests in secrecy and how this tension should be resolved. Lastly, the conclusion
summarizes and consolidates the main findings.16
15
This pioneering role is on the one hand its greatest strength but on the other also its greatest weakness. While I am
very confident in the quality of my work, none of it should be taken as gospel and I therefore encourage other
authors to be critical and to introduce their own ideas and interpretations into the debate.
16
To summarize, chapter two answers sub-questions 1 and 2, while chapter three, four and five answer sub-question
3.
7
CHAPTER TWO – BACKGROUND INFORMATION
2.1 Introduction
This chapter explores several key concepts, necessary background information and technical
explanations of the problem at hand. The first half discusses the history of (online) gaming, the
concept of virtual worlds and economies, cheating in general and the context in which it takes
place – essentially covering the what, who and why. The second part of this chapter explains how
cheaters cheat and game companies detect from a technical standpoint.
2.2 History
Over the past sixty years, videogames have grown from a niche product into the multi-billion
dollar industry it is today.17 The popularization of the internet allowed developers to expand
upon on the multi-player aspect of videogames in both scale and complexity. 18 In particular,
massive multiplayer online games, which gained mainstream recognition with the 2004 release
of the incredibly popular „World of Warcraft‟, took the concept of multiplayer to new heights by
immersing players into virtual worlds in which thousands of people play simultaneously.19
In both mainstream and academic discourse, terms such as „virtual worlds‟ and „virtual
economies‟ are frequently used with regards to (massive) multiplayer online games, suggesting a
clear separation between the real world and the game-world. This approach has garnered
criticism due to the fact that such a strictly dualistic perspective may give rise to the idea that
users are immune to privacy risks.20 Significant scholarly debate exists with regards to this
matter.21 Lastowska, an author who has studied online games from a legal perspective, generally
17
Jeff Desjardins, „The History and Evolution of the Video Games Market‟ (Visual Capitalist, January 11 2016)
<[Link]/history-video-games-market/> accessed February 3 2017
18
Riad Chikhani, „The History Of Gaming: An Evolving Community‟ (Tech Crunch, October 31 2015)
<[Link] accessed February 10 2017
19
Lauren Indvik, „The Fascinating History of Online Role Playing Games‟ (Mashable, November 14 2012)
<[Link] accessed February 9 2017
20
Barosso and others, „Virtual Worlds, Real Money: Security and Privacy in Massively Multiplayer Online Games
and Social and Corporate Virtual Worlds‟ (2008) ENISA Position Paper
21
See, for example: Vili Lehdonvirta, „Virtual Worlds Don't Exist: Questioning the Dichotomous Approach in
MMO Studies‟ (2010) 10(1) Game Studies 1
8
argues in favor of a clear separation and states that play fails to „conform to the reason and logic
of ordinary life‟ and that „law must consequently treat game activities differently‟.2223 Others
have rejected this notion and warn that the conceptualization of a clearly separated real and
virtual world, although convenient and effective at eliciting lively imagery on the part of the
reader, ultimately fails to recognize that the two are intertwined to a point where separation
becomes almost impossible to accept.24 Indeed, the argument that the reason and logic of
ordinary life do not apply to games is, while not false, one dimensional. In many ways, it is true
that play does not conform to such logic – and it is logical to assume that the law must treat such
activities differently where necessary. What authors such as Lastowska fail to recognize is that
many different types of play may exist within a game, some of which conform completely to the
reason and logic of ordinary life – and can actually only be understood in that manner. As will
become clear, the subject of this thesis is a prime example of that: cheats act as an external force
and result in a deviation from the normal type of play as intended by the developer.
Conceptualizing the problem and finding ways to address it therefore cannot be based on the
„dichotomous real-virtual perspective‟25. Doing so would likely result in solutions which are
ineffective because such a perspective does not do justice to the various privacy implications at
stake.26 Where anti-cheat is concerned, the privacy implications stretch far beyond that of the
realm of the game itself and it is imperative to keep that in mind when analyzing the problem and
ultimately working towards a solution.
In almost all massive multiplayer online games – and even some non-massive multiplayer games
– players find or create virtual goods and may buy these from or sell these to other players. The
economies created through this process have been the subject of frequent academic analysis.27
22
Greg Lastowska, „Rules of Play‟ (2009) 4(4) Games and Culture 379, 393
23
Vili Lehdonvirta, „Virtual Worlds Don't Exist: Questioning the Dichotomous Approach in MMO Studies‟ (2010)
10(1) Game Studies 1
24
Ibid
25
Ibid
26
In essence, the „dichotomous real-virtual perspective‟ is unable to recognize the existence of a problem because it
implicitly presupposes that harms originate from and are contained to the game world.
27
See, for example: Edward Castronova, „On Virtual Economies‟ (2002) 752 CESifo Working Paper; Vili
Lehdonvirta, „Virtual Economics: Applying Economics to the Study of Game Worlds‟ (Conference on Future Play,
East Lansing, 2005)
9
Many authors have applied traditional economic concepts such as „production, labour supply,
income, inflation, foreign trade and currency exchange‟ – once again demonstrating that the
„dichotomous real-virtual perspective‟ is difficult to uphold.28 „Real money trading‟, a
phenomenon where players exchange virtual goods for real money or vice versa, is considered a
problem by many players and gaming companies.29 Among other things, this allows the more
affluent players to purchase advantages in the game-world rather than earning it through
gameplay. It is interesting to note how „real-world‟ issues, such as income inequality, thus
permeate the game world. Despite game companies explicitly forbidding it through terms and
conditions and taking active steps to further discourage it, it remains a (relatively) lucrative field,
at least for sellers in poorer countries.30 The real-money trade market is estimated to be worth in
excess of 1 billion, with roughly eighty percent of all „gold farmers‟31 hailing from China.32
Cheating is done in a variety of ways. Randell & Yan identified as much as eleven common
forms of cheating in online games.33 This thesis focuses on the two forms most likely to illicit
detection methods that impact privacy or data protection rights: cheating through game client
modification and scripts aimed at automation.
By hacking the game, cheaters can ignore or bend certain parts of the game‟s architecture,
providing themselves with advantages over others.34 For example, a cheater may be able to hack
a game in such a way that he is able to see through walls.35 Cheating may also involve running
scripts in order to execute pre-programmed actions aimed at achieving automation3637 Bots,
28
Vili Lehdonvirta, „Virtual Economics: Applying Economics to the Study of Game Worlds‟ (Conference on Future
Play, East Lansing, 2005)
29
Atsushi Fujita, Hiroshi Itsuki and Hitoshi Matsubara, „Detecting Real Money Traders in MMORPG by Using
Trading Network‟ (Seventh Artificial Intelligence and Interactive Digital Entertainment Conference, Palo Alto,
2011) 1
30
Richard Heeks, „Understanding „Gold Farming‟ and Real-Money Trading as the Intersection of Real and Virtual
Economies‟ (2010) 2(4) Journal of Virtual Words Research 3, 6-7
31
People who play games purely with the intent to collect and sell virtual goods as a source of income.
32
Richard Heeks, „Understanding „Gold Farming‟ and Real-Money Trading as the Intersection of Real and Virtual
Economies‟ (2010) 2(4) Journal of Virtual Words Research 3, 7
33
Brian Randell and Jeff Yan, „A systematic classification of cheating in online games‟ (NetGames '05 Proceedings
of 4th ACM SIGCOMM workshop on Network and system support for games, Hawthorne, 2005) 2-4
34
Ibid
35
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 213
36
Ibid, 19-21
10
finally, can best be understood as a combination of the above. Some authors describe bots simply
as „auto playing game-clients‟38 or „stand-alone programs that play a game for you‟.39 For the
purposes of this thesis, I put forward a more detailed characterization in that they are best
understood as an elaborate collection of scripts designed to perform automated tasks. In order to
adequately and efficiently perform these tasks, they tend to interface directly with the underlying
game code in order to quickly obtain information and send inputs back to the game. In some
cases, they also ignore or bend certain parts of the game‟s architecture to better perform these
tasks. To summarize, botting is a form of cheating that uses hacks, but not every bot is a hack -
hacks can also be used separately by people actively playing the game.
The most glaring concern with cheating is that is against the spirit of the game because it
puts other players at a disadvantage. There is little enjoyment in playing a board game against
someone who somehow rolls a six every single time. In addition, at least where massive
multiplayer online games are concerned, players are rewarded for completing tasks with (among
other things) virtual goods. As discussed in the previous paragraph, these virtual goods can be
converted into cash through real money trading. Depending on the game and the nature and
quality of a cheat, the collection process of virtual goods is automatable (with bots) or at least
made easier (through hacks).40 Other players are negatively affected by this as cheaters increase
the supply of virtual goods and thus deflate the value, which is detrimental to legitimate players
seeking to sell the same commodity.41 Indeed, a quick look at several online game forums
reveals that many players demand that developers act strongly against cheaters. 42 Consequently,
failing to meet customer demands may lead to substantial loss of profit on the side of the gaming
37
Scripts are best understood as a list of commands executed in succession.
38
Chen and others, „Identifying MMORPG bots: a traffic analysis approach‟ [2009] EURASIP Journal on
Advances in Signal Processing - Special issue on signal processing applications in network intrusion detection
systems 1, 1
39
Chris Hoglund and Gary McGraw, Exploring Online Games: Cheating Massively Distributed Systems (Kindle
Edition, Second Printing, Pearson Education 2008) Location 999
40
Ibid
41
Barosso and others, „Virtual Worlds, Real Money: Security and Privacy in Massively Multiplayer Online Games
and Social and Corporate Virtual Worlds‟ (2008) ENISA Position Paper 9
42
See, for example: [Link]
[Link]/forums/en/d3/topic/19288210069;
[Link]/forums/en/d3/topic/19288660168;
[Link]/forum/view-thread/911821/page/1;
[Link]
11
company, as many (massively) multiplayer online games rely on recurring purchases as their
profit model.43
Cano describes the late 1990s to early 2000s as the „golden age of game hacking, when online
PC games became advanced enough to draw large crowds but were still simple enough to easily
reverse engineer‟.44 Cheating eventually became a big enough nuisance for game companies to
commit more time and energy into actively developing ways to deter and detect. 45 As game
companies develop more and more advanced methods of detection, however, cheaters reactively
develop new ways to circumvent those methods. Some authors refer to the conflict between
cheaters and game developers in militarized terms: wars, battles, arms races, and so forth.46 The
term „arms race‟ is most suited as it captures the reactionary aspect quite well: cheaters and
gaming companies are constantly trying to develop and deploy new techniques in an effort to
gain the upper hand over the other party.47
It is important to recognize the key role of secrecy. As will become clear in the following
paragraphs, knowing what the other party is doing technically is essential from both a detection
and circumvention standpoint. Disclosure from both parties regarding their modus operandi is
therefore extremely rare. The value of such information and consequently the lengths to which
game companies are willing to go in order to secure it is best made clear through an actual
example. Blizzard Entertainment, one of the most well-known online gaming companies,
threatened a freelance programmer at Bossland (a bot developer) by the name of Enright with
legal action unless he handed over the source code of Stormbuddy, a bot made and distributed by
Bossland. Enright, fearing the possible consequences of legal proceedings enacted against him,
43
Justin Olivetti, „Massively OP‟s Guide to MMO Business Models‟ (Massively Overpowered, April 30 2016)
<[Link] accessed February 11 2017
44
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 19-20
45
Ibid, 19-20
46
See, for example: Chris Hoglund and Gary McGraw, Exploring Online Games: Cheating Massively Distributed
Systems (Kindle Edition, Second Printing, Pearson Education 2008) Location 1805
47
To illustrate using real-world terms, when one of two nations at war develops new missile capabilities, the other
nation‟s response may be a new missile defense shield, which may trigger the development of a new type of missile
capable of penetrating such a shield, and so forth.
12
complied and handed over the source code in its entirety.48 Letschew, owner of Bossland, claims
that „Activision Blizzard is fully aware that Bossland GmbH, and not [Enright], is the owner of
the intellectual property of Honorbuddy, Demonbuddy and Stormbuddy, considering that there
are six cases that are still in progress […] in Germany‟. With the source code in Blizzard‟s
hands, Letschew goes on to state that „(…) we are sure that Stormbuddy can no longer be
developed as it is, and that it can no longer be sold‟.49 Indeed, a look at the Stormbuddy forums
reveals that the bot has been discontinued, demonstrating the high value of such information and
maintaining secrecy.
Many modern online multiplayer games rely on a client-server architecture.50 This means that the
players (the clients) connect to the server (usually hosted by the game company). Both exchange
information with one another. In-game actions performed by the client are sent to the server.51
For example, a player moves his or her character, the server notes that this character has moved
position, and consequently transmits the new position to other players in the area.52 The
advantage of client-service architecture from an anti-cheating perspective lies in the fact that the
server controls the game world rather than the client. In a single-player game, it is relatively easy
to hack the game and alter the game world because the process entirely takes place on the users‟
computer. With a client-server architecture, however, the server controls crucial aspects of the
game world.53 For example, it keeps track of the amount of money that a player has accumulated
and even if a cheater alters the client to send a different value with regards to the money in his
48
Shakir Hussaini, „World of Warcraft Makers Continue Fight Against Bots‟(American University Intellectual
Property Brief, January 28 2009) <[Link]/2016/01/28/world-of-warcraft-makers-continue-fight-against-
bots/> accessed on February 10 2017
49
Ernesto Van der Sar, „Blizzard „Stole‟ Our Source Code, Bot Maker Says‟ (Torrentfreak, November 19 2015)
<[Link] accessed on February 10 2017
50
Chris Hoglund and Gary McGraw, Exploring Online Games: Cheating Massively Distributed Systems (Kindle
Edition, Second Printing, Pearson Education 2008) Location 476
51
Ibid
52
Caltagirone and others, „Architecture for a Massively Multiplayer Online Role Playing Game Engine‟ (2002)
18(2) Journal of Computing Sciences in Colleges 105, 108-110
53
Kabus and others, „Addressing cheating in distributed MMOGs‟ (2005) (NetGames '05 Proceedings of 4th ACM
SIGCOMM workshop on Network and system support for games, Hawthorne 2005) 1-2
13
possession, the server will recognize that this number is
false. Thus, hacking the game becomes much more
„RAM (pronounced ramm) is
an acronym for random access difficult: cheating, at least in its most blatant form, is
memory, a type of computer
memory that can be accessed made impossible.54
randomly; that is, any byte of
memory can be accessed 2.9 Cheats from a technical perspective
without touching the
preceding bytes. RAM is the Logically speaking, any cheat that bends or alters the
most common type of memory
found in computers and other game architecture or achieves effective automation
devices, such as printers.‟
([Link])
must somehow extract information from the game.
Additionally, depending on the particular cheat, it must
also be able to send new or alter already existing
information inside the game process. This paragraph
discusses the methods most commonly used in practice: memory reading, memory manipulation,
code injection and function hooking.5556
Extracting information can be achieved through reading the game‟s memory space in the
computer‟s RAM (random access memory).57 The game world‟s visual representation on the
screen can ultimately be broken down into numerical values: the server assigns the player a
certain location (expressed in x, y and z coordinates), a certain amount of virtual currency, and
so forth.58 By figuring out where exactly these values are stored, is it is possible for cheaters to
directly retrieve the information and use it to interpret the game world, even beyond what would
normally be possible for a legitimate player.59 While memory locations in games are almost
always dynamic rather than static (meaning that specific data will appear in different places once
54
Ibid
55
See: Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 25-27
and 155-157; David Krutsko , „Navigator – A scriptable software system for automating World of Warcraft‟
(Bachelor thesis, Carleton University 2013) ch 4
56
Many other methods exist, but discussing them all would be beyond the scope of this thesis. The choice for these
methods was based on popularity and relevancy with regards to detection methods. Pixel detection, for example, is a
method that reads the screen and searches for certain colors. However, it suffers from inherent limitations and is
difficult to detect, and is therefore less relevant than the other methods discussed here. See also: Interview with
participant #2 (Skype, February 12 2017) 90
57
Mitterhofer and others, „Server-Side Bot Detection In Massively Multiplayer Online Games‟ (2009) 7(3) IEEE
Security & Privacy 1, 3-4
58
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 89
59
Ibid, 18
14
the process has been restarted), it is possible to anticipate where the needed values will appear
through reverse engineering.60 The process must be repeated every time game developers roll out
a significant update and because updates are frequent in online games, maintaining cheat
functionality can be quite time-consuming.61
In the same vein, memory manipulation is also possible.62 A cheater could edit the value
that signals how many gold he has in his possession. However, due to the client-server
architecture, such an endeavor would most often be futile. The server keeps track of the amount
of virtual currency in the player‟s possession: the numerical representation on the client-side is
merely that, a representation. The value will quickly be overwritten and once again display the
actual value. Nevertheless, memory manipulation can also be used more indirectly, for example
to facilitate code injection.63 The latter is arguably the most powerful way for cheaters to extract
and input information into the game. It essentially allows cheaters to „inject‟ their own lines of
code directly into the game process.64 Once the code is present, all that remains is executing it.
The most common way of doing so involves „intercepting precise branches of execution and
redirecting them to the injected code‟, known as function hooking.65 Code injection and function
hooking allow cheaters to alter the game process in profound ways.6667 For example, where bots
are concerned, rather than having to send simulated inputs in order to start a certain character
action, it can directly call the appropriate function and circumvent input simulation (which has
several advantages, including being more efficient). Code injection can also be used to isolate
certain variables that would otherwise not be visible through memory reading.68 Active players
60
Ibid, 16
61
Ibid, 125
62
Wu-chang Feng, Ed Kaiser and Travis Schuessler, „Stealth Measurements for Cheat Detection in Online-Games‟
(NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games,
Hawthorne, 2005) 2
63
Ibid
64
Ibid
65
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 176
66
Ibid, 176-208
67
See: Thomas Curda, „Analysis and detection of online game cheating software‟ (Bachelor thesis, Masaryk
University 2004) ch 3
68
David Krutsko, „Navigator – A scriptable software system for automating World of Warcraft‟ (Bachelor thesis,
Carleton University 2013) para 4.1.2
15
could benefit from code injection and function hooking by granting themselves the ability to see
through walls or achieve perfect aim.69
In line with the client-server architecture on which massive multiplayer online games rely,
detection methods either take place on the client or server level. Client-side detection seeks to
identify bots by investigating information present on the player‟s computer.70 Server-side
detection, on the other hand, relies on (behavioral) data which is generated by the player and
consequently logged by the server.
A wide variety of client-side detection methods exist. Providing an exhaustive overview of these
methods is not only beyond the scope of this thesis but would prove to be an impossible
undertaking. Strong interests in secrecy ensure that many methods are not yet or will never
become public. Moreover, detection techniques are constantly evolving. Online gaming
companies devise new methods to detect cheaters while old methods become redundant. Gabe
Newell, CEO of gaming company Valve, has stated that „new cheats are created all the time,
detected, banned, and tweaked. This specific VAC test for this specific round of cheats was
effective for 13 days, which is fairly typical. It is now no longer active as the cheat providers
have worked around it (…)‟, illustrating not only that some detection methods have a lifespan,
but also that this lifespan can be extremely short.71 Therefore, rather than attempting to provide
an exhaustive overview of the detection methods currently in existence, this paragraph will focus
more on general underlying principles behind those methods and offer a rough characterization.72
One of the least technologically complex but potentially most invasive methods of
detection relies on taking screenshots (essentially a digital photograph of whatever a monitor is
displaying) on the player‟s computer and then transferring those screenshots for someone to
69
See: Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 213
70
The client-side detection methods are discussed only from the perspective of the Windows operating system, as
this is the operating system most commonly in use. Other operating systems are beyond the scope of this thesis.
71
Quoted from: [Link]/r/gaming/comments/1y70ej/valve_vac_and_trust
72
As a final caveat, it should be noted that anti-cheat may be both incorporated into the game itself but may also be
a separate, third party software application. While this makes for some technical differences, the underlying
principles and legal repercussions remain the same, which is why they be addressed in conjunction.
16
review.73 While it is unclear under which conditions such screenshots are taken, various anti-
cheat software privacy policies confirm that the technique is indeed in use – although to what
extent also remains unknown.74 The underlying idea is that forbidden software will make use of
graphical user interfaces or exhibit other visual signs which, if caught in a screenshot, would
prove that that particular user was indeed cheating. Theoretically, if the anti-cheat software takes
screenshots of the actual display (rather than just the assets rendered by the game) and the game
window is out of focus, such screenshots may reveal a great deal of information about that user:
private conversations, websites that are currently being viewed, credit card data and so forth.75
Punkbuster, an anti-cheat software application that explicitly names the detection method in its
End User License Agreement, goes so far as to state that any screenshot may be used for
„possible publication‟.76 Other methods of detection are less blunt and take a more targeted
approach. Signatures are byte patterns that are unique to specific software. With signature based
detection, anti-cheat software seeks out specific patterns by scanning the player‟s RAM and
comparing the results with a signature black-list of forbidden software.77 In a similar manner,
binary validation targets specific areas of the player‟s RAM and compares these areas to an
original, „clean‟ version of that area.78 If the contents of the memory space deviate from the
expected content composition, a signal is sent back to the game developer.79 Binary validation is
73
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 269
74
See: [Link]
75
To be clear, it is unknown whether these screenshots only target assets rendered by the game or the entire display.
See: Interview with participant #2 (Skype, February 12 2017) 87
76
See:
[Link]
y_but_didn't_read_it._Can_I_read_it_now%3F
77
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 269-270
78
The techniques here could theoretically also target the hard-disk. The principle is the same however, and because
scanning hard-disks seems to be rarely done or mentioned, the perspective of scanning RAM is taken throughout
this thesis.
79
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 270-271
17
a way to check for any modification, such as function
hooks or pieces of injected code.8081 Furthermore, it is
also possible for gaming companies to call a list of all „A hash value (or simply
hash), also called a message
the currently active windows and processes on the digest, is a number generated
user‟s computer.8283 Both have the potential to be quite from a string of text. The hash
is substantially smaller than
invasive: window titles, for example, could theoretically the text itself, and is generated
by a formula in such a way
reveal sensitive information about a person. It should be
that it is extremely unlikely
noted that game companies can apply techniques to that some other text will
produce the same hash value.‟
minimize the privacy intrusion. For example, game ([Link])
companies could code their anti-cheat in such a way as
to compare hashed values rather than comparing the
window titles‟ actual names.84
In a regular scenario, acquiring the information
targeted by the detection methods discussed above (meaning memory contents, window titles
and running processes respectively) is done through calling functions inherent in the Windows
Application Programming Interface (API).8586 For example, reading a specific process memory
space is achieved through calling the function: „ReadProcessMemory‟.87 Having to use the
Windows API also carries with it restrictions, however. The scope of such functions depends
heavily on security permissions granted by the operating system (and thus the user, who is
ultimately in control of the operating system).8889 In Windows, some processes are elevated
80
Ibid
81
Interview with participant #1 (Through e-mail, February 2017) 82-84
82
Chris Hoglund and Gary McGraw, Exploring Online Games: Cheating Massively Distributed Systems (Kindle
Edition, Second Printing, Pearson Education 2008) Location 476
83
Interview with participant #2 (Skype, February 12 2017) 86-87
84
Whether and to what extent such techniques are actually being used is, of course, unknown, as game companies
do not disclose this.
85
See: [Link] (Microsoft Developer
Network Documentation)
86
Interview with participant #1 (Through e-mail, February 2017) 83
87
See: [Link] (Microsoft Developer
Network Documentation)
88
Ibid
89
Interview with participant #1 (Through e-mail, February 2017) 83; Interview with participant #2 (Skype,
February 12 2017) 86-87
18
(administrator-level) while others are not (standard-
level).90 If a non-elevated process tries to call „In Kernel mode, the executing
ReadProcessMemory and targets an elevated process, code has complete and
unrestricted access to the
Windows will not allow it.91 So, if a cheater is able to underlying hardware. It can
execute any CPU instruction
ensure that the anti-cheat software runs at standard-level
and reference any memory
while the cheating software runs at administrator-level, address. Kernel mode is
generally reserved for the
gaming companies cannot scan that memory space (see lowest-level, most trusted
figure 2). But there are ways around this. In Windows functions of the operating
system. Crashes in kernel
and most other operating systems, code can be executed mode are catastrophic; they
will halt the entire PC.‟
in either user mode or kernel mode.92 In user mode,
([Link])
code cannot directly access devices or system memory
but must do so through calling the Windows API. This
is the default mode of operation: it is more restrictive
(which from the user‟s perspective is a good thing) but errors or crashes in user mode do not tend
to be fatal (meaning total system shutdown). In kernel mode, on the other hand, code has
complete and direct access to hardware and any memory space. It does not need to call Windows
API functions and is thus free from its restrictions.9394 It is for this reason that some anti-cheat
software applications opt to run in kernel-mode (see figure 3).95 To complicate matters further,
cheating software can also opt to run in kernel-mode. Discussing exactly what this all means for
detection is too theoretical (most of it would be conjecture) and beyond the scope of this thesis. It
is merely important to know that, regardless of the specifics of the situation, anti-cheating
90
See: [Link] (Microsoft Developer
Network Documentation)
91
See: [Link] (Microsoft Developer
Network Documentation)
92
See: [Link]
(Microsoft Developer Network Documentation)
93
Ibid
94
Interview with participant #2 (Skype, February 12 2017) 88-90
95
Interview with participant #1 (Through e-mail, February 2017) 83
19
software under kernel mode is more capable of detecting cheats. However, it is not absolutely
required: even in the situation where the cheat does run in kernel mode, detection is possible but
may require game companies to think outside of the box and spend time and effort developing
creative solutions, rather than employing conventional methods of detection.96 For example, it
was recently discovered that Valve was investigating players’ dns-caches (something
comparable to a browser history), searching for any connections with known digital rights
management servers associated with commercial cheat software.97 Indeed, as Gabe Newell, CEO
of Valve has stated in the past, „kernel-level cheats are expensive to create, and they are
expensive to detect.‟98
To summarize, conventional methods of
detection rely predominantly on memory reading or Client-side anti-cheat
(overview)
calling certain functions through the Windows API.
Whether these functions have (full) access to the Binary validation
memory beyond the space inhibited by the game itself Signature based detection
depends on security privileges granted by the Screenshots
operating system. One way of circumventing these Enumerating window titles
restrictions is executing anti-cheat software code in and processes
kernel mode. This grants anti-cheat full access to the
DNS-cache scanning
entire computer. Another way is developing specific
Engaging kernel-mode
detection techniques that look for changes caused by
cheats in the user environment, rather than the cheats
themselves.
96
Such cheats still affect the user space environment by, for example, creating new files or registry entries. See:
Thomas Curda, „Analysis and detection of online game cheating software‟ (Bachelor thesis, Masaryk University
2004) 37
97
Peter Bright, „Valve DNS privacy flap exposes the murky world of cheat prevention‟ (Ars Technica, 18 February
2014) <[Link]
prevention/> accessed on 2 February 2017
98
Quoted from: [Link]/r/gaming/comments/1y70ej/valve_vac_and_trust/
20
Figure 1
Figure 2
Here, a cheat (signified by red) is being employed by the user.
Figure 3
Here, a cheat (signified by red) is also being employed by the
21
2.10.2 Server-side detection methods
Whereas client-side detection methods seek to identify cheats on a technical level, server-side
detection relies on comprehensive analysis of player-behavior. Server-side detection methods
have gained popularity in recent years and are the primary focus with regards to bot detection in
academic writings.99100
Many writings proposing new methods of server-side detection simultaneously criticize
client-side detection methods and their proposed methods as less invasive and more effective.101
Other authors describe server-side detection as easily circumvent able.102 In line with the old
adage that the truth is usually somewhere in the middle, I argue that server-side methods are
effective at catching botters but not quite the end-all solution as they may appear at first glance.
One reason for that is that server-side analysis requires significant processing power which may
significantly dampen its theoretical potential.103104 Furthermore, it is impossible to know exactly
how effective server-side analysis is in the grand scheme of things as one never knows how
many bots evaded the analysis. So, while some authors argue, for example, that their analysis-
scheme reaches a 95% detection ratio, such ratios are achieved in an experimental setting and are
tested against lists of botters already identified by the game company.105 Indeed, if server-side
detection methods were truly that effective, it stands to reason that client-side detection methods
would have been long abandoned by game-developers and that botting was no longer such a
problem – both of which have not happened. Ironically, publishing academic articles further
99
A quick search on Google Scholar or similar platforms reveals that almost all the articles have to deal with server-
side detection. Client-side detection is only rarely mentioned.
100
It is less relevant for detection of cheats used individually by active players. Bots revolve around the concept of
automation, which is why behavioral analysis is effective at detecting them. Individual cheats used by active players
(the ability to see through walls, for example) is much less likely to result in behavioral changes that can be
identified by an algorithm.
101
See, for example: Chung and others, „A Behavior Analysis-Based Game Bot Detection Approach Considering
Various Play Styles‟ (2013) 35(6) ETRI Journal 1058, 1058-1059; Kang and others, „Multimodal game bot detection
using user behavioral characteristics‟ (2016) 5 SpringerPlus 523; Mitterhofer and others, „Server-Side Bot Detection
In Massively Multiplayer Online Games‟ (2009) 7(3) IEEE Security & Privacy 1, 2
102
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 286-287
103
Chung and others, „A Behavior Analysis-Based Game Bot Detection Approach Considering Various Play Styles‟
(2013) 35(6) ETRI Journal 1058, 1058-1059
104
See also: Interview with participant #2 (Skype, February 12 2017) 92
105
See, for example: Kang and others, „Multimodal game bot detection using user behavioral characteristics‟ (2016)
5 SpringerPlus 523, 527
22
undermines the future potential of such detection methods as they are freely available to bot
developers who will undoubtedly use them to educate themselves and evade detection.106
2.11 Conclusion
In conclusion, the virtual worlds of online gaming can be both entertaining and profitable and
this is reason for many to break the rules. Cheating and cheat detection are not only
technologically complex but also actively obfuscated by the respective parties due to strong
interests in secrecy. Furthermore, while the perspective of a strict separation between the real
world and virtual world is alluring, (anti-)cheat is a prime example of how this dichotomy is an
illusion. Several types of anti-cheat exist, but client-side techniques in particular reach far
beyond the virtual realm of the game itself as they scan and investigate the user‟s computer. The
next logical step is therefore to assess the legality of such methods.
106
See, for example: [Link]
23
CHAPTER THREE – THE LAWFULNESS OF CLIENT-SIDE ANTI-CHEAT
3.1 Introduction
With the technological background sufficiently explored, this thesis now turns its attention to the
legal implications of client-side anti-cheat. By now, it has become clear that the technological
concepts from chapter two relate to privacy and data protection rights in at least some form or
another. In order to understand how the law restricts game companies‟ in their application of
client-side anti-cheat, further conceptualizing and analyzing that relationship is imperative.
Chapter three will follow the following structure. First, it will be made clear how client-
side anti-cheat implicates privacy and data protection rights and how these implications dictate
the choice in legal instruments for analysis. I will then show how Article 5(3) of the ePrivacy
Directive, which protects end-users terminal equipment from interference, is applicable to the
case of client-side anti-cheat. Building on this, I will argue that game companies can, at least in
the case of scanning the memory space occupied by the game itself, circumvent the requirement
of consent through the exceptions provided for in Article 5(3). This does not hold for any
detection that crosses the memory boundary, however. Such detection must meet the requirement
of informed consent, which must be placed and understood in the appropriate context.
Privacy is a multifaceted concept which protects many different interests but is at the same time
difficult to define.107 While a commonly accepted definition remains elusive, it is clear that the
right to respect for private and family life entails several components, one of which is the right to
informational privacy – the control of information about oneself.108109 And it is this aspect of
privacy in particular which is implicated via client-side anti-cheat. As I have shown in chapter
two, such anti-cheat by definition takes place on the user‟s computer. Computers – and other
107
Daniel J Solove, „Conceptualizing Privacy‟ (2002) 90(4) California Law Review 1087
108
Ibid, 1125
109
This component of privacy is often equated to data protection. Although the two share a close relationship, they
are not identical. Data protection provides protection regardless of whether the right to respect for private life is
implicated. See: Peter Hustinx, „EU Data Protection Law: The Review of Directive 95/46/EC and the Proposed
General Data Protection Regulation‟ (2013) Collected Courses of the European University Institute‟s Academy of
European Law (24th Session on European Union Law), 50
24
devices like it – have the potential to (and often do) contain vast amounts of information about
our personal lives. Credit-card numbers, browser histories, private conversations, embarrassing
photographs, these are just a few examples. To quote one of the US Supreme Court Justices,
„with all they contain and all they may reveal, they hold for many (...) “the privacies of
life"‟.110111 Indeed, a brief look into someone‟s phone or computer is likely to reveal more than a
thorough search of someone‟s entire house.112 It is therefore not surprising that the European
Union considers such devices to be part of the private sphere, „requiring protection under the
Charter of Fundamental Rights and the European Convention for the Protection of Human
Rights and Fundamental Freedoms‟.113
Client-side anti-cheat may very well come into contact with our „privacies of life‟. In
2005, a computer scientist by the name of Chris Hoglund became well known in the gaming
community for his technical research into Warden, anti-cheating software created and employed
by Blizzard Entertainment, developer and publisher of the popular massive multiplayer online
game „World of Warcraft‟. According to Hoglund, „Warden (…) uses the GetWindowTextA
function to read the window text in the title bar of every window. These are windows that are not
in the World of Warcraft process, but any program running on your computer. (…) I really
believe that reading these window titles violates privacy, considering window titles contain a lot
of personal data.‟114 In his book, he argues that Warden and other software like it should be
classified as spyware.115 The Electronic Frontier Foundation calls it a „massive invasion of
privacy‟.116 Others have expressed similar concerns.117118 Taking into consideration the full
110
Riley v. California, No. 13-132, 573 U.S. ___ (Supreme Court of Justice, 2014) 28
111
Although the Court is talking about cell phones, the statement is equally (if not more) applicable to computers or
other terminal devices.
112
Riley v. California, No. 13-132, 573 U.S. ___ (Supreme Court of Justice, 2014) 21
113
Proposal for a Regulation of the European Parliament and of the Council concerning the respect for private life
and the protection of personal data in electronic communications and repealing Directive 2002/58/EC (Regulation
on Privacy and Electronic Communications) [2017] (COD) Recital 20
114
Chris Hoglund and Gary McGraw, Exploring Online Games: Cheating Massively Distributed Systems (Kindle
Edition, Second Printing, Pearson Education 2008) Location 1593
115
Ibid, 1559
116
Corynne McSherry, „A New Gaming Feature: Spyware‟ (Electronic Frontier Foundation, October 20 2005)
<[Link]/nl/deeplinks/2005/10/new-gaming-feature-spyware> accessed 3 March 2017
117
Rahul Joshi „Cheating and Virtual Crime in Massively Multiplayer Online Games‟ (Master thesis, University of
London 2008) 59
118
Establishing the accuracy of these claims for Warden specifically is beyond the scope of this thesis. I will say,
however, that Hoglund‟s reverse engineering of the Warden software, on which many of the claims by other authors
25
spectrum of invasiveness, one could even say that the intrusion of analyzing window titles is still
relatively tame. On the far side of the spectrum, anti-cheat that operates in kernel-mode has full
access to the user‟s computer, which includes window titles, running processes, hard-drive
contents, browser histories, hardware information, and so forth, containing an amount of
personal information of which even the user himself is unlikely to be fully aware.
Those sympathetic to such business practices – which are after all in pursuit of a
legitimate aim – may argue that no real invasion of privacy need necessarily occur. Companies
with honest intentions will ask for consent, and are only looking at a specific subset of
information. The problem with this argument is that it relies on complete faith in the game
company to provide users with the appropriate information prior to consent, to not overstep its
boundaries and to understand where these boundaries lie in the first place.119 Such faith can
reasonably only exist if a significant degree of transparency is present, and, as I will show, it is
exactly transparency that is lacking in this context. Solove argues similarly and calls attention to
the fact that privacy harms lie not only in concrete adverse consequences, but other problems
such as vulnerability and exclusion created by a lack of transparency and accountability. 120 The
problem is not that every game company will act dishonestly or overstep its bounds in ignorance.
Rather, the concern is that the potential for intentional and unintentional abuse is always present
– the user‟s „privacies of life‟ are exposed and vulnerable, one miss-step away from being
inappropriately viewed, out of his or her control. Building on this, it becomes clear that the
implication for privacy lies not (exclusively) in the content of the exposed information but rather
the collection process as a whole.
Because anti-cheat is a technologically complex subject with which most readers are
likely to be unfamiliar, further concretizing the privacy concern may be helpful. In his work on
conceptualizing privacy, Solove emphasizes the value of analogical reasoning when identifying
are based, do not show exactly (among other things) which information is being sent back to Blizzard Entertainment.
In my view, this is something that should at least be fully investigated before labeling a piece of software as actual
spyware, which is, after all, a serious accusation. I would therefore urge other authors to critically assess his findings
and make up their own minds before using it as a basis for further research.
119
What is meant here is that game companies may very well be unaware of where the legal limits lie. Cheat
detection is a legal gray area which has remained relatively unexplored by legal scholars.
120
Daniel J Solove, „”I‟ve Got Nothing to Hide” and Other Misunderstandings of Privacy‟ (2002) 44(1) San Diego
Law Review 745, 758-759
26
privacy concerns.121 Two such analogies can be made here. First of all, there is a clear parallel to
state surveillance, with game companies taking the role of the state, cheaters taking the role of
law-breaking citizens and legitimate players taking the role of law-abiding citizens. Notions of
powerlessness and a lack of transparency and accountability are key here.122 Completing the
analogy, some users with a particular distaste for cheating have gone as far as to raise the
„nothing to hide‟ argument.123 While I will not deconstruct that particular argument here, its
presence further emphasizes the similarities to the situation of government surveillance and helps
us to better envision the way in which privacy is implicated in the case of anti-cheat. The second
analogy to be made is less concrete but nevertheless enlightening. While we are dealing with
informational privacy, there also seems to be an element of spatial privacy at play. Our
computers, similar to our houses, contain a vast amount of potentially sensitive information and
are part of the private sphere. If we invite a mechanic into the house to fix the kitchen sink, we
would not want to find him digging around in our bedroom. In the same vein, certain memory
spaces are accessible to the game company (in particular those necessary to enable the service)
while others are strictly off-limits barring our clear consent. Intrusions into this space, regardless
of which information is accessed, by whom, or in what way, are in themselves privacy violations
and must be treated accordingly.
This line of argumentation is essentially embodied by Article 5(3) of the Privacy and
Electronic Communications Directive (henceforth: ePrivacy Directive), which holds the terminal
equipment of the user to be part of the private sphere and only allows access to information
therein – regardless of content – when informed consent is present.124 The European
Commission describes the rationale underlying Article 5(3) as being „based on the understanding
that the terminal equipment is part of the private sphere of an individual, in the same way as his
or her domicile and communications‟.125 While the Directive acts as a lex specialis to the Data
Protection Directive and is limited in scope to data processing „in connection with the provision
121
Ibid, 759
122
Parliament and Council Directive 2002/58/EC of 12 July 2 concerning the processing of personal data and the
protection of privacy in the electronic communications sector (Directive on privacy and electronic communications)
[2002] OJ L201/37 art 5(3)
123
See, for example: [Link]
124
In other words, regardless of whether it constitutes personal data or not.
125
European Commission, „Ex-Post REFIT evaluation of the ePrivacy Directive 2002/58/EC‟ (Commission Staff
Working Document, 2017)
27
of publicly available electronic communications services in public communications networks‟,
Article 5(3) is an article of general provision and extends beyond this scope.126127 Because any
information extracted via methods of client-side anti-cheat must by definition originate from the
user‟s terminal equipment, the ePrivacy Directive is the logical instrument of choice in assessing
the legality of such methods. Furthermore, although Article 5(3) is predominantly a privacy
protection mechanism, data protection legislation specifically also comes into play in two
different ways. First, if the information collected constitutes personal data, the GDPR becomes
applicable in its entirety. It is important to note, however, that this does not mean that the other
lawful processing grounds enumerated in Article 6 of the GDPR can be relied upon to collect the
personal data; any collection from the end-user‟s terminal equipment must always be based on
Article 5(3). Second, the ePrivacy Directive and the proposed ePrivacy Regulation both define
the notion of consent by referring to the Data Protection Directive (DPD) and GDPR respectively.
Interpreting the meaning of consent in the context of the ePrivacy Directive will therefore require
incorporating these legal instruments into the analysis as well.128
As discussed, Article 5(3) of the ePrivacy Directive is an article of general provision and extends
beyond the normal scope of this Directive.129130 Article 5(3) is technologically neutral and is
applicable not only to cookies but to any technology that gains access to or stores information on
the end-user‟s terminal equipment.131132 The type of information accessed is irrelevant with
126
Information society services are explicitly excluded from the definition of „electronic communications services‟
and therefore fall outside the scope of the ePrivacy Directive. Because online gaming companies offer a service
which does not consist „wholly or mainly in the conveyance of signals on electronic communications networks‟ (See
Directive 98/34/EC, art 1), it indeed qualifies as an information society service. This means that, aside from Article
5(3), the ePrivacy Directive is not particularly relevant to the online gaming industry.
127
Eleni Kosta, Consent in European Data Protection Law (Martinus Nijhoff Publishers, 2013) 293
128
Focus will be on the GDPR as the DPD is quickly growing irrelevant. However, for the time being, the ePrivacy
Directive still relies on the DPD for defining consent, which is why it will be referred to as well in the analysis. This
will sometimes be done interchangeably.
129
Parliament and Council Directive 2002/58/EC of 12 July 2 concerning the processing of personal data and the
protection of privacy in the electronic communications sector (Directive on privacy and electronic communications)
[2002] OJ L201/37 art 5(3)
130
Article 29 Working Party, „Opinion on online behavioral advertising, WP171‟ (2010) 9
131
Ibid, 8
28
regards to Article 5(3)‟s applicability. All information – personal data or not – is protected.133
The terms „gaining access‟ and „storing information‟ are not explicitly defined in legislation,
which has raised questions as to the extent of its applicability.134 However, there is sufficient
evidence to support a wide interpretation that includes client-side anti-cheat. Recital sixty-six of
Directive 2009/136/EC135 recognizes that third parties may wish to gain access to information for
malicious purposes and explicitly refers to spyware and viruses as examples of this. It
characterizes spyware as „software that surreptitiously monitors the actions of the user or
subverts the operation of the user‟s terminal equipment to the benefit of a third party‟. 136 Client-
side detection methods have been likened to spyware in both mainstream discourse137 and
academia.138 While not necessarily (but nevertheless quite possibly) malicious in the same way
as spyware, client-side anti-cheat fits the characterization posed by Directive 2009/136/EC as it
by definition monitors the actions of users. Whether this monitoring is surreptitious or not
depends on whether the consent requirement in Article 5(3) is met. Furthermore, a proposal for
an e-Privacy Regulation was made public by the European Commission just recently.139 The
proposal rephrases Article 5(3) in such a way that the legislator‟s intent becomes much more
clear: any use of the processing or storage capabilities of terminal equipment and the collection
of information from end-users‟ terminal equipment shall be prohibited unless the requirements
132
See also: Parliament and Council Directive 2002/58/EC of 12 July 2 concerning the processing of personal data
and the protection of privacy in the electronic communications sector (Directive on privacy and electronic
communications) [2002] OJ L201/37, Recital 25
133
Eleni Kosta, Consent in European Data Protection Law (Martinus Nijhoff Publishers, 2013) 297-298
134
See: European Commission, „Ex-Post REFIT evaluation of the ePrivacy Directive 2002/58/EC‟ (Commission
Staff Working Document, 2017) 41
135
Directive 2009/136/EC amends the ePrivacy Directive.
136
Parliament and Council Directive 2009/136/EC of 25 November 2009 amending Directive 2002/22/EC on
universal service and users‟ rights relating to electronic communications networks and services, Directive
2002/58/EC concerning the processing of personal data and the protection of privacy in the electronic
communications sector and Regulation (EC) No 2006/2004 on cooperation between national authorities responsible
for the enforcement of consumer protection laws [2009] OJ337/11 Recital 66
137
See: Mark Ward, „Warcraft game maker in spying row‟ (BBC News, 31 October 2005)
<[Link] accessed February 20 2017
138
See: An Hilven and Andrew Woodward, „How safe is Azeroth, or, are MMORPGS a security risk?‟ (Proceedings
of The 5th Australian Information Security Management Conference, Perth 2007)
139
Proposal for a Regulation of the European Parliament and of the Council concerning the respect for private life
and the protection of personal data in electronic communications and repealing Directive 2002/58/EC (Regulation
on Privacy and Electronic Communications) [2017]
29
are met.140 Taking all of the above into account, concluding Article 5(3)‟s applicability is
justified.
Article 5(3) of the ePrivacy Directive allows for two situations in which consent is not required.
The first exception allows for „technical storage or access for the sole purpose of carrying out or
facilitating the transmission of a communication over an electronic communications network141‟,
whereas the second exception allows for access „as strictly necessary in order to provide an
information society service explicitly requested by the subscriber or user‟.142 With regards to the
first exception, accessing the user‟s terminal equipment in order to detect cheats is clearly not
required for the sole purpose of making the communication between client and server possible.
The second exception, however, appears somewhat more salient. Online games fit the definition
of information society services, as defined in Directive 98/34/EC.143 Would it be possible to
argue that accessing information on the user‟s terminal equipment in search of cheats is strictly
necessary to the provision of such a service, as it is indeed the user who explicitly requests it?
Because legislation provides very little additional clarification, it is unclear how the term
„strictly necessary‟ should be interpreted.144 The Information Commissioner‟s Office (ICO) has
stated that „strictly necessary‟ should be understood as „essential rather than reasonably
necessary‟.145 Applicability of the exemption should also be limited „to what is essential to
provide the service requested by the user, rather than what might be essential for any other uses
the service provider might wish to make of that data‟.146 ICO therefore holds the exception to be
narrow and strict.147 In line with that interpretation, strictly implies the need for direct causality
between the device (anti-cheat) and the service (the game and its features). However, client-side
anti-cheat is not inseparably connected to providing the service because the game can be played
140
Ibid, art 8
141
Parliament and Council Directive 2002/58/EC of 12 July 2 concerning the processing of personal data and the
protection of privacy in the electronic communications sector (Directive on privacy and electronic communications)
[2002] OJ L201/37, art 5(3)
142
Ibid
143
See also: Article 29 Working Party, „Opinion 04/2012 on Cookie Consent Exemption, WP194‟ (2012) 2-3
144
Eleni Kosta, Consent in European Data Protection Law (Martinus Nijhoff Publishers, 2013) 286-287
145
Information Commissioner‟s Office, „Guidance on the Privacy and Electronic Communications‟ (2012) 12
146
Ibid
147
Ibid
30
without it.148 The fact that one of the most popular online massive multiplayer online games
currently on the market supposedly does not rely on client-side anti-cheat at all further solidifies
the conclusion that the exception under Article 5(3) does not apply.149 But things appear to be
changing. The European Commission is of the opinion that „the consent rule to protect the
confidentiality of terminal equipment failed to reach its objectives‟ due to being simultaneously
under-inclusive (in the sense that not all tracking techniques are covered) and over-inclusive (in
that it also covers non-privacy intrusive practices).150151 The over-inclusivity mentioned by the
Commission seems to be in part reflected by a subtle change to Article 5(3) (now Article 8) in
the ePrivacy Regulation proposal: consent is not required if the access is „necessary for
providing an information society service requested by the end-user‟ rather than „strictly
necessary‟.152 Under this regime, it becomes more likely that client-side anti-cheat would fit the
exception.153 Rules are after all an important part of any game and it is not that far-fetched to
claim that identifying rule violators is – while not strictly necessary – at least necessary in the
broader sense of the word. Assuming this interpretation is correct, does this mean that game
companies are free to use any method of detection as they see fit without having to ask for
consent? It cannot. Such an assertion would be incompatible with the fact that terminal
equipment is protected by the Charter and ECHR. Necessity implies proportionality: Recital 21
of the ePrivacy Regulation proposal states that „for instance, consent should not be requested for
148
This would be like saying that checking passengers‟ tickets (in other words, making sure passengers „play by the
rules‟) is necessary to power a train (in other words, to provide the service): it simply does not make sense from a
direct causality perspective.
149
The game which is being referred to is Final Fantasy 14. It cannot be said with 100% certainty that it does not
incorporate client-side anti-cheat. However, Square-Enix is known as a very reputable company and does not
incorporate any monitoring clauses in its terms as would normally be the case. There are also plenty of reports that
cheaters and botters tend to go unbanned for a long time, further reinforcing this suspicion. See:
[Link]/r/ffxiv/comments/6bzahy/a_word_of_caution_about_asking_for_more/;
[Link]/r/ffxiv/comments/4c5e1l/suspended_guilty_current_specification_is_too/;
[Link]/r/ffxiv/comments/1m4rx1/keep_an_eye_out_for_teleporting_botters/
150
Proposal for a Regulation of the European Parliament and of the Council concerning the respect for private life
and the protection of personal data in electronic communications and repealing Directive 2002/58/EC (Regulation
on Privacy and Electronic Communications) [2017] 5
151
While the proposal envisions many more changes and restructures the entire framework in a significant way, it is
beyond the scope of this thesis to provide a comprehensive and in-depth analysis of that.
152
Proposal for a Regulation of the European Parliament and of the Council concerning the respect for private life
and the protection of personal data in electronic communications and repealing Directive 2002/58/EC (Regulation
on Privacy and Electronic Communications) [2017] art 8
153
Confusingly, Recital 21 returns to the original terminology of „strictly necessary‟, casting further doubts on the
intention of the legislator.
31
authorizing the technical storage or access which is strictly necessary and proportionate for the
legitimate purpose of enabling the use of a specific service explicitly requested by the end-user‟
(emphasis mine).154 Furthermore, Recital 21 makes clear that exceptions to consent „should be
limited to situations that involve no, or only very limited, intrusion of privacy‟.155 Given that
terminal equipment belongs to the private sphere, and that some forms of detection have total,
unbridled access to terminal equipment, the privacy intrusion cannot always be regarded as very
limited. At most, the new regime would allow for consentless detection contained to the memory
space inhibited by the game. Concluding differently would go against the rationale of the Article
5(3), which protects the user‟s terminal equipment – not necessarily because of the content of
such information (after all, it is irrelevant whether the information constitutes personal data or
not) or what companies decide to do with it – but rather the fact that any information on such
equipment by definition belongs to the private sphere (similarly to someone‟s domicile). If
companies are free to access whatever space they see fit without asking for consent as long as the
act meets some broad requirement of necessity, the protections bestowed by the ePrivacy
Directive and upcoming Regulation would be rendered effectively meaningless.
Cheat detection is not the only reason a game company may want to collect information from
their users‟ computers. In line with the client-server architecture, gameplay is made possible
through constant communication between the two entities. The server takes a leading role and
collects information from the end-user by instructing the game software to send the appropriate
information required to enable gameplay. The key difference with anti-cheat is that this will only
concern information flowing from the memory space inhibited by the game itself. This concerns
a service that was explicitly requested by the user, and any access, storage or collection in this
context is therefore strictly necessary to enable the provision of said service and fits the
exception under Article 5(3). However, as I have shown in chapter two, cheats influence the
game memory space through code injection or function hooks. Binary validation and signature
154
Confusingly, the legislator returns to the original terminology („strictly necessary‟) here. It is unclear why this
term was chosen whereas the word „strictly‟ has been removed from Article 8.
155
Proposal for a Regulation of the European Parliament and of the Council concerning the respect for private life
and the protection of personal data in electronic communications and repealing Directive 2002/58/EC (Regulation
on Privacy and Electronic Communications) [2017] recital 21
32
based detection methods do not necessarily require access to information beyond the memory
space inhibited by the game in order to be effective. From the game company‟s perspective, it
may be quite interesting to determine whether information collected under Article 5(3)‟s „strictly
necessary‟ exception can be re-used for anti-cheat, thus effectively bypassing the need to obtain
consent. I argue that this is indeed possible. With regards to binary validation, actual code on the
user‟s terminal equipment is compared to an original „clean‟ version. Verifying the integrity of
the game cache is on the one hand necessary in order to facilitate gameplay, as the code running
on the client-side must be devoid of bugs, memory corruptions and other serious abnormalities.
On the other hand, it may simultaneously also reveal intentional modification via memory
writing, function hooks, or other cheat-techniques. Binary validation is therefore legally not
problematic as cheat detection is a convenient side-effect resulting from a collection which is
necessary for the provision of the service. With signature based detection, however, code
excerpts are compared to a blacklist of known byte patterns associated with cheat software. In
this case, cheat detection is not a convenient by-effect but rather a deliberate additional step
which is applied to the information collected originally for an entirely different purpose. The
question then becomes whether the processed information, essentially bits of computer-code,
constitute personal data or not. If it is indeed personal data, then this second purpose must be
compatible with the original purpose.156 If it is merely information, then it stands to reason that
game companies can re-use that information however they see fit. This topic, however, is beyond
the scope of this thesis and has been suggested as a possible area for future research (see 6.2).
In any case, although using information originating from the memory space inhabited by the
game for cheat detection is not legally problematic, accessing information beyond that boundary,
is. Neither exception in Article 5(3) can be invoked in order to circumvent the requirement of
informed consent. Seeing as how Article 5(3) provides no other lawful grounds for accessing the
user‟s terminal equipment, investigating beyond the memory space inhibited by the game must
by definition be based on informed consent.
156 156
Parliament and Council Regulation of 27 April 2016 on the protection of natural persons with regard to the
processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data
Protection Regulation) [2016] OJ 119/1, art 5
33
3.6.1 The content of the information
The e-Privacy Directive states that access to „the terminal equipment of a subscriber or user is
only allowed on condition that the subscriber or user concerned has given his or her consent,
having been provided with clear and comprehensive information, in accordance with Directive
95/46/EC, inter alia, about the purposes of the processing‟.157 Similarly, the e-Privacy
Regulation proposal provides that the definitions and conditions of consent shall be in line with
Articles 4(11) and 7 of the GDPR. With regards to information to be given to the data subject,
the GDPR only mentions a few types of information, none of which directly relate to the
implications and consequences of client-side anti-cheat.158 One could argue that there is thus no
problem at all: game companies are not obligated to disclose any further information related to
cheat detection as long as the purpose („cheat detection‟) is made sufficiently clear. But this
interpretation cannot hold. The choice by the legislator to define consent under the ePrivacy
Directive/Regulation by simply „importing‟ consent from the DPD/GDPR is problematic because
it fails to recognize that Article 5(3) deals with an entirely different situation: what is at stake
here is not (only) the processing of personal data, but rather the way in which information is
collected through accessing a user‟s terminal equipment. As such, I argue that the interpretation
of what constitutes informed consent should be modified accordingly. The Article 29 Working
Party has stated that „consent by the data subject (must be) based upon an appreciation and
understanding of the facts and implications of an action. The individual concerned must be
given, in a clear and understandable manner, accurate and full information of all relevant
issues, in particular those specified in Articles 10 and 11 of the Directive‟ (emphasis mine).159
Taking the above into account, it becomes clear that the information which needs to be provided
in order for a user to be sufficiently informed is dependent on which particular action a user is
consenting to. Indeed, as has also been recognized in the literature, „the quality and quantity of
[the] information must be proportional to the risks associated with the particular data-
157
Parliament and Council Directive 2002/58/EC of 12 July 2 concerning the processing of personal data and the
protection of privacy in the electronic communications sector (Directive on privacy and electronic communications)
[2002] OJ L201/37, art 5(3)
158
Parliament and Council Regulation of 27 April 2016 on the protection of natural persons with regard to the
processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data
Protection Regulation) [2016] OJ 119/1, art 13
159
Article 29 Working Party, „Opinion 4/2007 on the definition of consent, WP187‟ (2011) 19
34
processing operation for which consent is sought‟.160 While it is true that Article 13 of the GDPR
– which enumerates the information to be given prior to collection from the data subject – is
often associated with what it means in order for consent to be informed, is seemingly exhaustive
and makes no mention of the way in which data is accessed or processed, the legislator does not
state anywhere state that the elements in Article 13 are to be the sole foundation of informed
consent.161 On the contrary, Recital 62 of the GDPR states that the data subject should be
provided with „any further information necessary to ensure fair and transparent processing‟. In
summary, because consent under Article 5(3) of the ePrivacy Directive sees to an entirely
situation than the one normally covered under the DPD and GDPR, the informational
requirements must be modified in line with that contextual shift. Not doing so would mean that,
for example, the use of invasive anti-cheat that operates on the kernel-level (with unbridled
access to the user‟s memory and hard-drive contents and any other hardware as a result) would
be lawful via informed consent, merely because the user was informed of the fact that his or her
terminal equipment may be accessed for „cheat detection‟. Seeing as how the ePrivacy
Regulation proposal explicitly considers the terminal equipment of the end-user to be part of the
private sphere and thus under protection of the Charter of Fundamental Rights of the European
Union, such a restrictive interpretation of informed consent cannot hold.162 In order for data
subjects to be sufficiently informed, game companies must disclose not only broadly defined
purposes but also more detailed information concerning the ways in which the user‟s terminal
equipment will be accessed and how. As Barnes succinctly puts it in his work on spyware-
contracts, „without such a description of what the software is actually going to do, contract and
other law has little difficulty concluding that any access and surveillance would be
unauthorized‟.163 I speculate that the above does not follow directly and unambiguously from the
legal text because it is almost always cookies that take center stage in the debate surrounding the
protection of the end-user‟s terminal equipment. Cookies, in comparison to some of the harder-
160
Lee A Bygrave and Dag Wiese Schartum, „Consent, Proportionality and Collective Power‟ in Gutwirth and
others (eds) Reinventing Data Protection? (Springer Science Business Media 2009) 164
161
See, for example: Eleni Kosta, Consent in European Data Protection Law (Martinus Nijhoff Publishers, 2013)
204
162
Proposal for a Regulation of the European Parliament and of the Council concerning the respect for private life
and the protection of personal data in electronic communications and repealing Directive 2002/58/EC (Regulation
on Privacy and Electronic Communications) [2017] Recital 20
163
Barnes W, „Rethinking Spyware: Questioning the Propriety of Contractual Consent to Online Surveillance‟
(2006) 39 U.C. Davis Law Review 1545, 1604
35
hitting devices discussed in this thesis, are relatively innocent and consequently require less
explanation as to its implications. Merely informing users of the intended purpose (e.g. tracking
your behavior for marketing purposes) will often cover the necessary subject matter in order for
end-users to be able to make an informed decision. The user has greater control because the pool
from which information and personal data can be drawn is limited in scope to browser-activity.
On the other hand, the „heavy-hitters‟ may have access to the entire computer, in which a huge
amount of information (and consequently also personal data) will be present.
To establish informed consent, information must also be provided in a clear and comprehensive
way.164 In the Article 5(3) context, this is often done through privacy policies or similar
notices.165166 Anyone familiar with such agreements will know they are often long, convoluted
and difficult to understand. Such problems also manifest in the case of spyware.167 Users may be
misled into installing spyware alongside other software by hiding such information deep in the
terms of service.168 Users accept the terms through click-wrap and check a box to signify their
acceptance of the terms. While controversial, their validity is usually accepted in the European
Union as long as the terms are clearly visible and presented to users.169 Nevertheless, this does
not mean that click-wrap agreements are beyond reproach and enforceable in every situation. In
case law, enforceability tends to come into question particularly when the authoring party of the
click-wrap agreement has taken steps or techniques to obfuscate the information therein.170 To
quote one author, „spyware purveyors hide behind the line of click-wrap cases that look only to
objective intent (…)[and] courts should not find genuine assent merely because (objectively) a
164
Eleni Kosta, Consent in European Data Protection Law (Martinus Nijhoff Publishers, 2013) 310
165
Ibid, 215
166
See also: Article 29 Working Party, „Opinion 4/2007 on the definition of consent, WP187‟ (2007) 3
167
Alan F Blakley, Daniel B Garrie and Matthew J Armstrong, „Coddling Spies: Why The Law Doesn‟t Adequately
Address Computer Spyware‟ (2005) 25(1) Duke Law & Technology Review
168
Ibid, 9
169
Reinoud Westerdijk, „The Evolution and Transformation of IT Contracting and Outsourcing Over 4 Decades
Software Delivery: From Shrink-Wrap to the Cloud and Beyond‟ (World Technology Law Conference & Annual
Meeting, San Francisco 2011)
170
Mathias Klang, „Spyware: paying for software with our privacy‟ (2010) 17(3) International Review of Law,
Computers & Technology 313, 316
36
button was clicked‟.171 On the other hand, from the perspective of the controller, particularly in
an online context, it is essentially impossible to be absolutely certain that the data subject has
been sufficiently informed.172 Many users simply do not read terms of service, end user license
agreements or privacy policies.173 So how much responsibility should be ascribed to and
expected from data subjects on the one hand and controllers on the other?174 Recital 66 of
Directive 2009/136/EC175 stipulates „methods of providing information (…) should be as user-
friendly as possible”.176 The Article 29 Working Party, with regards to cookies, has stated that it
is important „for information to be easily accessible and highly visible‟.177 Furthermore, „(…)
essential information may not be hidden in general terms and conditions and/or privacy
statements‟178. When we consider that the Article 29 Working Party‟s statements concerned
cookies, which, as discussed, are generally much less invasive than anti-cheat devices, it
becomes clear that hiding provisions related to anti-cheat is at least equally if not more
problematic.
In order to further concretize the theoretical considerations and notions discussed in the previous
paragraph, fifteen popular online games and three third-party anti-cheat software applications
were investigated with regards to the content of the information they provide and the way in
which they provide it.
171
Jordan Blanke, „”Robust Notice” and “Informed Consent:” The Keys to Successful Spyware Legislation‟ (2006)
7(2) The Columbia Science and Technology Review 1, 15
172
Eleni Kosta, Consent in European Data Protection Law (Martinus Nijhoff Publishers, 2013) 217
173
Stacey Higginbotham, „People trust the internet but lie to it anyway‟ ([Link], November 27 2012)
<[Link] accessed March 9 2016
174
Eleni Kosta, Consent in European Data Protection Law (Martinus Nijhoff Publishers, 2013) 215
175
Also known as the Citizens‟ Rights Directive.
176
Parliament and Council Directive 2009/136/EC of 25 November 2009 amending Directive 2002/22/EC on
universal service and users‟ rights relating to electronic communications networks and services, Directive
2002/58/EC concerning the processing of personal data and the protection of privacy in the electronic
communications sector and Regulation (EC) No 2006/2004 on cooperation between national authorities responsible
for the enforcement of consumer protection laws [2009] OJ337/11, Recital 66
177
Article 29 Working Party, „Opinion 02/2010 on online behavioural advertising , WP171‟ (2010) 18
178
Ibid
37
3.7.1 Findings (content)
Most online games and all third party anti-cheat make clear that the user may be monitored for
purposes related to cheating in some way or another (terminologies include, „unauthorized third
party programs‟ and „fraud‟). For the two online games that do not, one likely does not use
client-side anti-cheat at all (Final Fantasy 14)179 whereas the other game, Path of Exile, allegedly
uses client-side anti-cheat180, but does not mention this anywhere. Out of the remaining online
games, around half specify that the user‟s RAM may be monitored, whereas only Blizzard
Entertainment threads into greater detail by enumerating other types of techniques which may be
used. The (alleged) biggest offender is Black Desert Online, which uses XIGNCODE 3, anti-
cheat developed in Korea which exhibits malware-like behavior.181 The software allegedly scans
the user‟s entire computer, operates on the kernel level and takes active control of the user‟s PC
by forcefully closing certain applications182, but the terms and conditions suggest or imply
nothing of the sort. Finally, while third-party anti-cheat applications always make mention of
particular techniques which may be used, none of them inform the user that they run in kernel-
mode or the implications thereof.
With regards to the way in which the information is provided, information related to anti-cheat
either appears in the privacy policy or terms of use. For online games, anti-cheat provisions are
hidden and very difficult to find because they are obfuscated by long, convoluted lists of terms.
Further, terminology used between games is inconsistent which makes searching for specific
keywords difficult. Several online games do improve visibility by including an indexation at the
start of the document which explicitly links to the location of the anti-cheat provisions. Anti-
179
See footnote 149.
180
See: [Link]
[Link]
181
Aside from the large amount of reports by users, the company‟s website indeed implies the presence of such
functionality: [Link]
182
[Link]
38
cheat provisions in Blizzard Entertainment‟s games are the most visible as they provide a
separate document titled „Anti-cheat agreement‟.183
The ESEA client is a software application that allows players access to specialized game servers
on which the ESEA anti-cheat technology is active.184 With regards to its anti-cheat functionality,
the privacy policy is extremely ambiguous (see footnote).185 The provision allows for complete
access into the user‟s PC, as long as ESEA deems it „reasonably necessary‟. Perhaps even more
concerning is a more recent addition to its functionality: capability to run even when the game is
not running. It is not surprising that there are significant privacy concerns within the community
over what exactly ESEA is collecting when the game is off and why.186 Even more so when we
consider that ESEA has already been caught sneaking malware (that forced users to unknowingly
mine bit coins) into the client in the past.187 In response to the always-on functionality, one
player posed the following question to ESEA co-founder Eric Thunberg: „So can you tell us
without a doubt that this new client is trustworthy and will in no way do any malicious activity
with our private files?‟.188 Thunberg, clearly to the community‟s annoyance, responds: „No, the
only certainty in life is death‟.189 Whatever the case may be, the average user who installs the
software is unlikely to be aware of these issues based on the information provided in the privacy
183
For third-party anti-cheat software, provisions are generally visible due to the fact that the privacy policies and
terms on these websites need not feature anything else (as opposed to online games where anti-cheat is only a small
part of the service/software package).
184
See: [Link]
185
„Certain information regarding your computer and software it contains is required for effective operation of our
anti-cheat services. By using the ESEA Client, you consent to the collection and analysis of information from your
computer that ESEA deems reasonably necessary to identify and prevent the use of cheat software, files used to
gain an unfair advantage, and to enforce bans. This information collection is not strictly limited to when you are
logged in to the ESEA Client. Information analyzed or collected by the ESEA Client may include hardware,
network and software identifiers; running programs; system configuration information; files or data suspected of
being used to cheat or gain an unfair advantage; or screenshots while you are logged in and playing a game
through the ESEA Client‟ Quoted from: [Link]
186
See, for example: [Link]
[Link]/r/GlobalOffensive/comments/36innc/esea_client_update_questions_for_lpkane/;
[Link]/forum/799316-esea-client-now-quotalways-onquot
187
Aaron Souppouris, „Employee creates Bitcoin botnet to exploit ESEA's 500,000-member gaming community‟
(The Verge, May 2 2013) <[Link]
accessed March 9 2017
188
[Link]/r/GlobalOffensive/comments/36innc/esea_client_update_questions_for_lpkane/
189
Ibid
39
policy. The wording itself is basically sufficient in the sense that it makes clear that the anti-
cheat software grants itself total and complete access to the user‟s terminal equipment. It is
questionable, however, whether users are aware of the fact that ESEA runs in kernel mode and
the implications thereof.190 Interestingly, questions about the always-on nature of the software
are apparently numerous enough to warrant filing under frequently asked questions. ESEA
explains that it is always on because „[m]uch like the leading anti-virus software, which are
always running to prevent or detect viruses, the ESEA Client is running to prevent or detect
cheats that may be running on a computer. This “Always On” feature is a necessary layer for the
ever evolving cheaters we as a community face‟.191 In my view, this explanation comes
dangerously close to misdirection because it purports a false equivalence to „leading‟ anti-virus
software (which operates to protect the user and is fully open as to what it does to the user‟s
computer) and argues that the always-on feature is necessary, even though such functionality is
highly unusual.192
3.8 Conclusion
In conclusion, Article 5(3) of the ePrivacy Directive significantly restricts usage of client-side
anti-cheat, particularly so when methods of detection cross the memory boundary inhibited by
the game. Ultimately, the extent of the allowable intrusion depends heavily on the notion of
informed consent. As asserted, both content and the way in which the information is conveyed
are unlikely to meet the standard which client-side anti-cheat‟s intrusive character would demand.
Commonly used, broad terms such as „monitoring RAM‟ arguably cover basic techniques such
as signature based detection and binary validation, but provide the user with too little
information to justify the usage of techniques beyond that. With the direct restrictions to client-
side anti-cheat explored, this thesis now turns its attention to restrictions of a more circumstantial
nature.
190
Kernel mode‟s complete access to the computer comes at a cost: if the anti-cheat software generates an error the
consequence is a total system crash (resulting in the well-known „blue screen of death‟). With regards to the latter,
see: [Link]
191
[Link]
192
While I have no direct source for this, my own research into the various anti-cheat mechanisms (both third party
and integrated) reveals that this functionality is unique to ESEA and not used anywhere else.
40
CHAPTER FOUR – THE RIGHT OF ACCESS TO PERSONAL DATA
4.1 Introduction
A related issue that warrants attention is the right of access to personal data under the GDPR.
Data subjects have a right to access their personal data and other related information such as the
purposes of the processing, the categories of personal data concerned, recipients, and so forth.193
The right of access is a manifestation of the fair processing and transparency principles and aims
to enable data subjects to verify the lawfulness of the processing.194 The right to access is
relevant because cheaters are rarely banned instantaneously but rather after a period of time
following detection (in „waves‟), or at least after manual review and verification.195 One
advantage to this approach is that you deny cheaters and cheat developers precious feedback with
regards to what triggered the detection. However, this also means that some kind of record or file
on confirmed or suspected cheaters is necessary. Access requests aimed towards such records or
related information could be used to learn more about detection methods in use by the game
company. Of course, whether such access requests demand consideration at all will depend on
whether the information constitutes personal data.
In Y.S. v Minister voor Immigratie, the Court of Justice of the European Union found that a legal
analysis as such is merely „information about the assessment and application (…) of that law to
the applicant‟s situation‟ and did not „relate to‟ the applicant.196 It stands to reason that, in the
same way, the records kept on suspected cheaters are (in part) a subjective account of an
adherence to or violation of the rules. The information therein is – at least with regards to the
analytical component – merely an „assessment‟ or „application‟ of technical and common sense
knowledge to the player‟s situation and therefore not personal data. The way in which the logic
employed by the Court should be translated and applied to other situations is by no means self-
193
Parliament and Council Directive 95/46/EC of 24 October 1995 on the protection of individuals with regard to
the processing of personal data and on the free movement of such data [1995] OJ 281/31, art 12
194
Ibid, Recital 41
195
Nick Cano, Game Hacking: Developing Autonomous Bots for Online Games (No Starch Press 2016) 269
196
Joined Cases C‑141/12 and C‑372/12 Y.S. v. Minister voor Immigratie [2014] ECLI:EU:C:2013:838 [40]
41
evident, however. Recital 63 of the GDPR, which deals with the right of access, states that „[the
right of access] includes the right for data subjects to have access to data concerning their
health, for example the data in their medical records containing information such as diagnoses,
examination results, assessments by treating physicians and any treatment or interventions
provided‟.197 Applying the logic from Y.S. v Minister voor Immigratie, diagnoses or assessments
would be mere applications of medical knowledge to the
patient‟s situation. While the assessment may contain
personal data, the assessment as such would be considered an
Example
abstraction with no direct connection to the data subject by DNS-cache scanning
197
Parliament and Council Regulation of 27 April 2016 on the protection of natural persons with regard to the
processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data
Protection Regulation) [2016] OJ 119/1, Recital 63
198
Moreover, medical assessments and personal may be closely connected but they are not inseparable. In that sense
they are no different from legal (as was at stake in Y.S. v Minister voor Immigratie) and technical (as is at stake in
the case of anti-cheat) analyses: according to the Court‟s approach, the medical professional would simply separate
the personal data contained in the analysis (i.e. the patient‟s characteristics) and disclose only that.
199
Joined Cases C‑141/12 and C‑372/12 Y.S. v. Minister voor Immigratie [2014] ECLI:EU:C:2013:838 [45]
42
information detached from the analysis may still qualify as such. Take dns-cache scanning, for
example. A list of websites visited by the data-subject is clearly about that person. Even if game
companies apply proper safeguards and only hash-validate based on a blacklist, this merely flips
the result: information concerning which websites a data subject did not visit is still personal
data.200 In summary, even if Y.S. v Minister voor Immigratie is to be interpreted in such a way
that analyses are excluded from being personal data, any raw materials (in so far they are kept on
record)201 and end-results will still qualify as such and are therefore subject to the right of access.
4.3 Limits to the right of access
There are limits to the right of access. Article 23 of the GDPR allows Member States to restrict
rights of access and information if necessary in the interest of the data subject or to protect the
rights and freedoms of others.202 Moreover, Recital 41 of the Data Protection Directive states that
„[the right of access] must not adversely affect trade secrets or intellectual property and in
particular the copyright protecting the software; whereas these considerations must not,
however, result in the data subject being refused all information‟.203204 The Trade Secret
Directive, adopted on the 6th of June 2016, defines trade secrets as any information that is secret,
has commercial value because it is secret, and has been subject to reasonable steps by the holder
to keep it secret.205 Anti-cheat techniques have clear commercial value because they are secret:
the holder of the trade secret will have a game less vulnerable to cheaters in comparison to other
game companies. However, it is not always the methods themselves that require protection but
200
This follows from the traditional interpretation of personal data in the European Union (see: Article 4(1) of the
GDPR). If the data is kept on record for the purpose of banning a particular player of account, the data subject is by
definition identified. It relates to a person because it concerns the data subject‟s activities. If, somehow, the raw
materials for some particular technique are not clearly about a person (it is difficult whether to establish if this would
ever be the case as the subject matter is very abstract and theoretical) the Article 29‟s Working Party‟s guidance on
personal data suggests that any such information constitutes personal data regardless because it is kept on record 1.
for the purpose of singling out the data subject, and 2. to cause an impact on the data subject‟s interests. See: Article
29 Working Party, „Opinion 04/2012 on cookie consent exemption, WP194‟ (2012) 9-12
201
It stands to reason that, in most cases, game companies would destroy the raw materials as soon as possible to
limit the privacy harm.
202
Parliament and Council Regulation of 27 April 2016 on the protection of natural persons with regard to the
processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data
Protection Regulation) [2016] OJ 119/1, art 23
203
Ibid, Recital 63
204
These limitations are upheld in the GDPR.
205
Parliament and Council Directive 2016/943 of 8 June 2016 on the protection of undisclosed know-how and
business information (trade secrets) against their unlawful acquisition, use and disclosure [2016] OJ 157/1, art 2
43
rather the information surrounding it.206 In this case, it is the detection strategy rather than
detection methods as such that require protection. This situation is somewhat unusual because we
tend to think of trade-secrets in the context of a company shielding its secrets from a direct
competitor.207 Here, however, the game company primarily wants to keep its detection strategies
as a whole hidden from their customers (cheaters) and indirect competitors (cheat developers),
not other game companies.208 Unusual as the situation may be, there is nothing to suggest that
detection strategies as a whole would not fit the definition in Article 2 of the Trade Secret
Directive simply because its commercial value does not relate to direct competitors.
The Trade Secret Directive, however, „respects the fundamental rights and observes the
principles recognised in particular by the Charter, notably the right to respect for private and
family life [and] the right to protection of personal data (…)‟.209 In order to balance the two
rights, Malgieri proposes to decontextualize sensitive information. The idea is „that customers
can access only data strictly related to their biographical information while trade secret holders
can be free not to disclose the output of their data processing (behavior evaluation, forecast,
studies on life expectancy, personalized marketing plan, pricing, etc.) if disclosure can adversely
affect their interests‟.210 His proposed solution of data de-contextualization is, at least for the
case of online gaming, problematic. This approach merely circumvents the problem rather than
solving it: any personal data which has the potential to reveal sensitive information concerning
trade secrets is simply erased from the equation.211 Moreover, the problem when applying this
method to the case of online gaming is that cheat developers are potentially able to use any
206
Valve‟s use of dns-cache analysis, for example, was a novel and innovative way of catching cheaters and would
almost certainly meet the definition. However, at some point later in time, after the method itself became publically
known, another game company or even Valve itself may choose to re-deploy it.
207
See, for example: Director Magazine, „Trade Secrets of Business‟ ([Link], May 8 2016)
<[Link] accessed March 9 2017
208
Other game companies would learn nothing that would allow them to compete more effectively with one another.
Only knowledge that relates to specific detection methods as such would allow them to add to their own arsenal.
Knowledge of well-understood techniques being used by other game companies benefits them in no way, as they are
not in direct competition with one another (at least on this front).
209
Parliament and Council Directive 2016/943 of 8 June 2016 on the protection of undisclosed know-how and
business information (trade secrets) against their unlawful acquisition, use and disclosure [2016] OJ 157/1, Recital
34
210
Gianclaudio Malgieri, „Trade Secrets v. Personal Data: a possible solution for balancing rights‟ [2016] 6(2)
International Data Privacy Law 102, 102
211
It also fails to recognize that personal data is so much more than only biographical information.
44
information with the slightest relation to anti-cheat functionality to their benefit.212 For example,
the mere knowledge that a screenshot has been taken of my computer (without even having to
know its contents) may aid me in determining how anti-cheat functionality is being executed.
Taking all of the above into account, it stands to reason that trade secret holders will be
intrinsically motivated to disclose as little personal data as possible, possibly to the point of it
being unlawful. Game companies are (understandably) biased towards their own interests and it
is questionable whether they can objectively assess when personal data is sufficiently far
removed from sensitive information in order to be disclosed. It is not surprising that the
European Data Protection Supervisor has proposed that national data protection authorities
should become involved every time rights of access and trade secrets conflict.213 An interesting
idea to be sure, but cheat detection‟s niche character would require a significant degree of
technical knowledge which national data protection authorities simply do not possess. Data
protection authorities are also notoriously understaffed, casting further doubt on the feasibility of
this proposal.214
Malgieri, from the perspective of a literal interpretation of the available legal text, comes
to the conclusion of a „legislative favor for data protection rights‟ despite ascertaining the
presence of a non-prevalence rule.215 Because the literal rule suffers from significant limitations
and has often been criticized as „fundamentally defective‟216 due to language being inherently
imprecise217 and the possibility of unintended absurdities,218219 this approach holds little value.
Assessing the case of online gaming and anti-cheat on its own merits is therefore required. Alexy,
in his work on constitutional rights, has introduced a „law of balancing‟: „the greater the degree
212
Worded differently, it is impossible to know how much a potential cheat developer already knows through
reverse engineering, and what further information he needs to verify or otherwise supplement that which he has
already learned.
213
Gianclaudio Malgieri, „Trade Secrets v. Personal Data: a possible solution for balancing rights‟ [2016] 6(2)
International Data Privacy Law 102, 105
214
Annemarie Spokkereef and Paul de Hert, „Biometrics, Privacy and Agency‟ in Emilio Mordini and Dimitros
Tzovaras (eds) Second Generation Biometrics: The Ethical, Legal and Social Context (Springer 2012) 87
International Data Privacy Law 102, 104-105
216
Ian McLeod, Legal Method (Third Edition, MacMillan Press Ltd., 1999) p. 253
217
DPP v. Ottewell [1970] AC 642,649 (Cr. App)
218
Ian McLeod, Legal Method (Third Edition, MacMillan Press Ltd., 1999) p. 253
219
Credit to the following article for pointing towards the sources in footnotes 215 and 216: LawTeacher,
„Advantages And Disadvantages Of The Literal Rule Constitutional Law Essay‟ [2013] [Link]
<[Link]
[Link]#ftn25>
45
of non-satisfaction of, or detriment to, one principle, the greater must be the importance of
satisfying the other‟.220 In line with this approach, establishing whether excluding the cheating-
dossier from the right of access is justified means determining the following: 1. the degree of
detriment to the principle of transparency (right of access), 2. the degree of satisfaction of the
principles of „economic freedom and freedom of the intellectual property of the business‟221
(trade secrets), and 3. „whether the importance of satisfying the latter principle justifies the
detriment to the former‟.222
The detriment to the principle of transparency is limited. Some data subjects may want to
verify the accuracy of the personal data kept on record, but information which reflects poorly on
the data subject (in the sense that it reveals them as a cheater) is likely to be disputed, regardless
of whether it is accurate or not. The right of access‟s value is, in this respect, questionable.
Verifying the lawfulness of the processing would be equally problematic due to the fact that
most disputes over lawfulness will likely center around the point of origin, i.e. whether the initial
access under Article 5(3) was lawful. The problem is that data subjects would need detailed
access to game companies‟ anti-cheat techniques to be able to determine lawfulness.223 They
would also need a high degree of technical proficiency, incidentally something only those with a
background in cheat-development or reverse engineering (in other words, exactly those who are
likely to use the right of access maliciously) are likely to possess. Finally, it stands to reason that
personal data pertaining to cheating constitutes only a small part of the personal data on
record.224 On the other hand, forcing game companies to disclose personal data from records
pertaining to cheaters would greatly hurt their ability to keep the game (sufficiently) cheat-free
and cut into profits. This will cause a chilling effect on future online game development and
undermine the market as a whole. In the extension of this, consumers also have a clear interest
and should not be disregarded: they pay for online games and accordingly expect a product of a
220
Sybe de Vries, „Balancing Fundamental Rights with Economic Freedoms According to the European Court of
Justice‟ (2013) 9(1) Utrecht Law Review 169, 170
221
Gianclaudio Malgieri, „Trade Secrets v. Personal Data: a possible solution for balancing rights‟ [2016] 6(2)
International Data Privacy Law 102, 115
222
Sybe de Vries, „Balancing Fundamental Rights with Economic Freedoms According to the European Court of
Justice‟ (2013) 9(1) Utrecht Law Review 169, 170
223
In other words, whereas access to the cheating dossier may indirectly reveal sensitive information concerning
detection methods, verifying lawfulness would require directly revealing the technical specifics of such methods,
thus practically ensuring that trade secrets will become compromised.
224
In other words, the right of access can still be invoked for most of the total record.
46
certain quality and games infested with cheaters are unlikely to meet this expectation. From a
utilitarian perspective, the interests of a very large group of consumers outweigh the interests of
the lone data subject who on rare occasion will in good faith file an access request.225 Taking all
of the above into account, the importance of satisfying the economic freedom and freedom of
intellectual property rights of game companies outweighs the detriment to the principle of
transparency. Allowing companies to restrict the right of access as they see fit to protect trade
secrets (within reason) is therefore justifiable. To compensate, game companies should inform
users of this restriction via the terms and conditions prior to asking consent. One other significant
way in which this discrepancy can be compensated – thus further justifying the choice for this
particular balance – will be discussed in chapter five.
4.4 Conclusion
In conclusion, the right of access to personal data and trade secrets are at significant odds with
one another. While, depending on interpretation, the analysis itself may or may not qualify as
personal data, the raw materials and end-result certainly will. Following a pragmatic approach,
this thesis came to a balance in favor of trade secrets. While I have criticized Malgieri‟s
approach of data de-contextualization, my own analysis ironically arrives at the same end-result:
data protection rights take a back-seat to businesses‟ trade secrets. Chapter five will now revisit
the issues enumerated in chapter three, and assess to what extent a similar balance can or should
be struck.
225
I am of course aware that these consumers and data subjects are the exact same group. Yet, the amount of people
in that group expecting a quality product will vastly outnumber the amount of people would actually file an access
request in good faith.
47
CHAPTER FIVE – RE-CONCEPTUALIZING INFORMED CONSENT
5.1 Introduction
The two key issues discussed in chapter three and four – informed consent and the right of access
to personal data – are in fact two different manifestations of the same problem: a tension between
the right to trade secrets on the one hand and a right to information on the other.226 In order to
gain a full understanding of the way in which the ePrivacy Directive restricts usage of client-side
anti-cheat, it must be determined whether – similarly to the right of access – the notion of
informed consent can be restricted in order to safeguard trade secrets.
The ePrivacy Directive does not recognize any other exception to the requirement of consent to
access a user‟s terminal equipment aside from those already mentioned in Article 5(3). Article 11
of the ePrivacy Regulation proposal does allow for Union or Member State law to restrict the
scope of the obligations and rights provided for in Articles 5 to 8 by way of legislative measure
in order to safeguard public interests referred to in Article 23 of the GDPR. However, trade
secrets would fall under 23(i): „the rights and freedoms of others‟ and Article 11 of the ePrivacy
Regulation Proposal does not allow for this particular provision to be restricted. As such, it
appears as if there is no legal basis through which consent‟s informational component can be
restricted in order to preserve trade secrets. The literature unfortunately offers no guidance
either: whereas scholarly debate concerning the conflict between trade secrets and the right of
access was scarce, debate concerning the conflict between trade secrets and informed consent is
absent altogether. Interestingly, Article 4 of the ePrivacy Directive, which requires electronic
communications service providers to ensure the security of their networks, suffers from a similar
problem: electronic communications service providers may be faced with the paradoxical
obligation to inform data subjects under investigation for threatening the security of the network
of the fact that they are being investigated. Here, also, no scholarly debate or legal literature
exists from which to draw. It appears as if the right to information has been explored and
developed in isolation rather than in aggregate. On the one hand, this poses problems as there is
226
There is of course no „right of information‟ as such, I am instead referring to the right of access to personal data
and the right to being provided with information prior to consenting in aggregate.
48
little to no prior theory and analysis from which to draw. On the other hand, the lack of set-in-
stone beliefs and firmly established doctrines allow for an open-minded perspective which may
give rise to new and creative solutions. Having determined that neither the law itself nor the
literature provides any guidance on how this conflict should be resolved, this thesis now turns its
attention to proposing a new solution altogether.
Prior to any remedy being necessary, there are several steps which game companies can
reasonably take in order to address some of the shortcomings addressed in chapter three without
having to expose information related to trade secrets. Most notably, game companies should
follow Blizzard‟s Entertainment‟s example of a separate anti-cheat agreement because this
makes the information significantly more visible at virtually no cost to the game company. It can
be said with reasonable certainty that the average user is unlikely to be familiar with or aware of
client-side anti-cheat and its consequences. If the anti-cheat provisions are hidden in the privacy
policy or terms of service then, realistically, only a very small subset of users would become
aware of them. Consent fatigue – the phenomenon where users are required to agree to terms so
often they just blindly agree to them – is well documented.227 Despite the fact that game
companies can never be sure users actually read terms, separate anti-cheat agreements would at
least grant the user a fair opportunity to do so. With regards to the content of the terms, terms
should clearly signify that the right of access to personal data is restricted and that the content of
the terms may be incomplete due to secrecy reasons. Terms should also make clear whether the
anti-cheat crosses the memory boundary inhibited by the game and whether it runs in kernel
mode.228
Some readers may wonder, after being confronted with the quagmire that is informed consent,
227
European Commission, „Ex-Post REFIT evaluation of the ePrivacy Directive 2002/58/EC‟ (Commission Staff
Working Document, 2017) 42
228
One could argue that this information is part of the anti-cheat strategy as a whole and is therefore protected as a
trade secret. However, this argument is not convincing because these things are relatively easily discovered via a
quick Google search or minor effort in reverse engineering and therefore do not meet the trade secret definition
posed by Article 2(1) of the Trade Secret Directive. Both components must therefore be included in the provision of
information.
49
can consent ever truly be informed? And even if we do somehow have all the facts and fully
understand them, does that mean that consent is necessarily rational? The idea of informed
consent can be traced back to the notion of autonomy and the belief that individuals should be
able to shape their own destiny.229 The idea has however been criticized due to emotion230,
logical fallacies231, and other limitations such as memory impeding the decision making process:
even in the face of perfect knowledge, decisions are unlikely to be purely rational. Taking this
argument to the extreme, if we are essentially unable to take rational decisions on the basis of
prior information, then the notion of „informed consent‟ is legal fiction. This problem has
garnered significant attention, particularly in the area of bio-ethics. Meisel remarks that the
notion of informed consent „has often been condemned by the medical community as a myth (…)
[but] has been generally praised by legal scholars‟.232 At the same time, it is recognized that
informed consent may be morally compelled.233 The „duty‟ of informed consent „is a reflection
of wider cultural values about the moral importance of respect for individual autonomy‟.234 It is
of course possible to criticize the case for informed consent by arguing that it is pointless to
impose a moral obligation which can never be fulfilled.235 And if we cannot make truly informed
and rational decisions, how can we willingly part with the fundamental right to bodily integrity,
privacy, or any other? These criticisms have merit but are mostly academic in nature. Rejecting
the idea of informed consent altogether would lead to a total breakdown of day to day life. Even
though informed consent does not necessarily equal rational consent, its symbolic power is
indisputable: it fulfills our inherent desire to inform ourselves and make our own decisions about
important matters in life. Who among us would be comfortable with our doctors planning
medical procedures for us because our own decisions are not guaranteed to be entirely rational?
229
Berg and others, Informed Consent: Legal Theory and Clinical Practice (2nd edition, Oxford University Press
2001)
230
See, for example: Norbert Schwarz, „Emotion, cognition and decision making‟ [2004] 14(4) Cognition and
Emotion 433
231
See, for example: Michael LaBossiere, „Forty Two Fallacies‟ (2002)
<[Link] accessed 14 May 2017
232
Alan Meisel, „The Exceptions to the Informed Consent Doctrine: Striking a Balance Between Competing Values
in Medical Decision Making‟ [1979] 2 Wisconsin Law Review 413, 413
233
See, for example: Mark Sheehan, „Can Broad Consent be Informed Consent?‟ (2011) 4(3) Public Health Ethics
226; Satyanarayana Rao, „Informed Consent: An Ethical Obligation or Legal Compulsion?‟ (2008) 1(1) Journal of
Cutaneous and Aesthetic Surgery 33
234
Len Doyal, „Informed Consent: moral necessity or illusion?‟ (2001) 10(1) Quality in Healthcare 29, 29
235
Paraphrased from: Ibid, 30
50
And who would go a step further and extend such trust to large corporations, who, unlike doctors,
are not bound by ethical codes and strict professional guidelines? The value of criticizing
informed consent, then, lies not in providing a justification for abandoning it but instead in the
fact that it helps in exposing, acknowledging and addressing its limitations. Taking all of the
above into account, I argue that Article 5(3)‟s sole reliance on consent is justified and must be
maintained by way of moral obligation. Just like the surgeon‟s scalpel, devices that enter the
user‟s terminal equipment are invasive and infringe upon spaces explicitly protected by
fundamental human rights. While the harms and risks are different and quite arguably not as
serious, I consider them serious enough to afford consent the same key role. And I am certainly
not alone in that conviction: ninety-two percent of respondents to the Eurobarometer survey
considered it important their permission be asked before being subjected to tools that monitor
their activities online.236 The question whether we can ever be truly informed or make truly
rational decisions is philosophically interesting, but does not in itself constitute a convincing
argument in favor of abandoning informed consent. Doing so would mean giving up a hard-
fought „right of individuals to exercise control over [an aspect] of their lives that they deem
critical‟. Finally, the European Commission also considers the role of Article 5(3) to be to
„empower users vis-à-vis their private sphere, giving them the possibility to decide over the
content and access to their device‟, implying that consent‟s key role should indeed be
maintained.237 In summary, although authors with different views on concepts such as autonomy
and the value of informed consent may arrive at a different conclusion, I personally support the
more indeterministic worldview that informed consent – despite all its flaws – indeed allows us
to shape our own destinies and should absolutely be pursued.
Some have proposed incorporating 6(f) of the GDPR – the legitimate interest – into the
ePrivacy Regulation as a lawful ground for access.238 Aside from the substantial detriment to
autonomy this would cause (as asserted above), transparency would also be impacted; it would
lead to a situation where controllers are under no obligation to disclose any information prior to
236
European Commission, „Ex-Post REFIT evaluation of the ePrivacy Directive 2002/58/EC‟ (Commission Staff
Working Document, 2017) 40
237
Ibid, 46
238
See, for example: IAB Europe, „Position on the Proposal for an ePrivacy Regulation‟ (2017)
<[Link] accessed 7 March
2017
51
access or storage as long as no personal data is collected.239 Consent is valuable because it acts as
a gatekeeper by guaranteeing that the user is supplied with the necessary information in a clear
and visible way, as it can only be valid when it meets these standards. As discussed in chapter
four, this thesis departs from the idea that satisfying game companies‟ economic freedom and
freedom to intellectual property in the context of anti-cheat is important and should indeed be
satisfied. Invoking once again Alexy‟s law of balancing, the question then becomes how we can
limit the detriment to transparency and autonomy as much as possible to the point where
satisfaction of game companies‟ economic freedom and right to intellectual property can be
considered justifiable.240 In line with this approach, the benchmark must be to ensure, to the
greatest extent possible, that users have „full information of all relevant issues‟.241
In bio-ethics, it has been recognized that a more paternalistic approach to patient consent may be
appropriate.242 While some authors believe patients should always make their own decisions, the
idea of the „isolated, perfectly rational, prudential decision maker‟ is fiction.243 Many patients
even actively choose to delegate or share decision making with others. Drawing inspiration from
these ideas, my proposal is to bridge the „information gap‟244 by introducing a trusted third party
into the equation. This third party will not only have all the facts at their disposal but will also
possess the necessary knowledge and expertise to properly interpret those facts and convey them
to the data subject. Naturally, the third party will be subject to strong confidentiality obligations
in order to ensure that game companies‟ trade secrets stay secret. This proposal may appear
somewhat hypocritical at first. After all, I have previously argued that Article 5(3)‟s sole reliance
on consent is morally compelled, but now propose to alter it in a way which would seemingly
239
This is due to the fact that the ePrivacy Regulation in itself does not stipulate any specific information
requirements (separate from consent) like the GDPR does.
240
Some kind of value judgment is, of course, inevitable. The smaller the detriment to the principles of transparency
and autonomy, the more justifiable the solution of excluding certain types of personal data becomes.
241
Article 29 Working Party, „Opinion 4/2007 on the definition of consent, WP187‟ (2011) 19
242
See, for example: Mark Sheehan, „Can Broad Consent be Informed Consent?‟ (2011) 4(3) Public Health Ethics;
Emma C Bullock, „Informed Consent and Justified Hard Paternalism‟ (PHD Thesis, University of Birmingham
2012)
243
Gail Van Norman, „Informed Consent: Respecting Patient Autonomy‟ in Van Norman and others (eds) Clinical
Ethics in Anesthesiology: A Case-Based Textbook (Cambridge University Press 2011) 36
244
Meaning, the (lack of) information as game companies provide it, and the information that they should be
providing in order for consent to be considered informed.
52
diminish its role. The intent here, however, is not to take the decision out of the user‟s hands,
but rather to rephrase the necessary information in a way which is fair to both parties. In doing so,
the user gains „an appreciation and understanding of the facts and implications‟ of consenting,
without having to know in full detail the precise specifications of detection methods or possess
the necessary technical expertise to make sense of it.245 Implemented and executed properly, this
proposal keeps the system of informed consent intact while at the same enabling game
companies to keep their anti-cheat strategies concealed. It is clear a system like this can only
work if the trustworthiness of the third party is guaranteed. Certification should be used to
achieve this. Certification and privacy seals have long since been discussed246 but have now been
incorporated in the GDPR247 „in order to enhance transparency and compliance [with the
regulation]‟.248 They allow „data subjects to quickly assess the level of data protection of
relevant products and services‟249 and have been hailed as a possible solution to the problem
that users generally do not read standardized terms or do not comprehend them due to legal
jargon, which makes it particularly well suited to the problem at hand.250 Because the benchmark
is to ensure that users have – to the greatest extent possible – „full information of all relevant
issues‟251 – the certifying body should first and foremost:
1. Review the detection strategy as a whole and grade it on a scale from not invasive at all
to highly invasive. The level of invasiveness determines the type of privacy seal granted
(of which there would be several) which should be displayed in the anti-cheat agreement.
A link should be provided to the website of the certifying body, where each level of
invasiveness is explained in more detail and by using examples. This will aid the user in
making a decision which is not only informed, but also as rational as possible.
245
Article 29 Working Party, „Opinion 4/2007 on the definition of consent, WP187‟ (2011) 19
246
Rowena Rodrigues, David Wright and Kush Wadhwa, „Developing a privacy seal scheme (that works)‟ (2013)
3(2) International Data Privacy Law 100, 100
247
Parliament and Council Regulation of 27 April 2016 on the protection of natural persons with regard to the
processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data
Protection Regulation) [2016] OJ 119/1, art 42
248
Ibid, Recital 100
249
Ibid
250
Rodrigues and others, „The future of privacy certification in Europe: an exploration of options under article 42 of
the GDPR‟ 30(3) International Review of Law, Computers & Technology 248, 249
251
Article 29 Working Party, „Opinion 4/2007 on the definition of consent, WP187‟ (2011) 19
53
However, users cannot reasonably put their trust into a certification system without a last line of
defense to protect against situations where they risk consenting to something no reasonable,
informed and rational person would have consented to. As such, the certifying body should also:
2. Assess whether any of the techniques in use are so invasive that they are either: 1. out of
line with the reasonable expectations of an average, reasonable user; or 2. otherwise
unlawful. An example of the former would be ESEA‟s always-on functionality. 252 A
hypothetical example of the latter would be a technique which is designed to come into
contact with personal data (via window titles, for example) but systematically neglects to
minimize the privacy intrusion by way of (for example) hashing and pseudonymization
techniques.253254
Finally, in order to further justify the decision to let the right to trade secrets prevail over the
right to information (as asserted in chapter 4), the certifying body should play an active role in
alleviating that discrepancy. The main purpose of the right of access is to enable data subjects to
verify the lawfulness of processing of their personal data.255 Therefore, the certifying body
should also:
3. On request, verify the lawfulness of the processing concerning any data which is withheld
by the game company due to secrecy reasons. In case of a complaint, the certifying body
will take an active role and use its knowledge and expertise to determine whether the
personal data withheld indeed shares a significant enough connection to trade secrets.256
Implementing this system will require changes to the legislature. Article 9 of the ePrivacy
Regulation proposal should be amended with a provision such as the following:
252
It is conceivable that this functionality would fall within the user‟s reasonable range of expectation if ESEA
would call clear attention to it and be as transparent as possible in the terms and conditions.
253
The justification for this lawfulness-test (which, after all, other controllers in different areas of business are not
subjected to) lies in the fact that users are left in the dark as to the specifics of anti-cheat and are completely unable
to gauge lawfulness for themselves and hold the controller accountable as a result.
254
The other side of the coin is that companies which make a point to implement such techniques and minimize the
privacy harm wherever possible would be rewarded because their anti-cheat strategy can be considered less invasive
as a result.
255
Parliament and Council Regulation of 27 April 2016 on the protection of natural persons with regard to the
processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data
Protection Regulation) [2016] OJ 119/1, Recital 63
256
While not as far-reaching as the European Data Protection Supervisor‟s proposal to involve an official entity in
each case where the right of access and trade secrets conflict, this proposal achieves a similar effect.
54
In so far restricting the provision of information is necessary in order to preserve trade secrets,
certification shall be used as a compensatory measure to ensure that access to end-users‟
terminal equipment is lawful, and in line with the reasonable expectations of data subjects based
on the terms provided.257
Rather than allowing several certifying bodies to exist in competition with one another, only one
certifying body should be established. This fits the European Commission‟s belief that the
number of privacy seal systems should be kept to a minimum.258 The certifying entity should be
a separate EU body closely connected to the European Data Protection Board (or an appointed
Data Protection Authority).259 Structuring the system in this manner addresses several common
criticisms against privacy seals, such as a lack of regulatory oversight (one single entity closely
connected to the European Data Protection Board allows for effective oversight) and forum
shopping by companies (once again, there is only one entity to choose from). Lack of
harmonized standards will also not be a problem as only one set will exist. In order to be able to
carry out the assessment, the certifying body should consist of experts specialized in privacy,
data protection, game design and anti-cheat. Due to the sensitivity of the information, experts
carrying out the assessment will need to sign strong confidentiality agreements.
Ideally, game companies should seek certification prior to deploying new methods of
detection. This will encourage them to employ value-sensitive design and ensure that privacy
considerations are taken into account from the start of the development process. This will cause a
shift in focus from purely technological considerations (i.e. how well is the system going to
perform) to legal and ethical considerations (i.e. how well will the system perform while
simultaneously minimizing the privacy harm). That shift in thinking will require additional
resources and, while hampering innovation from a purely technological perspective, will
simultaneously stimulate a different type of innovation which is not measured purely in
257
The first part of this provision is self-explanatory. With regards to the second part, „based on the terms provided‟
accounts for the fact that game companies have influence over what constitutes a reasonable expectation. For
example, if a company clearly signifies that highly invasive methods are used in the terms and conditions (and
makes this information sufficiently visible) the threshold as to what users should reasonably expect changes.
NB: Substantive requirements for certification itself should be set out in another, separate provision.
258
Rowena Rodrigues, David Wright and Kush Wadhwa, „Developing a privacy seal scheme (that works)‟ (2013)
3(2) International Data Privacy Law 100, 104
259
Practically speaking, there are only a limited amount online games with integrated anti-cheat and third party anti-
cheat software applications currently out or coming out in the future. I predict that, aside from the initial hurdle of
certifying all the online games already released, this would not be an unrealistic endeavor.
55
technological prowess but rather in its ability to be technologically effective while at the same
time respecting privacy.260 Finally, this proposal also has the added benefit of what Morgan and
Yeung describe as regulation through communication.261 By communicating levels of
invasiveness to (would-be) customers, companies are indirectly encouraged to strive for an anti-
cheat strategy which is as non-invasive as possible (as the hypothesis is that customers are more
likely to choose such a product or service,)262, thereby limiting the privacy harm. The risk of
being perceived as a company which does not respect its users‟ privacy has been aptly described
by Gabe Newell, CEO of Valve: „There is also a social engineering side to cheating, which is to
attack people's trust in the system. If "Valve is evil - look they are tracking all of the websites you
visit" is an idea that gets traction, then that is to the benefit of cheaters and cheat creators. VAC
is inherently a scary looking piece of software, because it is trying to be obscure, it is going after
code that is trying to attack it, and it is sneaky. For most cheat developers, social engineering
might be a cheaper way to attack the system than continuing the code arms race (…)‟.263 Indeed,
it should be noted that such a system need not only be a burden or restriction to companies. The
other side of the coin is that being awarded certification will be beneficial in addressing already
existing issues concerning trust and protect game companies against attacks on their reputation
via social engineering.
Several further objections to this idea can be raised. First of all, certification under the
GDPR is supposed to be a voluntary process by which controllers and processors can
demonstrate compliance. In addition, with only one certifying body to choose from, it is
becoming clear that – while beneficial to users – the impact on businesses‟ autonomy should also
be considered. With the only options being risking fines, exposing trade secrets, abandoning
client-side anti-cheat or seeking certification, the incentive to seek the latter is so strong that it
becomes questionable whether certification can be considered truly voluntary. This is true, but
the reality is that game companies already find themselves in an advantageous position over
users, who are required to consent to an elaborate contract drafted by them from a take-it or
leave-it position. Mitigating the disparity and thus improving autonomy for one party may come
260
What may follow, for example, is an increased focus on innovating server-side anti-cheat, which is less invasive.
261
Bronwen Morgan and Karen Yeung, An Introduction to Law and Regulation (Cambridge University Press 2007)
96-102
262
This process could also be characterized as and related to the market as a modality of regulation, see: Lawrence
Lessig, Code and other laws of cyber space (Basic Books 2006) 123
263
Quoted from: [Link]
56
at the expense of the other.264 Moreover, it is the game company who is legally at fault when
they employ detection methods without disclosing them, not the user. Certification is an
opportunity to continue reaping the benefits of these devices while being in accordance with the
law. Claiming damage to businesses‟ autonomy because they cannot continue profiting from an
unlawful situation is therefore not a convincing argument.265 Second of all, certification is
inherently problematic exactly because „questions of trust and confidence are pushed back from
the certified entity to the certifying body‟.266 Anti-cheat‟s niche character means that the pool of
knowledge and expertise required to carry out the duties enumerated prior will most likely
require attracting experts with prior experience in those fields. However, there is a real risk of
partisanship as these experts are likely to have a history as cheat developers, reverse engineers or
cheat analysts from the online gaming industry. Strong confidentiality agreements and screenings
prior to hiring will be key here. The assessment procedure itself should be structured in such a
way as to de-contextualize the information based on which the experts carry out their
assessments. This could mean, for example, that experts perform their assessments without
knowing exactly which company it concerns. Third of all, feasibility is also a valid concern.
Limiting the amount of certification bodies to one has distinct advantages but raises questions as
to whether this is realistic when considering workload. Although there are no exact estimates to
how many online gaming companies employ client-side anti-cheat, my own research suggests
that the amount of notable267 online games catering to European audiences and employing client-
side anti-cheat is manageable. Moreover, not every company will choose to seek certification.
The initial hurdle of certifying all these existing online games admittedly take time, but this is
inevitable and not in itself problematic. Games with the largest amounts of players should be
prioritized (as to guarantee the greatest possible benefit to the largest amount of users in the
264
To further ensure a fair balance where both parties benefit, the ePrivacy Regulation should also be amended with
an article similar to article 83(2)(j) of the General Data Protection Regulation, which stipulates that adherence to
approved certification mechanisms shall be duly considered when imposing fines.
265
Lastly, it should be noted that certification as a concept need not necessarily be voluntary and the idea of
mandatory certification is not unheard of. For example, research commissioned by the European Commission has
considered the possibility of introducing mandatory certification for user generated content providers in order to
counter the problems with information provision via privacy policies. See: European Commission, „Consumer
Sentiment Regarding Privacy on User Generated Content Services in the Digital Economy (Consent)‟ (European
Policy Brief 2013) 8
266
Paraphrased from: Rodrigues and others, „The future of privacy certification in Europe: an exploration of options
under article 42 of the GDPR‟ 30(3) International Review of Law, Computers & Technology 248, 249
267
Meaning, with significant amounts of players.
57
shortest possible time-frame). Game companies who have filed a request should be permitted to
continue their current anti-cheat strategies (within reason) in order to account for the delay and
facilitate a transition period. Clear instructions as to which information needs to be provided
should be made available in advance in order to speed the process along. One of the technical
experts interviewed for the purpose of this thesis confirms the feasibility of the proposal and
raises several comments of worth. He concurs with the idea that pre-determined procedures and
informational requirements would greatly speed up the process. In his view, development of a
proprietary set of tools for the certifying entity to aid in the analysis of client-side methods could
speed it up further.268 The most important variable is the competency of the developers: „If the
game company has competent developers that know their system inside-out and can convince the
security firm that they know what they're doing, then the audit is completed very quickly. If no
one knows what they're doing, then honestly the sky's the limit.‟269 Generally speaking, however,
he estimates a process like this to take around a month per game company, with the potential of
several assessments being carried out simultaneously.270 Finally, someone will have to bear the
costs of certification. Because game companies are the ones who benefit from continued usage of
client-side anti-cheat devices, they are the most logical choice in this regard.271 Moreover, this
has the added benefit of further encouraging shifts in development towards privacy-friendly
alternatives. When companies are thinking about an invasive anti-cheat strategy, the question
becomes „why‟ rather than „why not‟.272
268
See: Annex C(2)
269
Ibid
270
The total length of the assessment will depend on in how much detail compliance to the law will be ascertained.
Seeing as how the main objective is to convey a general level of invasiveness and determining whether the user
consents to something unreasonable or clearly unlawful, the level of detail to be pursued is debatable. For example,
should every statement made by the game company be technologically verified or do we assume accuracy in good
faith? I have refrained from making definitive statements as to how deep that level of detail should be because these
types of questions are not well-suited to a first draft of a (still mostly theoretical) proposal.
271
They can also choose as to whether to delegate the costs to users.
272
As such, costs should also be proportional to the length of the assessment .This will also encourage companies to
be cooperative and speed along the process, while simultaneously being fair to smaller companies (who‟s anti-cheat
strategies will generally be smaller and less intricate, and therefore take up less time in assessment).
58
5.6 Conclusion
In closing, a single certifying entity which 1. assesses and conveys to the user the general level
of invasiveness of the anti-cheat strategy, 2. verifies whether the anti-cheat strategy lies within
reasonable expectation or is clearly unlawful, and 3. allows users to exercise the right of access
by proxy, would lead to an only small detriment to transparency and autonomy for the user (and
will in a certain way even be a boon, as the information is more visible via a privacy seal and
easier to understand for non-experts) while simultaneously preserving trade secrets. Considering
the importance of the benefit which is achieved, namely satisfying game companies‟ economic
freedom and right to intellectual property, this proposal holds significant promise in being able to
resolve the tension between the interests at stake in a way which is fair to all parties involved.
While implementing this system would not be without obstacles (such as, for example, cost and
ensuring the trustworthiness of experts), all of those obstacles can be overcome with sufficient
care and planning.
59
CHAPTER SIX – CONCLUSION
Client-side anti-cheat raises legal concerns from a privacy and data protection perspective
because it intrudes upon users‟ devices – which are explicitly considered to be part of the private
sphere in line with the ePrivacy Directive (and upcoming ePrivacy Regulation). In the past, many
have claimed (certain types of) client-side anti-cheat to be unlawful, but – upon closer inspection
– do not provide the necessary evidence to substantiate that claim. In academia, the relationship
between client-side anti-cheat and the European Union privacy and data protection legal
framework has remained essentially unexplored which severely complicates verifying or
disputing claims such as the one above. With online gaming becoming more and more popular,
the matter can no longer be ignored. Consequently, this thesis set out to answer the following
research question:
How do the ePrivacy Directive and GDPR restrict or otherwise limit usage of client-side anti-
cheat by online gaming companies?
The ePrivacy Directive restricts usage of client-side anti-cheat through Article 5(3) by requiring
consent for usage of any techniques marked in red. Techniques marked in green do not require
consent (and are therefore considered „unrestricted‟) because they fit the „strictly necessary‟273
exception that Article 5(3) provides.
273
Or the „necessary‟ exception under the ePrivacy Regulation proposal.
274
Limited to the memory space inhibited by the game.
60
or not275
Screenshots
DNS-cache scanning
Engaging kernel-mode
As discussed throughout chapter two and three, many more techniques are bound to be in use but
cannot be investigated as they are kept secret. As a rule of thumb, however, any technique which
crosses the memory boundary inhibited by the game is very likely to require consent from the
user. This is a logical consequence of the underlying rationale of Article 5(3), which holds the
user‟s terminal equipment – just like his or her domicile – to be part of the private sphere. The
extent of the restriction, then, depends on the way in which we interpret the requirements for
valid consent in the online gaming context. The ePrivacy Directive and ePrivacy Regulation
proposal define consent by referring to the DPD and GDPR respectively. And this is where
things begin to get murky. As I have argued in chapter three, the legislator‟s decision to „import‟
consent‟s requirements in this way is a mistake because consent under the GDPR deals with an
entirely different situation. While it is true that information collected from the user‟s terminal
equipment may constitute personal data, Article 5(3) is first and foremost a privacy protection
mechanism: it protects against unauthorized access to users‟ terminal equipment regardless of
whether the information therein constitutes personal data. And exactly because it deals with a
fundamentally different situation, fundamentally different kinds of information may be required
to consider users adequately informed. The ePrivacy Directive therefore leaves us without any
275
See: paragraph 3.5 and 6.2.
276
Not limited to the memory space inhibited by the game.
61
guidance as to which information this should be. Nevertheless, Article 5(3)‟s underlying
rationale and scholarly debate on informed consent make clear that companies are indeed
obligated to disclose more detailed information regarding detection methods. In reality, game
companies rarely provide more detailed information – if they provide any at all – in order to
preserve trade secrets. Complicating matters further, there is no legal basis on which to „restrict‟
the notion of informed consent in favor of trade secrets, resulting in a situation where game
companies are essentially breaking the law. Despite its shortcomings, I have strongly argued in
favor of consent‟s central role in Article 5(3). Replacing or supplementing it with the legitimate
interest or any other processing ground to address this issue is tempting, but runs counter to
Article 5(3)‟s underlying principles and would be too detrimental to transparency and autonomy.
To reconcile these interests with game companies‟ interests in preserving trade secrets, a novel
use of a certification system to bridge the information gap was proposed. The proposed system
results in only a small detriment to transparency and autonomy, and ultimately allows for the
flow of information towards the user to be restricted.
The GDPR – at first glance – indirectly restricts usage of client-side anti-cheat through
the right of access because records kept on players‟ behavior are personal data (barring possibly
the analytical component) and therefore subject to access requests. That personal data could
potentially reveal sensitive information regarding detection methods or overall anti-cheat
strategies. However, the GDPR explicitly recognizes that the right of access may be restricted if
it adversely affects trade secrets. By employing Alexy‟s law of balancing, it was asserted that
there is sufficient legal basis to exclude any personal data which may reveal technologically
sensitive information from access requests. Consequently, game companies are not restricted by
the right of access to personal data in their usage of client-side anti-cheat.277
277
The proposed usage of certification, however, would allow users to indirectly verify the lawfulness of the
processing via third party.
62
6.2 Limitations and recommendations for further research
This thesis played a pioneering role but many facets nevertheless remain unexplored. The
following aspects in particular should be considered for future research:
1. The meaning of the term „necessary‟ should be further explored and scrutinized. For
example, if a game itself is badly designed in the sense that it is too easy to exploit, can it
be considered truly necessary to deploy highly invasive anti-cheat to compensate for that
shortcoming? And to what extent does Article 25 of the GDPR – data protection by
design – factor into it?
2. The relationship between Article 7(4) of the GDPR and consent under Article 5(3) needs
to be further explored. This article raises questions as to whether consent is freely given if
providing the service depends on the processing of personal data which is not necessary
for the performance of the contract. How should this provision be understood in the
ePrivacy context?278
3. The question if (and if so, when) memory values or other bits of computer code processed
to detect cheats constitute personal data, as this will dictate the extent of the GDPR‟s
applicability beyond the initial act of access.
4. The subject matter should be closely re-visited and further explored in light of the
ePrivacy Regulation once a definitive version becomes available.
5. Further comparisons with other types of devices regulated by Article 5(3) (such as
digital-rights management software).
More than anything else, however, future research should be focused on subjecting methods of
detection to further legal analysis in conjunction with a more thorough technological
understanding of the subject matter. My own research is limited (in addition to the limitations
already mentioned in chapter one) due to the fact that I am first and foremost a legal scholar. I
am apt enough to form a basic understanding required for legal analysis but cannot fully grasp
the inner workings of detection mechanisms. Taking into account the lack of scholarly attention
278
If (certain types of) anti-cheat are not necessary for the service, then consent must be sought. But if that anti-
cheat is not necessary for the service, the GDPR suggests such consent cannot be freely given. And does this only
apply where the processing of personal data is concerned or also the access of terminal equipment as such? Once
again, the choice to „import‟ consent from the GDPR reveals its problematic nature.
63
and high complexity of the subject matter, I consider it unlikely that any legal scholar – at least
on his or her own – would be able to tread in greater detail. What is necessary is collaboration
between authors such as myself and authors such as Curda and Krutsko.279 Only then can the
matter be explored in full detail and be given the attention it deserves.
So much of the debate surrounding Article 5(3) has been focused on cookies that it has
seemingly been forgotten many other devices which interfere with users‟ terminal equipment
exist, some of which far more invasive than cookies could ever be. Centering debate around the
least invasive form of access is problematic because it risks more invasive forms getting an easy
pass due to an underdeveloped system. Anti-cheat is a niche field, but many of the techniques
used could see application outside of the online gaming context in the future. For example, in the
wake of the 2016 United States elections, it has become increasingly clear that bots played at
least some role in shaping public opinion through social media.280 There may come a time where
social media platforms decide to start detecting these bots using client-side detection, and when
that time comes, the legal framework needs to be properly thought out. The legislator‟s lack of
guidance concerning key aspects, such as what constitutes „necessary‟ or „strictly necessary‟, is
troubling. It is contradictory to on the one hand protect terminal equipment as part of the private
sphere and rely on consent as the sole ground for lawfulness while on the other hand leaving the
exemptions to that article undefined and up to wide interpretation. The decision to once again
define consent in the ePrivacy Regulation proposal by simply referring to the GDPR further
emphasizes this contradiction and lack of care. The case of client-side anti-cheat shows that
consent essentially needs its own set of definitions and legal provisions in order to „make sense‟
and be effective in that context. But seeing as how the ePrivacy Directive and Regulation
„particularize and complement‟281 the DPD/GDPR and are intrinsically connected, we may
279
These authors wrote their theses on anti-cheat from a technology perspective.
280
According to a recent study conducted by Bessi and Ferrara, such bots were responsible for roughly one-fifth of
the conversation surrounding the presidential election on Twitter. See: Alessandro Bessi and Emilio Ferrara, „Social
bots distort the 2016 US Presidential election online discussion.‟ (2016) 21(11) First Monday
281
Proposal for a Regulation of the European Parliament and of the Council concerning the respect for private life
and the protection of personal data in electronic communications and repealing Directive 2002/58/EC (Regulation
on Privacy and Electronic Communications) [2017] Recital 5
64
wonder whether deviating from those instruments in one single, yet fundamental aspect282 would
even be possible. Other than the fact that users‟ terminal equipment may house personal data,
Article 5(3) – which concerns itself with the act of intrusion into the private sphere – has very
little in common with the DPD/GDPR and even the rest of the ePrivacy Directive/Regulation.
There is no real value in itself to protecting information (as opposed to personal data) and this
raises the question whether the inclusion of Article 5(3) in the ePrivacy instruments was a
decision properly thought out.283 That is not to say an article like Article 5(3) should not be
included in the law. On the contrary: the entirety of this thesis is essentially built on the
conviction that our devices – similarly to our domiciles – are part of the private sphere and
should be protected from intrusions as a matter of principle.284 Yet, by placing Article 5(3) into a
legislative instrument where it is „the odd man out‟ while simultaneously over-focusing the
debate on cookies, its true potential in that regard is unlikely to ever be fully realized.
282
I.e. consent.
283
Which of course raises the question where such an article should then be placed. This question is beyond this
thesis‟s scope, however.
284
The argument of equating our devices with our domiciles is predominantly a principled argument; however, as
chapter three (particularly paragraph 3.2) has shown, entering someone‟s device is essentially the „first step‟ to
being able to violate someone‟s privacy, and in this regard the value of Article 5(3) could be said to extend beyond a
pure matter of principle.
65
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69
ANNEX A
Diablo III289 gaming platform) the Blizzard game‟s program has not been
account. altered or „hacked‟ in violation of the EULA;
285
[Link]
286
[Link]
287
[Link]
288
[Link]
289
[Link]
70
have a handle to the Blizzard games „process‟
will be used to determine if it is a confirmed
hacking, botting or cheating program in
violation of the EULA.
290
[Link]
291
[Link]
292
[Link]
71
easier to locate via applicable Daybreak Games game (each, an
search. “Unauthorized Third Party Program”). In the
event that a Daybreak Games game detects an
Unauthorized Third Party Program, (a) the
Daybreak Games game may communicate
information back to Daybreak Games,
including without limitation, your Daybreak
Games account username, details about the
Unauthorized Third Party Program detected
and the activities or functions performed
thereby, and/or details about your computer
(…).
293
[Link]
72
ANY INFORMATION BETWEEN
HARDWARE YOU USE WITH THE GAME
AND ANY MECHANISM ArenaNet MAY
CHOOSE FOR SUCH COMMUNICATIONS.
294
[Link]
295
[Link]
73
some of which may be operated by third party
providers.
Black Desert Vehicle: Privacy Policy During your gameplay, we will collect your
session information, including your IP address,
Online296297
Visibility: Mostly hidden your MAC address, your hardware
information, the time your session begun, how
away in the privacy long it lasted, how and when it ended.
policy. No commonly
This information is used in order to:
expected terms are used.
provide you customer support when you
request it;
verify that you do not violate the terms
of service;
generate anonymous statistics about our
player base;
improve the game experience.
Darkfall: Rise of Vehicle: Terms of You agree that Big Picture Games may use
298
Agon Service whatever procedures or protocols it may deem
necessary to monitor your computer and
Visibility: Hidden away
activity in the Game and the World. This may
in the privacy policy.
include, but is not limited to, monitoring your
Appears under „Active
personal computer to determine the validity of
Game and Account
your installation, your account and the Game
Monitoring‟.
and to assure that you are not using any third
party software that might violate these TOS or
the EULA.
296
[Link]
297
[Link]
298
[Link]
74
Path of Exile299 Anti-cheat provisions are -
absent.
Easy Anti Cheat301 Privacy policy. Very visible. The policy is very elaborate
and aims to be transparent. It
supplies the user with lots of
information and provides easy
to follow clarification and
explanations. It even goes so
far as to instruct users how
they can verify the software
does not run when the game is
closed.
299
[Link]
[Link]
300
[Link]
301
[Link]
302
[Link]
75
capability to detect all hacks
(…)‟ The policy indicates that
it may „transmit flagged
executable code to our servers
for further review‟ and that no
other memory contents are
transmitted to the BattlEye
servers. Aside from this
information, nothing else is
mentioned or explained. The
fact that BattlEye runs in
kernel mode is omitted.
303
[Link]
76
ANNEX B: INTERVIEW WITH PARTICIPANT #1
Ruben Greidanus
Hello ***,
My name is Ruben Greidanus, I'm currently writing a master's thesis on the legality of
bot-detection methods; both client and server side. I read your blog on Warden and
found it a very interesting read. I am somewhat knowledgeable on bots and how
detection works but some areas are still quite lacking. Would you be willing to answer
some of my questions (mainly technical in nature) somewhere in the near-future?
These questions would mainly deal with:
I would ask you the questions through e-mail so that you can answer them at your
own leisure. I will of course credit you as my source, or keep your name anonymous
if that's what you prefer. I look forward to hearing from you.
77
Kind regards,
Ruben Greidanus
Hello!
I have not specifically reverse engineered Warden since 2008 or 2009 (when they
threatened a lawsuit), but to my knowledge it still works largely the same way. If
you're looking for someone with knowledge of which types of scans are present in the
current version of Warden, I'm not your man. :)
I am otherwise happy to answer questions on these topics. Thanks for your e-mail,
have a good day!
***
*** *****, LLC
[Quoted text hidden]
Hi ***,
Thanks for your swift reply. I don't have to know exactly what kind of scans are
currently present in Warden, it's more about the tools that game developers
theoretically have available to them. I'm more so looking for a person with a lot of
78
general knowledge and know-how on this subject, and from what I've been reading I
definitely think you fit the bill. I really appreciate your willingness to help me out
with this! I'll send you some questions in the coming weeks.
Kind regards,
Ruben Greidanus
[Quoted text hidden]
Hi ***,
As discussed, I have several questions that I would love to get your thoughts on. Just
to quickly summarize what I'm trying to do: I want to provide an overview of
common client-side and server-side bot-detection methods and see how these relate to
the European Union privacy & data protection legal framework. So it's not my
intention to prove that Blizzard invades users' privacy or anything like that. I'm more
interested in a general, theoretical perspective.
Detection methods either take place client or server-side. Client-side methods may
involve:
1. Monitoring the game memory space through signature based detection. Similar to
the way in which virus scanners work.
2. Hash validation in the game memory space. Specific areas of the memory are
79
targeted and are compared to an original, 'clean' version.
3. Process-list scanning, running processes are compared to a blacklist.
4. Window title-scanning, titles are compared to a blacklist.
My first, most general question is to what extent is the above correct and are any
notable methods that I've left out? I'm trying to create some kind of
typology/categorization, but I'm not sure whether that's actually possible or if there's
so many, vastly different methods, that trying to categorize them is impossible.
My second question. Could method 1 & 2 also be used to scan outside of the game
process? I read that very old-school anti cheat detection such as Punkbuster actually
applies these methods to the entire memory space, is this indeed possible?
Furthermore, is it correct that in order to scan outside the game process, anti-cheating
software would need to run in 'kernel mode' rather than 'user mode'? In other words, is
it correct that anti-cheating software can only scan inside the game process unless it's
running in kernel mode?
Lastly, you talk about method 3 & 4 on your blog. If I understand correctly: Warden
used to employ these in the past. It used to work in that it had a blacklist of hashes. It
assessed the running processes / window titles on the player computer and compared
the result to the blacklist. In Warden's case, the only thing that was sent back was
either a 'yes' or 'no'. Was it Warden that converted the actual process name or
windows title into a hash or are these hashes available by default? Did Warden ever
come into contact with the actual name of a process or window title? And once again,
is it even possible for Warden to scan other processes or window titles when it's not
running in Kernel mode?
I hope I'm making sense here, I have no doubt I'm using some of the terms
incorrectly. Thanks again for your time and I look forward to hearing from you.
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Kind regards,
Ruben Greidanus
My first, most general question is to what extent is the above correct and are any
notable methods that I've left out? I'm trying to create some kind of
typology/categorization, but I'm not sure whether that's actually possible or if there's
so many, vastly different methods, that trying to categorize them is impossible.
My second question. Could method 1 & 2 also be used to scan outside of the game
process? I read that very old-school anti cheat detection such as Punkbuster actually
81
applies these methods to the entire memory space, is this indeed possible?
Furthermore, is it correct that in order to scan outside the game process, anti-cheating
software would need to run in 'kernel mode' rather than 'user mode'? In other words, is
it correct that anti-cheating software can only scan inside the game process unless it's
running in kernel mode?
#1 and #2 can scan outside of the game process, without kernel mode. All it would
technically need is the ability to use ReadProcessMemory on the target process, which
may require running "as Administrator" but certainly still available in user mode.
Furthermore, is my understanding correct that method 2 would be used to identify, for
example, injected code or function hooks inside the game process?
Warden was doing the hashing, using a standard algorithm though I do not recall
which. Probably SHA.
Warden comes into contact with the names because that is what the Windows API
provides, anyone can do it -- EnumWindows + GetWindowText. EnumProcesses, you
can even tell what DLLs are loaded in a process with EnumProcessModules. Many
games use these methods. WoW has used these to scan for hacks before you even log
in (probably still does) and warns the user if it finds a known problem (e.g. a known
keylogger/trojan targeting WoW accounts).
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However, some of these API are restricted by user permissions in Windows. For
example, attempting to EnumProcessModules on an Administrator-level (elevated)
process may fail from a Standard-level (non-elevated) process. So their expected
benefit is already lessened due to security in Windows. For this and similar reasons,
many anti-cheat systems do choose to use kernel mode, which is not subject to this
restriction.
***
*** *****, LLC
Hi ***,
No problem, sorry for my late reply as well, could have sworn I hit 'send' last
weekend but I just noticed my reply was still under drafts. Thanks for your answers, it
has been extremely valuable in getting a better grasp on all the technical stuff. I'll
receive some feedback from my supervisors soon and I may have some additional
questions after that, if that's all right with you of course.
By the way, I'm very curious if you know more about the following. On
botting/cheating forums I constantly see people reference a lawsuit that Blizzard was
allegedly involved in where the Courts told them they were not allowed to scan
outside the memory space occupied by their games. This would constitute a privacy
violation, presumably. Some people also say this is why they stopped scanning
window titles and so forth. I've scoured the entire internet for such a lawsuit but I've
been unable to find it. Everyone seems to talk about it but no one actually knows or
mentions what this case was called or when it can be found. I don't think it's MDY
Industries/Glider v. Blizzard as that seems to relate to copyright infringement mainly.
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Any ideas?
Kind regards,
Ruben
[Quoted text hidden]
MDY v Blizzard did not put any such restrictions on Warden, and I'm not aware of a
case that did.
If they stopped using a scan for window titles, it's probably because people worked
around the scan anyway. I mean, once you know it's there, you just change the
window title, right?
Hi ***,
Thanks, and yes I was thinking the same thing. I'm going to assume it's just a myth
that gets repeated from person to person without an actual source.
Kind regards,
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Ruben
[Quoted text hidden]
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ANNEX C(1): INTERVIEW WITH PARTICIPANT #2
[2/9/2017 [Link] AM] *** Participant #2 would like to add you on Skype
Hi Ruben, I'd like to add you as a contact. ***
[2/12/2017 [Link] PM] *** Ruben has shared contact details with Participant #2 . ***
[2/12/2017 [Link] PM] Ruben: Hi Participant #2, thanks for taking the time to meet me!
[2/12/2017 [Link] PM] Participant #2 : Sure thing.
[2/12/2017 [Link] PM] Ruben: Want to get right into it?
[2/12/2017 [Link] PM] Participant #2 : Sure
[2/12/2017 [Link] PM] Ruben: All right so that thesis you sent me was super helpful. I‟m
basically looking at client-side detection methods and I‟m trying to think of a general
categorization of sorts.
[2/12/2017 [Link] PM] Participant #2 : Do you prefer to type things out or voip?
[2/12/2017 [Link] PM] Ruben: I would prefer to type things out, my English is fine but this
way I can organize my thoughts better if that's all right?
[2/12/2017 [Link] PM] Ruben: And I have a terrible Dutch accent .
[2/12/2017 [Link] PM] Participant #2 : Sure.
[2/12/2017 [Link] PM] Ruben: All right so basically, from what I understand you have:
1. Monitoring the game memory space through signature based detection. Similar to the way in
which virus scanners work. Can also be used on the rest of the computer memory.
2. Hash validation in the game memory space. Specific areas of the memory are targeted and are
compared to an original, 'clean' version. Can also be used on the rest of the computer memory.
3. Other methods such as calling an active process-list or window titles, with functions like
EnumWinTitles
[2/12/2017 [Link] PM] Ruben: And then finally there's these oddball methods like Punkbuster
which make screenshots of your computer (allegedly).
[2/12/2017 [Link] PM] Ruben: Out of the things I‟ve mentioned is there any obvious
technique or method that I‟m missing?
[2/12/2017 [Link] PM] Participant #2 : So keep in mind that, at least for non-kernel anti-cheats,
they can't really scan "the rest of computer memory"
[2/12/2017 [Link] PM] Participant #2 : In Windows (and OSX) they might be able to see that
an application has an open handle to the game but if the application is running with escalated
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privileges, the anti-cheat would not be able to read the memory of that application. Furthermore,
doing so would violate privacy laws in some countries.
[2/12/2017 [Link] PM] Ruben: Yeah so in layman's terms that‟s basically running something
in administrator mode you mean right?
[2/12/2017 [Link] PM] Ruben: Administrator mode = elevated.
[2/12/2017 [Link] PM] Participant #2 : Yes, unless the game is running in admin mode as well
for some reason.
[2/12/2017 [Link] PM] Participant #2 : And as far as I know, CreateToolhelp32Snapshot is the
most popular function anti-cheats use.
[2/12/2017 [Link] PM] Participant #2 : Call of Duty I heard takes screenshots of suspected
computers. Since Activision/Blizzard is the same company, I would not be surprised if
Overwatch takes screenshots as well.
[2/12/2017 [Link] PM] Participant #2 : However, I don't know if they take a screenshot of the
computer or just what the game is rendering. So it could be that external overlays arn't captured
by the screenshots.
[2/12/2017 [Link] PM] Ruben: Gotcha, interesting.
[2/12/2017 [Link] PM] Ruben: Would you say the list i just sent is generally accurate? in that
it provide a rough overview of what‟s currently available?
[2/12/2017 [Link] PM] Ruben: Taking into account of course that many specific techniques
will remain secret as that in game developers best interest.
[2/12/2017 [Link] PM] Participant #2 : That's a good starter list but there are a lot of ways you
could detect bots
[2/12/2017 [Link] PM] Participant #2 : For example, you could detect people reading your
memory like Overwatch does by allocating memory that never gets used (which means windows
doesn't allocate physical ram) but then if something accesses it (like a bot) then windows
allocates physical ram, and the game would see that that memory was read/accessed.
[2/12/2017 [Link] PM] Ruben: So that's sort of a trap?
[2/12/2017 [Link] PM] Participant #2 : Here's a whole thread on that:
[Link]
[Link]
[2/12/2017 [Link] PM] Participant #2 : And a sample implementation:
[Link]
[2/12/2017 [Link] PM] Participant #2 : Other detection methods include checking for
debuggers, which I sent you a comprehensive link about before.
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[2/12/2017 [Link] PM] Ruben: Interesting, seems like the possibilities are basically endless
right? just depends on how creative the companies get?
[2/12/2017 [Link] PM] Participant #2 : Yep, basically.
[2/12/2017 [Link] PM] Ruben: I read about valve checking users' dns caches for known cheat
drm-servers a couple of years ago.
[2/12/2017 [Link] PM] Ruben: Also found that very creative.
[2/12/2017 [Link] PM] Participant #2 : And it's not just about detecting bots but also
protecting your code against bots.
[2/12/2017 [Link] PM] Ruben: What do you mean by protecting your code?
[2/12/2017 [Link] PM] Participant #2 : They don't anymore, but they did do that to catch a
kernel based hack
[2/12/2017 [Link] PM] Participant #2 : For example, Overwatch encrypts their binary so that
you can't just drop it into IDA Pro and perform static analysis.
[2/12/2017 [Link] PM] Participant #2 : When you run the game, it uses what's known as a
TLS Callback to set up exceptions which decrypt the binary and run the game.
[2/12/2017 [Link] PM] Participant #2 : It also uses countless anti-debugging methods to
prevent people from debugging the game.
[2/12/2017 [Link] PM] Ruben: So they basically try to stop people from reverse engineering
their software right?
[2/12/2017 [Link] PM] Participant #2 : That memory "trap" I was talking about is another way
to protect your code (And detect bots).
[2/12/2017 [Link] PM] Participant #2 : Yes.
[2/12/2017 [Link] PM] Ruben: Gotcha.
[2/12/2017 [Link] PM] Ruben: Seeing as we're already talking about kernel mode, I also have
some questions about that.
[2/12/2017 [Link] PM] Participant #2 : Another way to protect code is decrypting code on the
fly, just before it get's ran, as well as having bogus code that never gets run but the disassembler
thinks is real code.
[2/12/2017 [Link] PM] Participant #2 : The Denuvo copy-protection system uses this, and
many other techniques, to prevent piracy of games such as Doom.
[2/12/2017 [Link] PM] Participant #2 : Sure.
[2/12/2017 [Link] PM] Ruben: Interesting, yeah there are lots of similarities between digital
rights management software and this.
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[2/12/2017 [Link] PM] Ruben: If I understand correctly, anti-cheat software cannot overrule
Windows security privileges which may mean that it can‟t read another process memory space.
So, for that reason, some anti-cheat software runs in kernel mode. How is this achieved, exactly?
Is this something that the user has to allow? How do you force something to run in kernel mode?
[2/12/2017 [Link] PM] Participant #2 : Yeah, you have to understand that anti-cheats are
running in a hostile environment where the hacker has the upper hand.
[2/12/2017 [Link] PM] Participant #2 : They control every aspect of their computer, and
software like VAC sometimes denies people access because their systems are configured in an
"insecure" fashion such as disabling DEP.
[2/12/2017 [Link] PM] Participant #2 : As for running code in kernel-mode, it's basically a
driver. Like a keyboard driver or a video card driver. So hackers (or anti-cheat developers) write
a driver which the user has to allow and install.
[2/12/2017 [Link] PM] Participant #2 : The thing about drivers though is that they have to be
signed by a certificate. So either you go and pay a CA (certificate authority) to sign your driver
or you somehow get the user to install your certificate so the driver can install themselves. If you
want to run drivers without signing them then you have to enable "test mode" in windows which
means that anti-cheat systems like VAC can detect that and deny you access, like they do when
you disable DEP.
[2/12/2017 [Link] PM] Ruben: Right, so that's basically a dead giveaway that you're trying to
hide something
[2/12/2017 [Link] PM] Ruben: Kind of in the same way that running in a virtual machine may
seem suspicious
[2/12/2017 [Link] PM] Participant #2 : Yes, but I still think that people can see what drivers
are installed on your computer, so I'm not sure if that's the safest way to go either.
[2/12/2017 [Link] PM] Participant #2 : But regardless, if your anti-cheat is kernel based, then
they have access to the entire computer and can read memory easily.
[2/12/2017 [Link] PM] Participant #2 : Yes, Overwatch prevents you from running in a virtual
machine
[2/12/2017 [Link] PM] Ruben: And I would assume that anti cheat will usually get their
drivers signed?
[2/12/2017 [Link] PM] Participant #2 : Although I heard that it works fine in Wine which is
weird.
[2/12/2017 [Link] PM] Participant #2 : Yes, kernel anti-cheats will always sign their stuff
officially
[2/12/2017 [Link] PM] Participant #2 : Just like Blizzard sign's their executables
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[2/12/2017 [Link] PM] Participant #2 : You can right click an exe and click on Digital
Signatures to see it
[2/12/2017 [Link] PM] Ruben: Right, could such a driver installation be included in a game-
installation itself? so hypothetically, i install an mmo and in addition to installing the binaries it
also places this driver?
[2/12/2017 [Link] PM] Ruben: Or is it always a separate process
[2/12/2017 [Link] PM] Participant #2 : Yes, you will get a special dialog box though to install
the driver
[2/12/2017 [Link] PM] Ruben: Interesting, I wonder how many users actually realize what's
they're consenting to then
[2/12/2017 [Link] PM] Participant #2 : It sometimes looks like this: [Link]
[Link]/vag-com/usb/[Link]
[2/12/2017 [Link] PM] Participant #2 : Search "install driver dialog" to see more examples
[2/12/2017 [Link] PM] Ruben: Now, suppose, what if both cheating software and anti-
cheating software run in kernel mode. How does this pan out, how does this change the whole
detection approach?
[2/12/2017 [Link] PM] Participant #2 : I'm not too familiar with kernel-mode but I would
assume it's the same way as non-kernel-mode
[2/12/2017 [Link] PM] Ruben: It's just that now the anti-cheating software can look anywhere
it wants without (technical) limitations?
[2/12/2017 [Link] PM] Participant #2 : Yeah basically, they could probably see the list of
loaded drivers, scan any process they want
[2/12/2017 [Link] PM] Participant #2 : But I'm not sure how easy it would be for them to read
the memory of the kernel-mode hack
[2/12/2017 [Link] PM] Participant #2 : I don't know how that whole business works.
[2/12/2017 [Link] PM] Ruben: No worries, things are already way more clear than they were
before.
[2/12/2017 [Link] PM] Ruben: **********************. I have some very basic experience
with making pixel reading bots.
[2/12/2017 [Link] PM] Ruben: Why do you reckon they're not used more often? Is it just too
limited in comparison to advanced techniques like memory manipulation and code injection?
[2/12/2017 [Link] PM] Participant #2 : So yeah I mean it worked well enough, it might work
better now since they opened up their api just a bit but nothing too crazy
[2/12/2017 [Link] PM] Participant #2 : Pixel bots? they work great for aimbots in overwatch
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[2/12/2017 [Link] PM] Participant #2 : For wow, it depends what you're doing but if you're
doing it through an addon or whatever then Blizzard can probably detect that like they did with
Pirox back in the day.
[2/12/2017 [Link] PM] Participant #2 : But most of the time you can't really get enough
information out of it like you can with memory reading. For example, you can't write an ESP
wall hack in Overwatch using pixel bots. you have to read memory.
[2/12/2017 [Link] PM] Ruben: Gotcha. i would also imagine that executing loads of different
tasks through pixel reading would eat up a lot of processing power. is that correct?
[2/12/2017 [Link] PM] Ruben: If I remember correctly, scanning the screen constantly
requires quite a bit?
[2/12/2017 [Link] PM] Participant #2 : Um it's about the same.
[2/12/2017 [Link] PM] Participant #2 : Reading the screen is kinda slow if you're using the
standard bitblt technique, but if you're using a driver or something then it's fast. It's about 20ms
per screenshot if you're reading the whole screen of the game. Slow....
[2/12/2017 [Link] PM] Participant #2 : Reading memory is also slow, if you're using
ReadProcessMemory. I solved this technique by using memory caching algorithms. But it's
nowhere near as fast as injecting a DLL and reading memory directly or using a kernel.
[2/12/2017 [Link] PM] Participant #2 : Kernel-driver I mean.
[2/12/2017 [Link] PM] Ruben: I didn‟t even know it was possible through drivers
[2/12/2017 [Link] PM] Participant #2 : Regardless, performance isn't really the issue here.
[2/12/2017 [Link] PM] Participant #2 : Driver screen reading is how I think most of these
screen recorders are written.
[2/12/2017 [Link] PM] Participant #2 : Like camtasia I think. Fraps injects a DLL.
[2/12/2017 [Link] PM] Participant #2 : And hooks to the DirectX endscene function to record
the screen. So yes screen reading can be done by injecting DLL's or using kernel-drivers, just
like reading memory.
[2/12/2017 [Link] PM] Ruben: Interesting, im sure you would laugh at the 'bots' (more like
macros i guess) ive made in the past hahah, total mess. so many things i wasnt aware of
[2/12/2017 [Link] PM] Ruben: Moving on, would you say that
[2/12/2017 [Link] PM] Ruben: If a game is really well designed, and relies on a client-server
architecture like an mmo, then traditional cheating (and by that i mean things like speedhacks
etc) is basically impossible?
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[2/12/2017 [Link] PM] Participant #2 : Yes, unless the game was designed poorly (like conan).
I tried speed hacking in wow once, you move quickly sure but spells arn't going to be cast
quickly.
[2/12/2017 [Link] PM] Participant #2 : But I've seen some creative hacks in the past for games
like wow, where you could mountain climb, etc. Basically it's all about how much stuff is done
at the client level. I think physics is done client side which means people modified the game
world to collects herbs easier, but herbs were still spawned server side.
[2/12/2017 [Link] PM] Ruben: I see.
[2/12/2017 [Link] PM] Participant #2 : here's a video you should watch from the guy that
made Glider back in the day: [Link]
[2/12/2017 [Link] PM] Ruben: Hah yes I‟ve watched this video actually, it was one of the first
things i found. I‟m definitely going to re-visit it now that i understand things more.
[2/12/2017 [Link] PM] Ruben: Two questions left,
[2/12/2017 [Link] PM] Ruben: What are your thoughts on server-side detection methods,
especially in contrast with client-side?
[2/12/2017 [Link] PM] Ruben: A lot of articles are being published about them in academia
and the authors generally tout them as a superior alternative to anything client side
[2/12/2017 [Link] PM] Participant #2 : They're fairly effective because you never really know
what they're doing. Like credit card scams
[2/12/2017 [Link] PM] Participant #2 : I remember reading that if you fill up two cans of gas
and buy cigarettes, it disables the credit card.
[2/12/2017 [Link] PM] Participant #2 : Same type of business happens in server-side detection,
like they do with movement in wow. It prevents you from teleporting, except for small distances.
[2/12/2017 [Link] PM] Participant #2 : But systems like VAC and warden are also designed to
send client-side detection code at any time. So there could, for example, be 20 different detection
modules, but your computer would only recieve 2. That prevents hackers from getting all the
detection code at the same time.
[2/12/2017 [Link] PM] Ruben: That‟s clever.
[2/12/2017 [Link] PM] Participant #2 : I know those serial number protected programs do the
same thing
[2/12/2017 [Link] PM] Participant #2 : They only provide part of the validation code, new
versions introduce another part.
[2/12/2017 [Link] PM] Participant #2 : I think it's called partial serial number validation or
something
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[2/12/2017 [Link] PM] Participant #2 : The whole point is, if the code is accessible, hacker
will figure it out, if it isn't then they have no way to figure it out.
[2/12/2017 [Link] PM] Participant #2 : But remember that server-side detection can only do so
much, it can't, for example, detect the hacks you're running client-side, which means you want to
use both techniques to have an effective anti-cheat.
[2/12/2017 [Link] PM] Participant #2 : Not that it matters though because hackers just get
smarter and smarter.
[2/12/2017 [Link] PM] Participant #2 : (Look at Korea lol)
[2/12/2017 [Link] PM] Ruben: Haha, yes. By the way, would you also say that server-side
detection methods are probably inhibited by processing power? Seems like running that much
behavioral analysis on player may be quite intensive.
[2/12/2017 [Link] PM] Ruben: Depends on how complicated the analysis is of course.
[2/12/2017 [Link] PM] Participant #2 : Yes, you can't do insane detection, like imagine wow
running crazy analysis, their servers would die
[2/12/2017 [Link] PM] Participant #2 : However, as computers become faster, more and more
possibilities open up. And sometimes they might only have to run intensive detection on a few
"suspected" players instead of every player.
[2/12/2017 [Link] PM] Ruben: Ah yes that's true.
[2/12/2017 [Link] PM] Ruben: Hadn't considered that.
[2/12/2017 [Link] PM] Participant #2 : We've seen this before with proection systems
[2/12/2017 [Link] PM] Participant #2 : Denuvo wan't possible 10 years ago because
encryption was expensive, now it doesn't matter. Thanks NSA :-)
[2/12/2017 [Link] PM] Ruben: Haha
[2/12/2017 [Link] PM] Participant #2 : At some point I feel it'll just become AI vs. AI though.
[2/12/2017 [Link] PM] Participant #2 : Reverse engineering might become impossible one day
because of how complicated applications become, which means people will start writing AI's and
complicated algorithms to reverse engineer applications for them. It'll be interesting what
happens then.
[2/12/2017 [Link] PM] Participant #2 : I mean even right now we're seeing people give up on
reverse engineering functions and just running the game's functions themselves... It'll just keep
evolving and there will be new detection methods for those.
[2/12/2017 [Link] PM] Participant #2 : It's a cat and mouse game
[2/12/2017 [Link] PM] Ruben: Yeah and that's what makes it super interesting.
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[2/12/2017 [Link] PM] Ruben: You mentioned by the way, in your first pm on ownedcore
[2/12/2017 [Link] PM] Ruben: You try to simulate human key presses and mouse presses as
much as possible - but even those can be detected. you linked an article which (if i understand
correctly) allows you to circumvent the flag that such inputs were injected.
[2/12/2017 [Link] PM] Participant #2 : Yeah using a driver :-P
[2/12/2017 [Link] PM] Ruben: If developers are able to see the origin of such inputs, why
haven‟t way more people been banned? I‟ve used autoit for years in games and never once did i
receive a ban
[2/12/2017 [Link] PM] Participant #2 : So I think Overwatch did detect that at one point and
ignored those types of inputs
[2/12/2017 [Link] PM] Participant #2 : But then everyone complained because their "gaming
hardware" stopped working
[2/12/2017 [Link] PM] Ruben: Haha, ahh. so macro keyboards etc?
[2/12/2017 [Link] PM] Participant #2 : So there is probably hardware out there that does use
this BUT I'm thinking they can use server-side detection to figure out that if a person is using a
mixture of injected and non-injected "hardware" and they're "suspected" that they might be
hacking
[2/12/2017 [Link] PM] Participant #2 : Yeah or like controllers of some kind..
[2/12/2017 [Link] PM] Ruben: What do you mean exactly by server-side detection in this
context? What would it entail?
[2/12/2017 [Link] PM] Participant #2 : For every hardware action they send whether it was
injected or not
[2/12/2017 [Link] PM] Participant #2 : Then on the server, they analyze the hardware actions
and if they're using "injected" right before they get a headshot, then they're probably using an
aimbot
[2/12/2017 [Link] PM] Participant #2 : Because if they were injecting 100% of the time then
they're using a special mouse, otherwise it'll be non-injected 100% of the time.
[2/12/2017 [Link] PM] Ruben: Right, that makes sense.
[2/12/2017 [Link] PM] Participant #2 : It doesn't make sense that you're using mouse 1 then
mouse 2 in like 1 second before a headshot
[2/12/2017 [Link] PM] Participant #2 : Especially when a bunch of folks reported you
[2/12/2017 [Link] PM] Ruben: Gotcha.
[2/12/2017 [Link] PM] Ruben: Last question,
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[2/12/2017 [Link] PM] Ruben: At the very beginning you said:
[2/12/2017 [Link] PM] Ruben: In Windows (and OSX) they might be able to see that an
application has an open handle to the game but if the application is running with escelated
privileges, the anti-cheat would not be able to read the memory of that application. Furthermore,
doing so would violate privacy laws in some countries.
[2/12/2017 [Link] PM] Ruben: The last sentence, the violation of privacy laws, where do you
base this on? I ask because everywhere i go on forums i see people referencing a lawsuit that
blizzard was allegedly in where a court straight up told them that scanning outside the game
memory space is a privacy infringement.
[2/12/2017 [Link] PM] Ruben: I‟ve scoured the internet but it just doesn‟t seem to exist.
[2/12/2017 [Link] PM] Participant #2 : I think there was a class-action lawsuit against
Blizzard back in 2006-2007
[2/12/2017 [Link] PM] Participant #2 : And there was also the MDY vs Blizzard lawsuit.
[2/12/2017 [Link] PM] Participant #2 : And then there was another one in 2012.
[2/12/2017 [Link] PM] Ruben: Going to have to dig deeper then, hope I can find it.
[2/12/2017 [Link] PM] Ruben: I‟ve seen people reference it as a class action lawsuit around
that time, like you said
[2/12/2017 [Link] PM] Ruben: That has to be it i assume
[2/12/2017 [Link] PM] Participant #2 : But then again, I'm just repeating what I heard on the
forums and what I've seen with VAC. I didn't really care to check whether it was true.
[2/12/2017 [Link] PM] Participant #2 : Only cause it kinda makes sense, if you're taking
screenshots of a users computer or scanning memory of other programs, that's really bad for
privacy.
[2/12/2017 [Link] PM] Participant #2 : And I know Europe doesn't really take kindly to
companies doing that
[2/12/2017 [Link] PM] Ruben: You're right, and that is indeed the focus of my thesis. It is
indeed at odds with privacy, especially because they're accessing your equipment.
[2/12/2017 [Link] PM] Ruben: The question is how far consent can go in this situation.
[2/12/2017 [Link] PM] Ruben: Especially if it's hidden away in a EULA somewhere
[2/12/2017 [Link] PM] Participant #2 : As far as I know, EULA and Privacy Policy doesn't
give you the right to do that sort of scanning
[2/12/2017 [Link] PM] Participant #2 : And companies can't sue you for violating them.
EULA is not a binding contract.
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[2/12/2017 [Link] PM] Participant #2 : The only reason they won against MDY and I think
HonorBuddy is because of copyright infringement
[2/12/2017 [Link] PM] Ruben: Interesting case that.
[2/12/2017 [Link] PM] Participant #2 : They argued that the memory produced by wow and
the code is copyright and you reading it is infringing on that.
[2/12/2017 [Link] PM] Participant #2 : Even though some of these countries have no reverse
engineering laws. even in 'murica the DMCA allows you to reverse engineer under certain
conditions such as research. Canada allows all forms of reverse engineering, as far as I know.
[2/12/2017 [Link] PM] Participant #2 : And no Russia/Ukraine isn't 100% safe cause
government might give you up, I think we saw that with kickass torrents or something where it
was based in ukraine and they shut it down. Same withe MEGA lol
[2/12/2017 [Link] PM] Participant #2 : If you wanna do that sorta shit, China is probably one
of the better places to do it in.
[2/12/2017 [Link] PM] Participant #2 : Oh yeah and pirate bay keeps getting hit as well
[2/12/2017 [Link] PM] Ruben: Interesting, reverse engineering is allowed for interoperability
here.
[2/12/2017 [Link] PM] Ruben: As far as i know.
[2/12/2017 [Link] PM] Participant #2 : Yes thats one of the DMCA exceptions
[2/12/2017 [Link] PM] Participant #2 : Which is hilarious... my bot needs to be interoperable
with the game
[2/12/2017 [Link] PM] Ruben: Haha
[2/12/2017 [Link] PM] Ruben: Out of interest, when you say; 'As far as I know, EULA and
Privacy Policy doesn't give you the right to do that sort of scanning' do you base this on
something specifically? Something you've read or something?
[2/12/2017 [Link] PM] Participant #2 : Just stuff I've read on the news and forums, etc.
Privacy Policy and EULA doesn't give you the right to be a dick, essentially.
[2/12/2017 [Link] PM] Participant #2 : Like, they can't write "you owe us your first born" and
make it true.
[2/12/2017 [Link] PM] Participant #2 : They can only write so much
[2/12/2017 [Link] PM] Ruben: Gotcha. because the more I‟m reading into it, the more I‟m
coming to the conclusion that this particular scenario is legally possible. which is really
concerning, for the reasons you've mentioned
[2/12/2017 [Link] PM] Participant #2 : It's definitely gray market
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[2/12/2017 [Link] PM] Ruben: I'll know in a couple of months when everything is done .
[2/12/2017 [Link] PM] Ruben: man Participant #2 i can't thank you enough for this, this has
been super enlightening
[2/12/2017 [Link] PM] Participant #2 : Glad I could help
[2/12/2017 [Link] PM] Participant #2 : Good luck on your thesis, I hope it goes really well
[2/12/2017 [Link] PM] Ruben: Do you object to being acknowledged by name or would you
prefer to remain anonymous?
[2/12/2017 [Link] PM] Participant #2 : Maybe I can read it when you're finished :-P
[2/12/2017 [Link] PM] Participant #2 : Name is fine
[2/12/2017 [Link] PM] Ruben: I would like to reference you as an expert on the subject, could
you also tell me your educational background
[2/12/2017 [Link] PM] Participant #2 : Bachelors of Computer Science.
[2/12/2017 [Link] PM] Ruben: Great, thanks. i will double-check with you before i publish
anything so that you are in agreement with what I‟ve mentioned about you or referenced you
[2/12/2017 [Link] PM] Participant #2 : been doing reverse engineering since about 2010 and
got really involved in it back in mid 2013.
[2/12/2017 [Link] PM] Participant #2 : Sounds good.
[2/12/2017 [Link] PM] Ruben: All right man, thanks again and have a nice evening!
[2/12/2017 [Link] PM] Participant #2 : Yep you too!
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ANNEX C(2): COMMUNICATIONS WITH PARTICIPANT #2
You've been hired by the government data protection agency to carry out audits on online gaming companies (let's
say, the 'average' game company, so not Blizzard, maybe something like Funcom). They want you to assess the state
of their anti-cheat strategy with regards to user privacy. The government agency wants you to find out:
- How invasive the system is. You wouldn't have to know all the exact details, just a general impression on how far
the techniques go. For example, you find out all they do is scan the game memory space for blacklisted code. You'll
report back it's not too invasive. Or, you find that they actively try to take screenshots of the users desktop - you
report back it's quite invasive.
- Whether their detection methods are adequately designed. For example, if it checks window titles, does it use hash-
validation (or other pseudonymization techniques) so that it doesn't come into actual context with the actual title
string itself?
- Whether they're over relying on client-side anti-cheat. So: are they using it for things that could easily be done
with server-side detection, for example?
Imagine this has been your job for over a year, and you constantly audit companies like this. You've had quite a bit
of time to further educate yourself on the subject and have built your own pool of knowledge and expertise. The
programmers at these companies cooperate fully with any request you make. They would know in advance you were
coming, and could prepare accordingly in order to speed up the process. You could send them instructions in
advance.
How long do you estimate it would take you to assess all of the above and report on it, on average? I don't expect
specifics obviously, just an estimation.
So a lot of companies here in Canada, including mine, apply for SR&ED grants from the government. Although I
don't know exactly how much paperwork and communication happens in the background, I do know that an auditor
comes by every few months to interview our developers about the research they've been doing. We also supply them
with design documents and data about our progress over time. I would imagine it's no different here.
Now, any competent security firm who is hired to analyze these companies would likely already have the necessary
paperwork and checklists to ensure the game companies' compliance with the countries' privacy laws. I would also
imagine that the security firm has it's own set of tools for analyzing the game clients, akin to Apple's App Store or
government car emissions tests. This would certainly speed up the processes immensely.
Now, prior to interviewing the developers or running any tests, the security firm would request and analyze design
documents about the anti-cheat system to assess how best to verify their compliance. This might take several weeks
depending on complexity. After that, the firm would schedule an interview with the anti-cheat team and ask tailored
questions about their system, depending on the answers, follow-up interviews may be scheduled. But let's say a
week to schedule and conduct a single interview. Finally the security firm would then run their own tools on the
client to verify its implementation. This might take another several weeks depending on complexity and whether a
custom client is required.
Overall, I don't imagine it taking more than a month on average to complete per company. And multiple companies
would get audited at the same time. A lot of it has to do with how much information is available up front. If the
game company has competent developers that know their system inside-out and can convince the security firm that
they know what they're doing, then the audit is completed very quickly. If no one knows that they're doing, then
honestly the sky's the limit.
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I hope this answers your question. Good luck on your paper and let me know if you have any follow-up questions.
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