ABSTRACT

Whereas the previous chapter explored a wide range of counterplay forms – grief-play and anything from abusive language to the use of Distributed-Denial-of-Service attacks – this chapter focuses on one way of playing: exploiting video-game software. This will be done in two ways: one where the exploitation occurs as collusion between players, but without altering the expected function of the game; and another where the game is forced to deform and behave in unpredictable ways. These two forms are boosting and glitching respectively. In order to do so I will briefly touch on boosting, and then spend much more time focusing on glitching.