[...] computational processes are experienced, as something to be judged and interacted with on the basis of human skill. To experience them otherwise is to 'cheat'. An example of the persistence of such is in the rules governing many massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft or Runescape. Here, the use of macros, autotypers (to repeat messages), autoclickers (to repeat functions) and other kinds of bots is generally deemed to be an offence, a violation of the game. But such things, bots especially, can, in turn, be means of having fun with the rather jaded rule sets of online gaming, through griefing or more interesting means. On the one hand, the prohibition on bots argues for an assumed level playing field: that real users are playing the game, not sets of competing scripts or mechanical devices tapping keyboards. In turn, the use of gold farmers, or professional players, in MMORPGs is seen as a betrayal of such experiential requirement, but also as part of the game, when players are increasingly plugged into wider sets of economic systems through games as backchannels. [...]
think about this more for my essay on RS (what does it mean to cheat when the rules are so arbitrary, and how it feels so empty even in success cus you know it's all pointless)
link to ad fraud? spotify counts?