Abstract
/ This paper intends to map the possibilities as well as the dangers of using cheats in games research. It starts out from an understanding of games as entities in which the impulse to play is inextricably linked to the desire to cheat, as the close etymological kinship of the Latin terms ludo (I play) and deludo (I cheat) suggests. Therefore, it can be argued that, in order to understand a game, one must play not only by its rules but also with its rules. This will be demonstrated using examples drawn from my own games research experience, addressing the ethical, methodological and epistemological implications of this practice.
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