As far as pure human vs human gaming, I suppose it becomes the classic walled garden situation, which in reality was how it always was with community servers back in the so called "Golden Age" of FPS gaming, which I suppose was mid to late 90's up through around 2012, especially with community ran servers moderating the playerbase.
Community servers acted as a barrier to people who wanted to intentionally disrupt games, which is not limited to cheaters, but does include them.
A major pushback to communities was the concept of "bad administrators" or "badmins", as in people running a community in a way that actually disrupts the game for the players looking for a fair experience. While "badmins" were a factor, in that span of over a decade, I'd estimate is was a factor less than 10% of the time, and I think the push away from that kind of setup in major games was facilitated disingenuously by people and companies who felt they were losing money to communities that would educate new ignorant gamers to what was possible in gaming, how to fight cheating, why they don't need cheats to compete and how games can be elevated far beyond what randomly occurs in your average pub game, or average matchmaked game as is often the case now.
In a way, all sides were "right" because human moderation was never enough to build the trust necessary for all players to believe they were/are playing a fair game. Unfortunately this isn't likely a solution to a financially predatory game industry, but I think it does lead to recognition and education on the topic while potentially better identifying motive to the actors involved in the total industry, or at least causing them to shift focus.