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Virtual crime can be described as a criminal act conducted in a massively multiplayer online role-playing games (MMORPGs). To grasp the definition of virtual crime, the modern interpretation of the term "virtual" must be assessed to portray the implications of virtual crime. In this sense, virtual crime describes those online acts that “evoke the effects of real crime” but are not widely considered to be prosecutable acts.Cf. Brenner, Virtual Crime, 4 Cal. Crim. Law Rev. 1 at ¶125-27

There are several interpretations of the term "virtual crime". One scholar defined virtual crime as needing to have all the qualities of a real crime, and so it was not a new subset of crime at all. It is difficult to prove that there are real-life implications of virtual crime, thus it is not widely accepted as prosecutable.

Examples of virtual crimes include mugging, , , and construction of — all of which are usually committed within , and .


Terminology
MMORPG - Massively multiplayer online role-playing game, which is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. MMORPGs are a platform susceptible to virtual crime.

MMOG or MMO - Massively multiplayer online game, which is an online video game with a large number of players on the same server. MMOGs are also platforms susceptible to virtual crime.

- In science fiction, the metaverse is a hypothetical iteration of the as a single, universal, and immersive virtual world facilitated by the use of (VR), augmented reality (AR), and / (MR/XR) headsets. In colloquial usage, a metaverse is a network of 3D virtual worlds focused on social and economic connection. In scientific research, it is defined as “a three-dimensional online environment in which users represented by avatars interact with each other in virtual spaces decoupled from the real physical world”.

- Also called a virtual space, a is a computer-simulated environment which may be populated by many users who can create a personal avatar, simultaneously and independently explore the virtual world, participate in its activities, and communicate with others. This is where virtual crime takes place.

- Also called a synthetic economy, a exists within a virtual world, and users utilize it to buy, sell, and invest in virtual items, services, and properties. With the rise of virtual worlds, see an increase in usage, demand, and currency exchange within, much like in real life. In 2014, the exchange of currency for virtual property in , a popular virtual world, was US$3.2 billion. For perspective, this was the estimated combined annual trade for virtual economies in 2004.

Individuals or players within virtual worlds explore, build their , and collect items through or various tasks. These goods and services carry demonstrable value standard conceptions of economic value because players are willing to substitute real economic of time and money (monthly fees) in exchange for these resources. However, in most games, players do not own, materially or intellectually, any part of the , and merely pay to use it. The ownership players have over in-game assets has evolved with the emergence of .

As virtual worlds become more popular and we see the rise of virtual economies, many issues and many opportunities rise as well. For example, , along with specialist trading sites, have allowed players to sell their wares. This has attracted sales as well as . Many game developers, such as Blizzard Entertainment (responsible for World of Warcraft), oppose and even prohibit the practice.

In the online world of Britannia, the currency of one Annum equates to about $3.4 US.Lastowka, Greg and Hunter, Dan, Virtual Crime. Available at SSRN: If someone were to steal another player's , they could convert it to via , though this problem has not yet been reported. This stems controversy over whether or not this should be dealt with like real crime, as there are real-life implications.


Types of virtual crime

Virtual sexual assault
While not resulting in physical injury or physical , virtual sexual assault can inflict emotional harm and psychological trauma. One of the earliest reported instances of virtual sexual assault occurred in 1993 in the computer programming world of . In 2007, a citizen reported an instance of non- sexual activity in the virtual world to Belgian police.

In 2005, in the game The Sims Online, a 17-year-old boy going by the in-game name "Evangeline" was discovered to have built a cyber-, where customers would pay sim-money for minutes of . This led to the cancellation of his accounts but no legal action, mainly because he was above the age of consent in his area.

In July 2018, a mother in the United States posted on Facebook that her daughter's avatar on had been by two other users. Roblox stated that it was outraged that a "bad actor" had violated its community policies and rules of conduct, and that they had zero tolerance over such acts. The incident led to The Village Voice reprinting its 1993 article, "A Rape in Cyberspace". In July 2021, a formally convicted sex offender was arrested in Illinois for allegedly and a minor through the use of Roblox.

In November 2021, a beta user of reported being in-game and that other users supported the conduct. Meta responded that there are built-in tools to block interactions with other users, which are not enabled by default, and that although the incident was "absolutely unfortunate," it provides good feedback in making the blocking feature "trivially easy and findable." A month later on Horizon Worlds, metaverse researcher and Nina Jane Patel reported that her avatar was gang-raped within 60 seconds of joining the platform. Elena Martellozzo, an associate professor of criminology at Middlesex University says that such abuse may be the result of due to the lack of face-to-face interaction that is exacerbated on the metaverse.

In 2022, a BBC News researcher posing as a 13-year-old girl on was approached by adult men and directed to sex shops. BBC News also reported that a safety campaigner knows of children who were groomed in games and forced to take part in .

More examples of sexual assault in the virtual reality space include an incident in 2021 — Chanelle Siggens logged into the virtual reality game and another player simulated groping and ejaculating on her.

In 2024, the BBC reported that police were investigating a virtual sexual assault case.


Sweatshops
The virtual economies of many MMOs, and the exchange of virtual items and currency for real money, have resulted in the existence of in-. In virtual sweatshops, workers in the — typically China, although there have been reports of this type of activity in countries — earn real-world wages for long days spent monotonously performing in-game tasks. Instances typically involve , which has given rise to the epithet Chinese Adena Farmer, because of its first reported widespread use in .

More egregious cases involve using exploits such as duping currency or items. There have also been reports of or vertical integration among farmers and virtual currency exchanges. In 2002, a company called Blacksnow Interactive, a game currency exchange, admitted to using workers in a "virtual sweatshop" in , Mexico to farm money and items from and Dark Age of Camelot. When Mythic Entertainment cracked down on the practice, Blacksnow attempted to sue the game company.


Virtual theft
In November 2007, it was reported that a Dutch teenager had been arrested for allegedly stealing virtual furniture from "rooms" in 3D social-networking service . The teenagers involved were accused of creating fake websites in order to lure users into entering their account details, which would then be used to steal virtual furniture bought with real money totaling €4000.

In China, Qiu Chengwei was sentenced to life in prison in 2005 after stabbing and killing fellow The Legend of Mir 3 gamer Zhu Caoyuan. In the game Qiu had lent Zhu a powerful sword (a "dragon sabre"), which Zhu then went on to sell on eBay for 7,200 Yuan (about £473 or US$870).


Virtual mugging
The term "virtual mugging" was coined in Japan in 2005 when a player of used to defeat other players’ characters and take their items. The Kagawa prefectural police arrested a Chinese foreign exchange student on Aug. 16 following the reports of virtual mugging and online sales of the stolen items.


Punishment
In Sweden, a man threatened the families of 26 underage girls if they did not perform sexual acts onlinehe was sentenced to 10 years in prison and made to pay $131,590 in damages. Official prosecution proceedings regarding virtual crime currently exist in countries like Sweden but not for a majority of the modern world.


See also


External references
  • (2025). 9780300141207, Yale University Press. .
  • Thomas-Gabriel Rüdiger: Sex offenders in the virtual worlds. Brandenburg 2013
  • Thomas-Gabriel Rüdiger: The Real World of Sexual Predators and Online Gaming . Be a kids hero, 2015 [2]
  • Susan W. Brenner. Is There Such a Thing as "Virtual Crime"? 4 Cal. Crim. Law Rev. 1 [3]
  • 7 July 2005. " Wage Slaves" at 1up.com. Retrieved 19 August 2005
  • 7 February 2005. " Virtual worlds wind up in real world's courts at MSNBC. Retrieved 19 August 2005
  • Lastowka, Greg and Hunter, Dan. " Virtual Crimes" New York Law School Law Review.
  • Diana Selck, Thomas-Gabriel Rüdiger: Online games as risk generators for children and adolescents – Analysing risk factors in gaming environments criminologia, 2016 [7]


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