Criminal and offensive behavior involving multiuser virtual worlds
Jungman, Heikki (2009)
Jungman, Heikki
HAAGA-HELIA ammattikorkeakoulu
2009
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-200909084370
https://urn.fi/URN:NBN:fi:amk-200909084370
Tiivistelmä
This thesis is a study about criminal and offensive activity involving virtual worlds. It will cover cases purely taking place inside virtual worlds, as well as cases connected to them in some other way. The thesis will also discuss about the problems that current legislature and enforcement of norms have in virtual worlds, and find out solutions to those problems. An overall look on the state of virtual worlds of today is also made.
The issues of real world are increasingly influencing virtual worlds. Among these influences are crimes and offenses connected to these synthetic worlds which have risen during the recent years, mainly because of the commodification of these worlds. For the same reason, and because of the rise of said crime, the pressure for introducing more law and control into the virtual worlds will rise. However, the current legislature is ill-suited to tackle the problems of virtual domain. There is a fear that if applied, the current legislature and control would destroy the unique aspects of virtual worlds.
The cases where court has given sentence for crime connected to virtual world were found to be rare, but existent. Offenses were no legal action were taken, on the other hand, were much more widespread. The most common offenses and crimes seem to be connected to money; getting one’s account password with one way or another to steal the virtual assets, and sell them for real-world money. Another type of offense in virtual worlds is com-munication tort, such as defamation. The legal status of many copyright- and trademarks violations in Second Life, and selling of assets accumulated in massively multiplayer online role-playing games with real-world money is under debate, and unclear at the moment. To prevent the offensive- and criminal activities discussed, two suggested solutions are presented in the thesis.
The research was mainly study of written sources, but two interviews and a survey was also conducted for the thesis. The survey was carried out purely inside Second Life. This thesis also discusses experiences about the survey, which can be useful for anyone planning to con-duct research purely inside virtual worlds.
The scope of the thesis is limited to multiuser virtual worlds that are operated in the internet, for example Second Life and World of Warcraft. Small scale multiplayer computer games, chat’s, IRC, social networking websites or blogs are not discussed. Also excluded are traditional forms of computer crimes, instead the thesis concentrates to special aspects of crimes involving virtual worlds.
The issues of real world are increasingly influencing virtual worlds. Among these influences are crimes and offenses connected to these synthetic worlds which have risen during the recent years, mainly because of the commodification of these worlds. For the same reason, and because of the rise of said crime, the pressure for introducing more law and control into the virtual worlds will rise. However, the current legislature is ill-suited to tackle the problems of virtual domain. There is a fear that if applied, the current legislature and control would destroy the unique aspects of virtual worlds.
The cases where court has given sentence for crime connected to virtual world were found to be rare, but existent. Offenses were no legal action were taken, on the other hand, were much more widespread. The most common offenses and crimes seem to be connected to money; getting one’s account password with one way or another to steal the virtual assets, and sell them for real-world money. Another type of offense in virtual worlds is com-munication tort, such as defamation. The legal status of many copyright- and trademarks violations in Second Life, and selling of assets accumulated in massively multiplayer online role-playing games with real-world money is under debate, and unclear at the moment. To prevent the offensive- and criminal activities discussed, two suggested solutions are presented in the thesis.
The research was mainly study of written sources, but two interviews and a survey was also conducted for the thesis. The survey was carried out purely inside Second Life. This thesis also discusses experiences about the survey, which can be useful for anyone planning to con-duct research purely inside virtual worlds.
The scope of the thesis is limited to multiuser virtual worlds that are operated in the internet, for example Second Life and World of Warcraft. Small scale multiplayer computer games, chat’s, IRC, social networking websites or blogs are not discussed. Also excluded are traditional forms of computer crimes, instead the thesis concentrates to special aspects of crimes involving virtual worlds.