2. Virtual Criminality
Criminal law is well developed – although not without
its flaws / weaknesses / controversies
Cyberspace has no such ‘law’
‘the value in cyberspace lies in its ability to resist singular
interpretation and it would be a mistake to try to impose
one’ (Chaterjee)
Cyberspace works in a different way...
Applying our non-virtual law to cyber wrongs is
problematic. But why?
3. Cyber crime or Cybercrime?
Cyber crime is a term used to generically describe a range
of criminal offences
Only some of these relate to computers!
However, legislation refers to Cybercrime
Australian Cybercrime Act (2001)
Council of Europe’s Convention on Cybercrime
Smith, Graborsky and Urbas suggest there is a
distinction between cyber crime and cybercrime
4. Online Games & Virtual Worlds
What are online games (MMORPGs) and Virtual
Worlds?
What do they have to do with cybercrime?
Bell (2008):
“A synchronous, persistent network of people, represented as
avatars, facilitated by networked computers”
Online games and virtual worlds are massively
multiplayer and interactive spaces
They encourage creativity and trade of game items
5. What ‘crime’?
The classifications of cyber crime focus predominantly
on similar classifications adopted by criminal law in
the physical world
In Online Games and Virtual Worlds, there are
different types of ‘crime’
The definitions and categorisations of cybercrime do not
take into account games and gaming activities
E.g. Nerfing and Griefing
6. The Connection?
Online games and virtual worlds do not give rise to
proprietary rights for users
But they do encourage ideas of ‘ownership’
There are opportunities for:
Virtual theft / robbery
Virtual ‘murder’ and offences against the person
Cyberstalking
Cyber prostitution
Cyber sex offences
Virtual fraud and deception
ALL within virtual spaces and gaming platforms...why do these
not fall within the categorisations?
7. Criminality & Wrongs 1
There are multiple uses for online games and virtual
worlds; socialising, trade, income generation,
escapism!
In games, rules set out what users can and cannot do
within a particular environment – EULA regulation
E.g. In some games for example, it is acceptable to
actively seek to kill other avatars and steal their items
In others, such activities are prohibited and are known
as griefing!
8. Criminality and Wrongs 2
Theft of virtual items e.g. Swords, gold, costumes
Habbo case
Zynga hacker
Final Fantasy player Geoff Lurrs claimed theft of $4000 – no help
Bragg v Linden Lab
Volkov v John Doe – Second Life sex bed theft
Murder
Second Life wife ‘murders husband’
Money laundering
In 2008 a Korean group were arrested after laundering $38m into
China from virtual currencies
GBH (of an avatar!)
Virtual sex offences
LambdaMOO and Bungle
9. Regulatory Systems?
VWs and MMORPGs are regulated by End User
License Agreements
Everything is regulated at least in part by a contractual
agreement
Usually also includes Codes of Conduct, Rules of Play
etc e.g. The Habbo Way
Social Norms also play a part e.g. LambdaMOO or
Second Life (to an extent)
10. No virtual police force
Many police forces do not consider things happening
within virtual worlds or games to be their concern
South Korea is one example of this being the opposite
– they have their own dedicated police team for
dealing with issues in virtual worlds
BUT none of this is in-game or in-world
Second Life have a reporting system, World of Warcraft
and EVE Online have GameMasters
11. Cyber Wrongs?
The UK Fraud Advisory Panel called for the government to
extend laws into virtual worlds in 2007
The current classifications and examinations of cyber
crimes do not take into account the specifics of criminality
in virtual worlds
There are difficulties in using the same models of criminal
law in virtual spaces – how do you determine the actus reus
and mens rea of an avatar?
Cyber crime could be better addressed as cyber wrongs in
virtual spaces
Cyber space users could therefore have greater cyber rights
because they will be protected from cyber wrongs!
12. Questions?
Thank You
kjb09@aber.ac.uk
Kim Barker
Editor's Notes
Cybercrime = a singular concept of crime that could encompass new criminal offences perpetrated in new ways Cyber crime = a descriptive term for a type of crime involving conventional crimes perpetrated using new technologies Classification?The concept of cyber crime has been derived from common law and legislation so that it: - involves the use of digital technologies in commission of the offence e.g. Online fraud, misleading adverts, financial crime, fraud, deception. - is directed at computing and communications e.g. Hacking, cracking, cyber stalking theft of internet services - is incidental to the commission of other crimes e.g. Encryption, steganography (embedding info in seemingly harmless data like pictures)I disagree with the last element of Graborsky’s definition and the classifications of cybercrime – I think there is an element that is ignored within this.
Need to mention LambdaMOO, Bragg v Linden, Habbo case in Europe, Zynga case in UK last year. There is also potential for acts committed within virtual worlds and online games to have repercussions within the physical world i.e. Chinese gamers have been stabbed and killed for committing virtual theft of precious and rare game swords!