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Online Gaming Essay

Online Gaming Although video games began to attract players around forty years ago, technological advances in the last ten years made gaming especially popular. The use of sophisticated auditory and visual characteristics, the ability to multi-play online, incorporation of color-rich graphics, and the increased speed have changed the gaming industry dramatically in the last decade (Sublette & Mullan, 2012). Online gaming has built its own virtual world where players possess virtual property, buy and sell, steal, fraud, and protect their intellectual property -- to name but a few of their regular activities besides gaming. These features raise a number of questions with regards to criminal justice system. How to regulate transactions in the virtual world is a nascent issue in the courts, sometimes lawyers being unable to draw clear lines because of the nature of online gaming.

Online gaming's unique feature is that it allows players from different corners of the world play in real-time, encouraging greater competition and requiring that players spend...

This potentially raises the addiction problem. In recent years online gamers spending too much time on computer and dying because of heart failure have made headlines. The increased addiction to online gaming also has implications for social behavior of players as research suggests that addiction and engagement in "problematic game play" experiences lead to negative consequences, including aggressiveness and violent behavior (Sublette & Mullan, 2012). While such psychological aspects of online gaming may not be of direct interest to criminologists, the consequences of addictive online gaming may well be.
Of greater concern for criminologists, of course, is the direct criminal behavior that is thriving in the virtual world today. One of the serious problems, especially in the developing markets of the Middle East and Southeast Asia, is piracy. In an attempt to curb piracy, some Asian large vendors use the model of "charging for network connection" instead of "charging for software license" (Ying-Chieh, et al., 2005, p. 217).…

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References:

Kane, S.F. (2009) Virtual judgment: legal implications of online gaming. IEEE Security & Privacy, 7(3): 23-28.

Sublette, V., & Mullan, B. (2012). Consequences of Play: A Systematic Review of the Effects of Online Gaming. International Journal Of Mental Health And Addiction, 10(1), 3-23.

Ying-Chieh, C., Chen, P.S., Jing-Jang, H., Korba, L., Song, R., & Yee, G. (2005). An analysis of online gaming crime characteristics. Internet Research, 15(3), 246-261. doi:10.1108/10662240510602672
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