Virtual crime can be described as a criminal act conducted in a virtual world – usually 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. Virtual crime is distinct from Crime in video games, which concerns the representation, simulation, and study of criminality within video games rather than wrongful acts committed by users in virtual spaces. 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, sexual assault, theft, and construction of sweatshops — all of which are usually committed within virtual worlds, metaverses and economies.
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. Metaverse - In science fiction, the metaverse is a hypothetical iteration of the Internet as a single, universal, and immersive virtual world facilitated by the use of virtual reality (VR), augmented reality (AR), and mixed/extended reality (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”. Virtual world - Also called a virtual space, a virtual world 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. Virtual economy - Also called a synthetic economy, a virtual economy 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, virtual economies 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 Second Life, 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 characters, and collect items through gameplay or various tasks. These goods and services carry demonstrable value standard conceptions of economic value because players are willing to substitute real economic resources 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 game world, and merely pay to use it. The ownership players have over in-game assets has evolved with the emergence of blockchain games. As virtual worlds become more popular and we see the rise of virtual economies, many issues and many opportunities rise as well. For example, eBay, along with specialist trading sites, have allowed players to sell their wares. This has attracted fraudulent sales as well as theft. 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. If someone were to steal another player's virtual currency, they could convert it to US dollars via PayPal, 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
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