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Virtual crime

Virtual crime is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Virtual crime rather than just read about it. In short: 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.

Key takeaways

  • Virtual crime belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Virtual crime to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Virtual crime from memory before moving on to harder problems.

Reference excerpt

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

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Virtual crime

Start with the simplest possible case. Write down what Virtual crime claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Virtual crime before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Virtual crime ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Virtual crime

In research
Virtual crime appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Virtual crime in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Virtual crime is common in secondary-school and first-year university syllabi. It links to neighbouring topics Crimes, Internet law, Massively multiplayer online role-playing games, so understanding it makes those chapters shorter.
In everyday life
Look for Virtual crime outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Virtual crime in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Virtual crime means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Virtual crime out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Virtual crime in simple terms?

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.

Why does Virtual crime matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Virtual crime?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Virtual crime.

Tags

  • Crimes
  • Internet law
  • Massively multiplayer online role-playing games
  • Metaverse
  • Video game law
  • Virtual economy
  • Virtual reality

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