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Should Video Gamers Be Prosecuted For Stealing Virtual Objects

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Should Video Gamers Be Prosecuted For Stealing Virtual Objects
Alex Weiss proposes the idea that the boy who is being prosecuted for stealing in a video game is wrong in “Should Video Gamers Be Prosecuted for Stealing Virtual Objects?” In agreement, I believe that what happens in the virtual word, should be dealt with in the virtual world. For example, if -I a person were to steal in a game, I that person should be banned or penalized in the game. Bringing virtual problems to the real worlds cause a number of problematic cases. If a case for virtual theft is created, will the next case involving the virtual world be for the murder of another virtual character? Also, video games are used to break away from the real world, however, if they were to combine the two, many people would be unable to find peace …show more content…
In the intriguing article, Alex Weiss calls out the judicial system on the trial of a teenaged "criminal" who was being prosecuted for stealing within a video game. What seems to be a straightforward legal argument becomes a rather heated debate as to if they had made the right call in arresting the child. More importantly, it begs the question: dDo virtual game actions accurately reflect the player's' actual beliefs? Weiss is correct in stating that real world prosecution for virtual theft in the realm of video games is wrong because each game reacts differently to such behaviors, and even though a person may be a "pirate" in a game, does not necessarily make them criminals in the real world. Weiss makes a great opening statement regarding the trial, “As a reformed online-gaming thief, this ruling makes no sense to me. It places too much value on the time people spend playing video games. Video games do not work or investments for which people should be …show more content…
Theft is everywhere, so video game theft comes to no surprise as it can be observed as lightening the way today's culture looks at general piracy. Some gamers take advantage of low-security virtual realms to "practice" piracy and build harmful habits to fulfill in-game needs. Weiss gives an example of this “fun-filled piracy”: …in 2010 Pirates destroyed a ship that another player had filled with six years’ worth of in-game subscription renewals. At the time, the six years’ worth of play was valued at more than $1,000 in real money through EVE’s rather complicated financial system (728-729). Though physical punishment is out of the question for this virtual crime committed in “space- capitalist hell,” there must be consideration toward what is happening (727). As this culture is being heavily influenced by acts of piracy in everyday video games, one can only notice what that means for the future of this world. Also, with, “the evolving nature of modern science portends that as new information and communications technology tools are introduced, so too will criminal exploits for these technologies” (Golden). Technology expanding allows for virtual crimes to also expand. It is well known that these “cyber criminals” are that are able to sell game currency for real money are using various

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