User talk:Kkozokar

Annotation #_1_

Name: Karrie Kozokar

Citation (APA): Strikwerda, L.(2012). Ethics and Information Technology. 14, 89-97. doi: 10.1007/s10676-011-9285-3

Why did you select this material? I selected this article because I think the concept of ownership in a virtual reality is an interesting dynamic. Also I think online games would be interesting to learn about

How did you find the material? I found this article by searching through the springer link website. I was just browsing among the articles and the title captured my attention.

Copy and paste, or if necessary retype, the abstract from the material. If the material has no abstract, please include the introduction paragraph(s): In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as ‘‘objects’’ that can be ‘‘stolen’’ under criminal law. This legal question has both an ontological and a moral component. The question whether or not vir- tual items count as ‘‘objects’’ that can be ‘‘stolen’’ is an ontological question. The question whether or not they should count as such under criminal law is of a moral nature. The purpose of this paper is to answer both the ontological question and the moral question underlying the legal question.

Two questions of the text with relevant quotes Question 1:

Should this be considered both a virtual crime and a real world crime since they stole account information and they stole virtual property or can the individual only be charged with one violation, or is there no punishment for virtual crime?

Quote 1: “By means of deceit the perpetrator obtained the usernames and passwords of other Habbo players so they could access the other players accounts and transfer their virtual furniture.”

Question 2: Where is the line drawn for legal regulations for reality and the virtual world.>How do you determine where certain multiplayer games fit on the spectrum of virtual and reality?

Quote 2: “In the virtual world of computer games Grand Theft Auto, for instance, players can kill policemen. An actual murder charge has never been brought against a player who killed a policeman in Grand Theft Auto, however.

Paraphrase the author’s main idea The author believes that theft in a virtual gaming scenario should be treated like other virtual crimes, and have punishments since it affects in the individuals real world experience in correlation with the game.

Two questions for later Question 1: Would there need to be standard regulations and enforcement on all virtual gaming platforms or would each virtual game have the ability to set their own standards and restrictions on what will and will not be tolerated during game play?

Question 2: To what extend can the virtual gaming realm really effect an individuals real life situation and what can be done to reduce the amount of influence a game has over an individual so that, that person does not experience real world harm as a result of playing the game?

List of two useful sources cited by article Source 1: Järvinen, A. (2009). Video games as emotional experiences. In B. Perron & M. J. P. Wolf (Eds.), The video game theory reader 2 (pp. 85–108). New York: Routledge.

Source 2: Brenner, S. W. (2008). Fantasy crime: The role of criminal law in virtual worlds. Vanderbilt Journal of Entertainment and Technology Law, 11(1), 1–97.