In my recent obsession with reading and compiling news feeds. I happened upon an interesting article about what role law, specifically criminal law, might have in online games. It is an interesting question. Anyone who has played any type of online game knows that they can be addicting and foster a sense of attachment to in game accomplishments. The latter is also true of games that are not played online. I think Everquest typifies the beginning of the Massively Multiplayer Online game. From my personal experience with people that I know, Blizzard’s Diablo II is a perfect example of how online worlds transcend their online limitations when they enter markets that exchange for actual money. The basis of this in the aforementioned game was selling items on EBay. Thus, players actions in the game would translate into material gain outside the game. I imagine almost every news story that frequented the press several years ago about violent video games causing violence or depression included a story about Everquest. The addicting nature of that game apparently caused people to become emotionally disturbed and even (if my memory serves me correctly) kill themselves. If anyone reads this and can do a quick websearch on it, please post a comment.
The question is then whether or not the effects that take place outside the dominion of the virtual world are under the authority of the government to regulate?
The way I would like to answer this question is in the negative.
I would like to explore the above question a bit more…look out for Part II soon.
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