Preview

Should Gamers Be Prosecuted For Virtual Stealing Analysis

Good Essays
Open Document
Open Document
743 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Should Gamers Be Prosecuted For Virtual Stealing Analysis
Why Gamers Shouldn’t Be Prosecuted for Virtual Stealing
In an essay by Alex Weiss called “Should Gamers Be Prosecuted for Virtual Stealing?” he writes about a Dutch Supreme Court case where a teenage boy was convicted for virtual stealing in the online video game RuneScape. Weiss argues that playing video games are just an escape from reality and is not work which has a monetary value. The author then gives an example from his teenage years where he played a game called EVE Online where players actually spend their own money to purchase in-game currency in order to build a world. Many times building a world can sometimes take up to months to build. He explains that gamers take risks when playing video games which can include having things
…show more content…
Alex’s stated main purpose was that “Video games are not work or investments for which people should be compensated; they are escapism.” (Weiss,731) The theme that came across to me was that he was against the court ruling. There were only a few parts of his essay that back this up claim he made his thesis. However, there is an abundance of information to support Alex’s opinion on the court …show more content…
He then states that “this ruling makes no sense to me” (Weiss,731) which I believe could be his thesis and his stated thesis could serve as evidence to support it. Weiss gives the example of the online game he played when he was a teen called EVE where people put real money toward buying money for in-game use. This gives the game more meaning to those players if they are putting their own money into the game. This seems to contradict his purpose by saying that gaming isn’t an investment if people are putting money into this game. Either way this gives a larger impact of the risk that comes with gaming. This I feel would also let his original thesis provide extra support if the thesis was why the ruling made no sense to him. After this, Weiss added more of his own personal experiences from when he played EVE which included “messing with people, making fake investments, engaging in corporation thievery, and even having an extended e-relationship with someone who thought I was a girl.” (Weiss,733). While this information gives insight of the author’s knowledge of the world of online game; it almost seems as if Weiss was trying to just compare himself to the convicted teen. It comes across if he is just trying to add to the justification that since he didn’t get in trouble for his actions in EVE that he doesn’t see the point of the teen being punished for his theft

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Nt1310 Unit 2 Assignment

    • 506 Words
    • 3 Pages

    Virtual goods are intangible objects in online games and communities. Examples include everything from weapons and potions in multiplayer online role-playing games to seeds and cows in online social farming games. Virtual items have value, and are purchased and sold by game players for real money in the real world. These companies have games which the user can come to their physical outlets and play these…

    • 506 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    In the article "Should Video Gamers Be Prosecuted For Stealing Virtual Objects?" Alex Weiss explains why he thinks that video games should not be prosecuted for stealing from others in an online world. Weiss begins his argument off by saying that he was also a gamer when he was younger and that the video game thefts aren't that serious. He also, says that the whole reason that the gamers actually enjoy the game is because of the known risk that their items could be taken at any point. Weiss finishes off his argument by stating that the laws from online and the laws of the real world contradict each other, making it unfair to punish the online thief. Throughout his article Alex Weiss makes an effective argument by using ethos to create common ground with the readers, using logos to mention statistics to back up his claims, and using pathos to evoke emotion in the readers.…

    • 679 Words
    • 3 Pages
    Good Essays
  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    This has resulted in video game impacting American politics, television, pop music and Hollywood. However, in the past decade, there have been countless controversies surrounding the production of video games, especially games of a violent nature such as the very popular “Grand Theft Auto” and "Need for Speed" that are marketed to children and teenagers. The controversy lies on the matter of responsibility—specifically, are marketers and video games producers responsible for the contents of video games or are parents responsible for ensuring their adolescent children do not have access to games made for mature audiences. Through an objective examination of the legal, moral, and social responsibility of producing violent video games, this paper will present a thorough analysis of both sides of the debate on the matter.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Better Essays

    And though a typical gamer plays for just an hour or two a day, there are now more than five million “extreme” gamers in the U.S. who play an average of 45 hours a week.” (Page 177). Jane goes on to say that all those people have real lives that they care about, but they devote most of their free time to video games. She goes on to explain that the real world does not administer the same sort of pleasures, challenges, or social bonding that a gamer can find in virtual…

    • 1501 Words
    • 7 Pages
    Better Essays
  • Good Essays

    The Blame Game Anaylisis

    • 658 Words
    • 3 Pages

    Violent video games have been blamed for school shootings, increases in bullying, and violence toward women. Critics argue that these games desensitize players to violence, reward players for stimulating violence, and teach children that violence is an acceptable behavior. Although critics believe this to be true, there are some people who believe otherwise such as Roger Pilon, who expressed his thought and ideas on the matter in an article he wrote that appeared in the Denver Rocky Mountain News paper on May 9, 1999, entitled “The Blame Game”. In this article he elaborated on the issue of video-game creators being held liable for for the crime that are committed today especially among the youth, for example the Littleton tragedy. Pilon speaks on how not only video game makers, but the media in general all have the right to create and advertise whatever they want by way of the Constitution and the only person who should be blamed and punished for a crime is the direct person who committed the crime. This is revealed by way of the audience Pilon intends to reach through his article which is law enforcers, and parents of video game players all to say that its not the video games that is causing the crime but its the individual.…

    • 658 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Integrating Values - The Legality, Morality, and Social Responsibility of the Violent Video Games Industry…

    • 7776 Words
    • 32 Pages
    Powerful Essays
  • Good Essays

    She talks about companies that started up after playing the game EVOKE, which focuses on “building up players' abilities to design and launch their own social enterprises” helping the world. She is using real world data to prove that video games are meaningful. It is effective in proving her points and walking the walk instead of her just talking a bunch of…

    • 982 Words
    • 4 Pages
    Good Essays
  • Better Essays

    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.…

    • 1507 Words
    • 7 Pages
    Better Essays
  • Satisfactory Essays

    The video game industry is a multibillion dollar a year industry, so it isn't hard to understand why they go through great strides to protect their image. They provide entertainment to all ages, genders, nationalities, and ethnicities. Contrary to the opinions of the industries opponents, video games are not destroying our youth, they challenge, educate, and provide an escape from an oppressive world.…

    • 642 Words
    • 3 Pages
    Satisfactory Essays
  • Better Essays

    Computer crime is an ongoing issue that we continuously see, and a major problem with this is that most people do not realize the harm that computer crime can cause. Computer crime is also a niche that continues to grow. This is based on the fact that there are many different perceptions about what computer crime is, and the harmful effects it can have. Because there is a gap between traditional views of what cyber crime is and the actual realities of these crimes, it is a criminal offense that will continue to happen.…

    • 1102 Words
    • 5 Pages
    Better Essays
  • Good Essays

    His youth is characterized as that of a rapist, practitioner of extremely violent acts, and a lover of Beethoven. These three adjectives point out what drives Alex's actions: emotion. He follows no moral code nor does he even have one. However, he does follow his natural desire to sin, and can thus be described as a clockwork orange in that his actions are controlled by his emotion. We can clearly see how Alex's inclination to do things that satisfy his emotion are strikingly similar to our desires to do the things that we want to do. This is the whole message behind the doctrine of original sin, where Adam's first sin against God carried into his descendants. All humans are born with the desire to do evil, and thus we can justify Alex's violent actions.…

    • 543 Words
    • 3 Pages
    Good Essays
  • Good Essays

    first symbol is the music to which he listens and loves. It is the only thing…

    • 1339 Words
    • 6 Pages
    Good Essays
  • Powerful Essays

    Video Games Affect the Brain

    • 3222 Words
    • 13 Pages

    Video gamers, parents, politicians and the press often lionize or attack video games, which opens the door to spin that obfuscates our understanding of how these games affect people. For example, the European Parliament has been debating whether to limit children’s access to video games. In a press statement about the report that resulted from its deliberations, the parliament concluded that games could have “harmful effects on the minds of children.” Reporting on this statement, however, the headline in the Guardianread, “Video games are good for children.”…

    • 3222 Words
    • 13 Pages
    Powerful Essays
  • Good Essays

    Video Game Violence

    • 1399 Words
    • 6 Pages

    “If video games do increase violent tendencies outside the laboratory, the explosion of gaming over the past decade from 3.2 billion in sales in 1995 to $7 billion in 2003, according to industry figures, would suggest a parallel trend in youth violence. Instead, youth violence has been decreasing.” (Hoerrner 49). A video game is a game played by electronically manipulating images produced by a computer program on a television screen or display. Violence is behavior involving physical force intended to hurt, damage, or kill someone or something. Some video games have violent and mature content in them. People claim that the violence in video games can cause aggression in people. Others claim that the violence in video games has nothing to do with aggression in people. It is also argued that violence in video games has nothing to do with the rage already existing inside of people. Video games do not cause violence because gamers understand that video games are not real, that video games release daily frustration and are inspiring.…

    • 1399 Words
    • 6 Pages
    Good Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays