Awareness campaign to curb illegal online gaming abuses - CHOICE #
331 (May 14, 2004)
The Consumer
Council today (May 14) announced the launch of a publicity campaign
to warn fans of online games the perils of addiction, theft and
abuses liable to criminal sanction.
In a new
initiative, a concern group has been formed to spearhead an
awareness drive on the problem among the public and in particular
the young.
The group is
joined, in addition to the Consumer Council, by the Boys' and
Girls' Clubs Association of Hong Kong, the Hong Kong Federation of
Youth Groups, and the Breakthrough organisation.
It is backed also
by the Commercial Crime Bureau of the Police, and the Information
Technology Services Department.
A special report
was produced, for publication in the latest (May) issue of CHOICE,
dealing comprehensively with the online gaming problem together
with a package of recommendations for all concerned - players,
parents and game developers - as a prelude to the campaign
kickoff.
Police statistics
on technology crimes clearly demonstrate the need for preventive
action on online gaming abuses. In 2003, nearly half (288) of all
technology crimes (588) were related to online video
games.
For the first
quarter of 2004, the problem appears to ease slightly but still a
sizeable one, with 52 out of 132 cases for the period.
In one recent
case, a 15-year-old boy was sentenced to 4 months in a
rehabilitation centre on conviction of a charge of access to
computer with criminal dishonest intent.
In another, 2
teenagers, both aged 16, were placed on probation order for 18
months on conviction of a similar charge.
In all of these
cases, the culprits were complained of stealing virtual weapons
through hacking into computer for access into the accounts of
online game players.
With rising
popularity, many online games offer virtual weapons or treasure
which are objects of virtual world property valuable to the game
players. Players will constantly strive for the next weapon or
treasure in order to gain to a higher level of the game.
The problem is a
complex one but the desire for the acquisition of more virtual
weapons and the like does tend to encourage online fans to play an
online game excessively for long amount of time - with potential
dire consequences of loss of self-control, theft and abuses liable
to criminal sanction.
The object of the
campaign is, therefore, to promote and enhance public awareness of
the severity of the problem and the importance of information
security.
In the special
report, online game fans are warned in no uncertain terms that any
act of hacking into a computer system for online game access
without the consent of the other party, to steal virtual weapons or
the like, constitutes a serious criminal offence.
In the case of
"access to computer with criminal dishonest intent", for instance,
the offence carries no less a penalty than a maximum imprisonment
term of five years.
Besides theft, for
instance, a player undertakes to score a certain amount of "virtual
points" and transfer the points to the other party in exchange for
monetary reward. Should the player fail to honour this promise, and
if it can be proved that he or she has the intent to cheat, this
may constitute an offence of obtaining money by
deception.
Some game players,
on the other hand, may regard objects of virtual world property to
be unreal and attach little or no value to them.
Carelessly, they
share online game account with partners or friends, forget to
properly logoff the account after playing in a cyber cafe, divulge
User ID or Password in online chatroom, download plug-in programmes
from unknown sources containing hacking programme such as Trojan
Horse.
Such behaviour
serves to create opportunities that invite abuses and crimes to be
committed.
The report also
contains a package of recommendation in a three-pronged approach to
address the issue from the perspectives of the players, the
parents, and the game developers.
The
Players
- Avoid choosing online games that are
vulnerable to theft of virtual weapon/treasure. Install and upgrade
firewall and anti-virus protection from time to time. Never
download software from unknown sources.
- Do not over-indulge in online gaming. Steer
clear of any circumstances that may lead to hacking, theft or
deception.
- Manage your online game account with due
care. Do not choose a password such as "123456" that could be
easily guessed; do not divulge the code to another party and change
it regularly.
- When playing in a cyber cafe, be careful of
being watched for access into your account. Always logoff even if
just for a brief break away from the computer. If the previous
player forgot to logoff the account, do not help yourself to
continue to play the game as this is illegal and liable to criminal
sanction.
- Should you discover any of your virtual
weapon or treasure has been stolen, immediately report to the game
developer who will generally be able to trace the cause. If the
matter involves criminal offences, report to the
Police.
The
Parents
- Help your children to choose games with
appropriate safety design that will best minimise the chance of
theft.
- Watch out for any sign of addiction in
online games ; set time limits for your children, and guide them to
recognise the difference between the virtual world and the real
world.
- Young children may not be aware of the
hazards of online game crimes; parental guidance is needed to
ensure they do not perpetrate or fall victim to such
crimes.
The Game
Developers
- Clear warning should be labelled on the
package of online game software, drawing attention to criminal
sanction of online theft. The same warning should appear also on
the computer screen at the start of the game.
- Improve security for the game design:
virtual weapon or treasure should be assigned a unique serial
number which could be traced in the event of loss or theft; a
sufficiently long storage period of all transaction records should
be allowed for the information of the players.
- Register personal data of the players, that
include an email address capable of being traced to screen out the
unscrupulous with false information.
Other activities
also in the pipeline as part of the campaign include an extensive
survey into the behaviour and all aspects of the problem among the
young online game players, and indepth case study of players. The
results of this research will be released to the public next Friday
(May 21).
In addition, a
seminar with a panel experts will be held for the participation of
the public the following day on Saturday (May 22).
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