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Revelation on online game crimes as awareness drive gets off infull earnest

  • 2004.05.21

An alarmingly high number of young online game players may be at risk of running foul of the law and face criminal sanction.

Many players have apparently no or only a hazy notion of the law that stealing virtual property from an online game account is an act of crime. So is deception such as failing to honour a promise in online trading of game weapons.

To some of the players, they may even come to accept it as an harmless innocent part of online gaming. Consequently, many players deem it futile to report online game crimes to the Police.

The problem is further aggravated by the apathy of players in strengthening the security of their online game accounts.

This is the picture emerging from three separate studies conducted in concert as part of an awareness drive on this issue of growing social concern on crimes related to online gaming.

Results of the studies were released today (May 21) at a press conference convened by the Consumer Council in conjunction with Breakthrough, the Boys' and Girls' Clubs Association of Hong Kong (BGCA), and the Hong Kong Federation of Youth Groups (HKFYG).

The campaign is backed also by the Commercial Crime Bureau of the Police, and the Information Technology Services Department.

According to an online survey conducted by Breakthrough on 367 online game players, 32.2% of the respondents professed to a lack of clear understanding of online game offences being criminal liable to sanction of fine or imprisonment.

Amongst these players, some (14.2%) were totally unaware; some (6.4%) regarded virtual property to be unreal objects so no question of criminal offence; some (5.4%) shared the view that since no money was involved, no crime was committed; some (6.1%) dismissed it simply as a game not to be taken any seriously.

In the same survey, it was also revealed that only a small fraction (7.9%) of the victims of online game crimes bothered to report to the Police for assistance.

The findings were reinforced by a telephone survey conducted by HKFYG on 515 youngsters, aged between 12 and 29, of both online game players and non-players.

But what is worrisome is the lack of interest to learn more about the subject: 64.1% of the respondents expressed little (33.5%) or no (30.6%) interest at all. The respondents were split (40% to 57.2%) on the question if criminal sanction was too harsh a penalty of online game abuses.

Further, 73.7% were under the impression that the chances of their being caught and prosecuted were slim (69.6%) or minimal (4.1%). And, not surprisingly, a high 78.2% indicated that they would be most unlikely to (51.5%) or absolutely not (26.7%) report to the Police.

Both surveys found that online game players, though treasure their virtual game property, were largely unconcerned and negligent about the security of their game accounts.

According to the Breakthrough survey, over 40% of the respondents had divulged their User ID/Password to others or allow their accounts to be used by others. And some half of them (51%) did not check immediately afterwards if any of their virtual property might be missing.

The case study conducted by BGCA, focusing on four players aged from 10 to 20 years, sheds further light on the depth of the issue.

Because of a lack of cyber-ethics and a general apathy, theft and deception in online games is generally tolerated among the players. The attitude seems to be: it's all part of the game.

This is a matter of grave concern as online games may dangerously become the breeding and training ground for cyber-crimes by young people.

While, in general, online game players do not condone such behaviour, they do not consider the problem serious enough to warrant criminal sanction.

Game players are of the view that game developers have a role to play, too. They should assume the responsibility to ensure online games to be safe and deception free with the necessary monitoring and deterrence.

Some players also harbour the wishful thinking that their victims would not report to the Police and even if they do, the case cannot be pursued for lack of sufficient evidence for criminal conviction. Naturally this is a mistaken assumption.

The concern group on online game crimes has put forward a package of recommendations to address the problem.

First and foremost, enhance the awareness and understanding of young people about crimes relating to online games.

  • Through more publicity, young people should be equipped with the knowledge of what specific behaviour may constitute an criminal offence, and the danger of putting the law to the test.
  • ​Parents and teachers should provide guidance to children on how to protect their virtual property, including their account information and virtual weapon, and do not be gullible and easily trust a stranger.
  • The Police should step up publicity to assure young people that any report of online theft or deception will be handled with the utmost care.

Second, give parents the needed support.

  • Communication between the parents and their children is important. Parents should understand the feelings of their children that although online games are just games, the emotional attachment of their children is genuine and real.
  • ​Some parents have scant knowledge of the online world. Social service organisations and Parent-Teacher Associations can organise forums and services providing guidance to parents on how to handle the emotions and behavioral response of their children.

Third, strengthen the security design of online game software.

  • Young people are easily influenced by the culture and values in the virtual world of online games. Game developers should consider inculcate positive values through the games, and refrain from excessive violence and cheat elements. Young people are sometimes confused and unable to differentiate the virtual world and the real world, hence may prone to commit illegal behaviour.
  • Online games should be free of loopholes that allow thieves and swindlers to take advantage.
  • ​Every virtual object (weapon or treasure or the like) should bear a unique identifier which can be traced in the event of loss.

In order to raise the public's awareness of online game crime, the concern group is going to hold a public seminar tomorrow (22 May) from 2:15pm to 4:15pm at Lecture Theatre 2, City University. Speakers include psychologist, parent, teenage online game player, industry expert and police. Admission is free and the general public is welcome to attend.

The press conference is convened by Mrs. CHAN WONG Shui, Pamela, Chief executive of Consumer Council, Mr. CHAN Chi-fu, Tiger, Researcher of Breakthrough, Ms. WU Ka-kei, Strategy and Development Assistant of The Boys' and Girls' Clubs Association of Hong Kong and Mr. MOK Hon-fai, James, Supervisor (Research & Leadership) of The Hong Kong Federation of Youth Groups.