Criminal Law Protection Mechanisms for Virtual Property in Online Games under a Dual-Dimension Framework of Data and Property
DOI:
https://doi.org/10.62051/ijsspa.v10n8.06Keywords:
Virtual Property, Online Games, Criminal Law, Data Crime, Property CrimeAbstract
The amount of money involved in online game platform digital assets is relatively large, but whether they should be regarded as electronic data or lawful property has not been clearly defined in Chinese enforcement practice. Two-level assessment will be used in this paper to show that there is a disagreement over whether data-related crimes fall under Articles 285-286 and whether asset-based crimes fall under Articles 264 and 266 of the Criminal Code . The Reference Standards for Sentences, Evidence and Valuation are unequal. According to the judgments from 2019 to 2023, Chinese courts have been inconsistent in applying charges. We have put forward a general penalty index (CLI) and a two-tier system according to the theory of imaginary concurrence, and have also called for statutory recognition of digital assets and standardisation of judicial application rules.
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References
[1] Fairfield, E. (2005). Virtual property. Boston College Law Review, 46(4), 1047–1104.
[2] Castronova, E. (2005). Synthetic worlds: Business and culture of online games. University of Chicago Press.
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[4] Criminal Law of the People's Republic of China. (2020). (2020 Amendment).
[5] Civil Code of the People's Republic of China. (2020).
[6] Computer Fraud and Abuse Act, 18 U.S.C. § 1030. (2023).
[7] The Game Industry Promotion Act, Act No. 10578. (2011). Republic of Korea.
[8] Information and Communications Network Act, Act No. 18184. (2021). Republic of Korea.
[9] General Data Protection Regulation, Reg. (EU) 2016/679. (2016).
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