Online Games as a Space for Committing Crimes
Stating the large amount of financial resources circulating in the field of online game economy (trading in game objects, accounts, game help, etc.), the author points out that these factors cannot but cause the commission of crimes in this area. Using numerous examples, the author shows the high real value of some virtual game items and substantiates the reality of committing crimes related to the illegal seizure of these items. During the study, sociological survey and statistical methods were used. In the course of the study, about 200 players of online games of various genres were interviewed. Considering the separate functionality of some games, the author also points out the possibility of using games for the preparation, commission, and concealment of crimes. In addition, the article identifies factors that prevent law enforcement agencies from taking and investigating these crimes seriously. The author emphasizes the almost complete absence of forensic recommendations in this area. The aim of this article was to develop separate recommendations for the identification, qualification, and investigation of crimes related to online games. The author defines the types of crimes that can be committed in the area under consideration and points out certain features of their qualification. At its core, the range of crimes committed in online games, in relation to game objects or with the help of online games, is quite wide, which indicates the need to prepare a comprehensive forensic investigation methodology. Based on certain provisions of game mechanics, game economy, and game communication, the author considers certain ways of committing crimes using online games. The author also determines the features of identifying and verifying a digital alibi, using online games, to which the suspect can refer. The author defines the main investigative situations of the initial stage of the investigation and analyzes their specifics. Taking into account the specifics of the object of knowledge in the investigation of such crimes, the author suggests a new investigative action, “inspection of an electronic object”, and specifies its separate subtypes: local device examination, network examination, distributed object (files stored in cloud services and blockchains) examination, mobile device examination. The article deals with some issues of the tactics and fixation of this investigative action. In the course of the investigation, it is recommended to involve programmers of a wide profile, specifically expert game designers, who will be able to advise the investigator in the field of game mechanics, sociology, and economy. In the absence of such experts in this locality, it is possible to attract specialists from a local provider who grants access to the Internet and provides the operation of networks. The author, considering various ways of obtaining game objects, also offers various ways of monetizing them, determining their value expression in real money.