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논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국형사법무정책연구원 형사정책연구 형사정책연구 통권 제62호
발행연도
2005.6
수록면
141 - 170 (30page)

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초록· 키워드

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Virtual World are computer-moderated, persistent environments through and with which multiple individuals may interact simultaneously. Many virtual worlds allow characters within those worlds to buy and sell virtual goods. However the more people who accept an illusion on virtual world, the more it becomes real. Actually, trading in virtual goods already takes place and involves large sums of money.
The local game market amounted to 44,301 million won in 2003, and rise up to 10.1% per year. And the market volume of virtual goods - online game item - was 7,042 million won in 2003. However along with the growth of game industry, the serious social problems such as obscenity, addiction and infringement of virtual property, etc. has arisen from ouline game. Especially, Although illegal sales of game items used on the online game sites and hacking of such items are committed, most players of virtual worlds have little sense of guilt over crimes committed in those worlds. For example, players attempt to hack the game site or swindle items out of other players, they trade the stolen game items through the virtual object trading site.
In these instances, it is questionable whether virtual property can be regarded as an object of property crime in a sense of criminal law. Because most provisions of property crime were created in accordance with tangible property or intangible energy and were not especially designed for virtual property and fot the legal demands of computerized information society.
Online game item as a virtual goods has no tangible substance in a real sense, moreover it cannot be appreciated as a type of intangible energy. Therefore, game item cannot be looked upon as an object of theft, but there is some possibility of comprehending as an advantage and service for the purpose of property crime.
Game item is a part of game program. It is only an additional and independent digital images on game program. For this, online game items in virtual worlds belongs to game service provider, and game user has only some kind of exclusive using right on the contract. That is, advantage and service as an object of property crime can be based on the right of using online game and game items.
Above all, it is required that the criminal law should be amended to cover the specific needs of game items as an object of property crime.

목차

Ⅰ. 들어가는 말
Ⅱ. 아이템ㆍ사이버머니의 개념 및 범죄유발원인
Ⅲ. 게임 아이템 관련 재산범죄 유형 및 판례의 경향
Ⅳ. 재산죄의 객체로서 전자정보의 포섭가능성에 대한 검토
Ⅴ. 맺음말

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UCI(KEPA) : I410-ECN-0101-2012-364-003968472