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双二元标准界定网络游戏虚拟财产罪名适用
Double Binary Standard Defines the Application of Online Game Virtual Property Crime

DOI: 10.12677/DS.2023.94203, PP. 1492-1499

Keywords: 网络游戏,虚拟财产,破坏计算机信息系统罪,司法适用
Online Game
, Virtual Property, Crime against Computer Information System, Judicial Application

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Abstract:

我国游戏产业正在经历高速发展,游戏用户已经接近总人口的半数,游戏产业的发展前景一片向好,但与之相反的是,我国法律对网络游戏安全的保护却远远不足。据中国互联网信息中心统计显示,61%的游戏玩家有过“虚拟财产”被盗的经历。腾讯公司的统计数据显示,该公司每天收到反馈QQ密码被盗的高峰人数约为10万人,这些网络盗窃行为的存在,不仅严重影响和破坏了网络的正常秩序,而且严重损害了游戏公司和网民的利益。因此,需要对网络游戏虚拟财产定性界定明确的标准,在进行具体的司法适用。通过具体实务案例对司法分歧进行归纳总结,以二元标准为基础,解决网络游戏中虚拟财产保护的司法困境。
China’s game industry is experiencing rapid development, and the game users are close to half of the total population, and the development prospect of the game industry is promising, but on the contrary, the protection of online game security by China’s law is far from adequate. According to the statistics of China Internet Information Center, 61% of game players have experienced theft of their “virtual property”. According to the statistics of Tencent, the peak number of QQ password theft received by the company is about 100,000 per day, and the existence of these online theft behaviors not only seriously affects and damages the normal order of the network, but also seriously harms the interests of game companies and Internet users. Therefore, there is a need to define clear standards for the characterization of online game virtual property, and in the specific judicial application. The judicial differences are summarized through specific practical cases, and the judicial dilemma of virtual property protection in online games is solved based on binary standards.

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