Abstract
Along with the rapid development of online gaming worldwide, online games have become the very successful and outstanding industry in recent years, especially in Massive Multiplayer Online Role-Playing Games (MMORPGs). Cyber-criminal activity arising from online games is increasing at an alarming rate. Further, online gaming crimes have turned out the most serious cybercrime in many countries, such as Taiwan, South Korea, China, Hong Kong, and so on. According to our analysis of online gaming characteristics in Taiwan from the year of 2002 to 2004, the majority of online gaming crime is theft and fraud, but fraud gets higher from 20% to 36%. Identity theft and social engineering are the major criminal means. The offenders are mainly male and always proceed alone. The age of offenders is low (average over 60% in the age range of 15-25). The offenders are mostly students, workers and the unemployed, most of them not having criminal records. The type of game giving rise to most of the criminal cases is still Lineage Online, but other games are getting higher from 0.8% to 28.4%. The value of the online gaming loss over $1500 U.S. dollars is getting higher from 3.8% to 9.9%. In this paper, we present an empirical analysis of online gaming criminal activity from the year of 2002 to 2004 in Taiwan and suggest ways to combat the criminal activity.
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Ku, Y., Chen, YC., Wu, KC., Chiu, C. (2007). An Empirical Analysis of Online Gaming Crime Characteristics from 2002 to 2004. In: Yang, C.C., et al. Intelligence and Security Informatics. PAISI 2007. Lecture Notes in Computer Science, vol 4430. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-71549-8_3
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DOI: https://doi.org/10.1007/978-3-540-71549-8_3
Publisher Name: Springer, Berlin, Heidelberg
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