Estrategias de precipitación-control del cibercrimen y cibervictimización en League of Legends y Overwatch
DOI:
https://doi.org/10.30827/rec.6.33211Palabras clave:
Videojuegos online, Cibercrimen, Cibervictimización, League of Legends, OverwatchResumen
Los videojuegos online han cobrado cada vez mayor popularidad entre la población juvenil y ello queda reflejado en los campeonatos mundiales de League of legends y Overwatch. No obstante los videojuegos online como ciberespacio presenta una realidad problemática de carácter social y criminológico: el delito. En la actualidad, junto con las nuevas oportunidades delictivas y la sensación de impunidad y anonimato que otorga Internet.El presente artículo tiene por objetivo identificar los predictores que dan lugar a una conducta delictiva dentro de los videojuegos online. Así, se ha empleado la observación sistemática de video análisis, para determinar si estos nuevos espacios virtuales reúnen elementos que precipitan o controlan la conducta delictiva con el objetivo de proponer medidas preventivas. Del mismo modo, se han determinado los tipos de victimizaciones e infracciones más frecuentes en ambos juegos a través de métodos cuantitativos de investigación: dos encuestas de victimización. Los resultados, como que las mujeres sufren mayor cibervictimización por acoso que los hombres, fueron discutidos en relación a la teoría de los precipitadores situacionales y se propusieron mejores prácticas para que los videojuegos controlen de forma más eficiente la conducta delictiva de los jugadores.
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