Cybercrime and cyber-victimisation precipitation-control strategies in League of Legends and Overwatch

Authors

DOI:

https://doi.org/10.30827/rec.6.33211

Keywords:

Online video games, Cybercrime, Cybervictimization, Overwatch

Abstract

Online video games have become increasingly popular among the youth population. This is reflected in the League of Legends and Overwatch world championships. However, online gaming as a cyberspace, has a problematic social and criminological reality itself: crime. Nowadays, together with the new criminal opportunities, the sense of impunity and anonymity provided by the Internet. This article aims to identify the predictors that lead to criminal behaviour in online video games. Thus, qualitative research methods such as the systematic observation of video analysis have been used to determine whether these new virtual spaces bring together elements that precipitate or control criminal behaviour with the aim of proposing preventive measures. Similarly, the most frequent types of victimisation and offending in both games have been identified through victimisation surveys. The results, such as women suffering greater cyber-victimisation for harassment than men, were discussed in relation to the theory of situational precipitators, and best practices for video games to control players’ criminal behaviour more efficiently were proposed.  

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Published

2023-02-16

How to Cite

Gómez-Dorado, A. (2023). Cybercrime and cyber-victimisation precipitation-control strategies in League of Legends and Overwatch. REC. Revista Electrónica De Criminología, 6, 1–19. https://doi.org/10.30827/rec.6.33211