Should Gamers Be Prosecuted For Virtual Stealing

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Video games are a safe haven for people and gamers alike. They provide refuge from the burdens of everyday life — a virtual simulation where everything can be molded and be manipulated to the desires of its wielder’s hands; freedom on their own terms, all within the bounds of the virtual context. However, when real-life laws and its permissible consequences extend beyond reality and into realms whose entirety is made up of intangible pixels, things can become quite problematic. In his text, “Should Gamers Be Prosecuted for Virtual Stealing?”, author Alex Weiss constructs a compelling argument against real-world laws intervening in virtual dimensions through his demonstration of ethos, logos, connotative diction, and a candid rebuttal. First, …show more content…
After evaluating the decision made by the Dutch Supreme Court in regards to a gamer virtually stealing, Weiss expounds that “Video games are not work or investments for which people should be compensated; they are escapism” (Weiss, 727). Building off on the idea that video games are for escapism, Weiss uses words such as: “disappointing,” “hell,” “rat race,” “imploded,” “worst,” “foolish,” “jerk,” “thievery,” “scams,” “destroy,” so forth throughout his text. In doing so, Weiss conveys an indignant tone against gamers of certain, online games that appear spiteful and despicable for partaking in virtual activities such as scamming, stealing, and destroying — activities that would normally be condemned for in the real world. While these activities would seemingly warrant for some form of punishment, Weiss details that gamers should not be punished for such activities when the particular game that these gamers play on permits this rogue-like behavior in its virtual world; for example, during a brief description of his past played, online game, EVE Online, Weiss mentions, “It is also the only game that actively allows thievery in the context of the game world. In fact, player satisfaction in EVE is based on taking chances and risking everything you’ve spent time building up. For instance, as Kotaku details, in 2010 pirates destroyed a ship that another player had filled with six years’ worth of in-game subscription renewals” (Weiss, 728), epitomizing that, in this case, the video game EVE allows thieving to occur. Despite propounding that gamers should not be punished for spiteful activities when a game permits such behavior, Weiss’s choice of diction hints that he does agree with the opposing point of view on this issue and is not trying to defend gamers’ undeniably shameful and, in the real world, felonious activities, but also statedly disagrees that real world laws — laws

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