New Forms of Victimization Linked to Video Games: A Multi-Level Proposal of a Categorization

New Forms of Victimization Linked to Video Games: A Multi-Level Proposal of a Categorization

Aiala Tejada García De Garayo (CRÍMINA Research Center for the Study and Prevention of Crime, Miguel Hernández University of Elche, Spain), Mario Santisteban Galarza (University of the Basque Country, Bilbao, Spain), Jesús C. Aguerri (CRÍMINA Research Center for the Study and Prevention of Crime, Miguel Hernández University of Elche, Spain), and Alba Diaz Ortega (CRÍMINA Research Center for the Study and Prevention of Crime, Miguel Hernández University of Elche, Spain)
Copyright: © 2024 |Pages: 20
DOI: 10.4018/979-8-3693-2201-7.ch003
OnDemand:
(Individual Chapters)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

This chapter critically examines the impact of information and communication technologies (ICT) on social interactions within video game communities, particularly focusing on the emerging forms of victimization among predominantly young players. It discusses the challenges posed by in-game elements like gamblification and loot boxes, which mirror gambling and pose risks of addiction and financial strain. The chapter also explores the toxic social dynamics in gaming communities, including harassment, hate speech, and sexism, and the influence of community leaders in promoting risky investments like cryptocurrencies and NFTs. Highlighting the need for responsible leadership and informed decision-making, the chapter aims to provide a comprehensive understanding of these issues to lay the groundwork for future research and effective prevention strategies in the digital gaming world.
Chapter Preview
Top

Video Game-related crimes have received little attention by criminologists (Whitson and Doyle, 2008; Groombridge, 2008). The literature has only addressed specific offenses and deviant behaviors (Kristiansen and Jensen 2023; Aguerri et al., 2023). This questions the applicability of theories about victimization to video game-related crimes. In other words, it is a question of whether crimes in video games are seen as ‘old wine in a new bottle’, or if instead, we shall seek new theoretical approaches to prevent harm in these spaces (Grabosky, 2001).

Complete Chapter List

Search this Book:
Reset