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在大中华区的虚拟财产多媒体学习中心组2008年10月13日-多媒体教室墨菲王香港警务处服务近日发出通知如下:“在香港,网上电脑游戏的普及增加,特别是对于青少年极大近年来。许多网上电脑游戏提供了广泛的聊天功能,给社会方面缺少线下活动,这样的比赛和合作/竞争性的工作,或对其他球员可以使它很难好好休息。许多游戏提供玩家可以通过购买虚拟武器。您在游戏与虚拟武器取得更高层次,更多的货币价值,你的武器的价值。最近,已经有几个投诉就被从网络游戏玩家的帐户被盗的虚拟武器。也有些投诉是指网络游戏帐户被滥用从而积累了大笔的受害者每月帐单。从警方的询问,有匪徒可能已被盗的虚拟武器或滥用帐户数的方法: -社会工程-受害者可能已经发现自己的用户编号或密码,其在线游戏的合作伙伴或即使要关闭的朋友从而使他们帐户被匪徒插件滥 用-有些受害人透露,他们已经下载的插件,为网络游戏,使游戏可以在“自动播放”模式设置的方案。这些插件往往是下载来源不明的,有些可能包含黑客程序如木马。“内地中国中国的在线游戏产业已被近年来蓬勃发展1年度收入超过10亿人民币(1.2亿美元)和几十对数以百万计的消费者。同时,自己的虚拟属性附加价值。然而,虚拟财产的保护仍是处女地,今天,法规或行政法规,决定维持互联网安全的计算机信息系统安全保护条例,规定在这方面没有从大型多人在线游戏虚拟财产出现(mmog的)。在这些游戏中,玩家创建角色并进入上线的世界里,他们的角色与其他人控制的角色,以及电脑控制的角色和生物相互作用。从事各种活动,人物获得物品和金钱在游戏中(可以在游戏本身的购买和交易),以及“经验”,提高他们在游戏中的能力和才华。在一个mmog,游戏公司创建和提供的游戏软件,让玩家可以创建行账户,收费,访问和玩游戏。游戏公司和玩家之间的关系是定义的各项协议,通常订阅服务的付款协议。这些协议将几乎肯定指定的游戏公司,拥有游戏,包括软件,图形,版权,商标等相关的一切。那么游戏玩家自己的呢?球员订阅上线的服务,他们被允许使用游戏公司的软件,但他们不买任何东西。然而,球员更多的时间花费在玩游戏,在游戏中的财产,他们获得的越多,和他们的角色更多的改善。让玩家们度过了时间,精力和金钱,获得游戏中的商品和虚拟财产增值。公民的合法财产应受法律保护,任何组织或者个人不得侵占,哄抢,破坏或者非法查封,扣押,冻结或没收。“根据这一规定,虽然没有任何具体的法律保护虚拟财产显然,法院可以考虑,虚拟财产属于“其他合法财产”。大多数中国学者倾斜来考虑,虚拟财产具有财产的性质和它的价值,人愿意付出实际的金钱来获得他们的,因此它似乎明显,虚拟财产应被视为“财产”的法律目的。互联网盗贼可以同时承诺,盗窃根据中国第217人民共和国刑法,“一个人谁,复制和分发未经1版权拥有者,其文字作品或音乐,电影,电视或录像的许可的情况下,工作,或电脑软件或任何其他工作,后者与利润的角度,任何侵犯著作权时,有下列行为,应判处固定期限不得超过3年或拘役,并处或者监禁独立,罚款,违法所得数额是相对庞大的或任何其他情节严重的存在,以及违法所得数额巨大或者任何其他特别严重的情况下,固定期限不低于3年的监禁和不超过7年。其他一些学者认为,虚拟财产应受著作权法保护,上线的游戏,因为游戏玩家花费自己的时间,金钱,劳动和智力的财产,成为玩家的成就“情报。合同条款显然是重要的考虑以及承认虚拟财产的立法和司法已成为一种趋势。大韩民国(韩国)和中国的台湾和香港都颁发给那些侵犯他人虚拟财产的刑事判决,以有关法律和集先例。在韩国的相关法律规定,网上虚拟人物和物品拥有财产的价值,独立的服务公司。虚拟财产和存放在银行的钱之间不存在根本的区别。台湾有关部门发出了在网络游戏中虚拟财产和帐户都应当作为服务器中存在的“电磁记录”,并认为他们应该被视为“动产”,诈骗和盗窃犯罪,被判定为部分规则的私有财产。抢劫的其他人的虚拟财产将被判定为犯罪,并携带最多三年监禁的最高刑罚。随着技术和连通性的不断提高,越来越多的虚拟世界和虚拟财产有关的问题会出现。中国的法律制度应建立新的法律或修改现有的法律来处理未来的问题。virtual property in greater chinaoctober 13, 2008by mmlc group - mmlc murphy wangthe hong kong police service recently issued the a notice as follows:“in hong kong, the popularity of online pc games has increased tremendously especially amongst youngsters over recent years. many online pc games offer extensive chat features give such games a social aspect missing from offline activities, and the collaborative/competitive nature of working with or against other players can make it hard to take a break. many of the games offer virtual weapons which can be purchased by players. the higher level you attained in the game with your virtual weapon, the more monetary value your weapon is worth.recently, there have been several complaints regarding virtual weapons being stolen from online game players account. some complaints also refer to online gaming accounts being misused thus accumulating large sums to the victims monthly bills. from the polices enquiry, there are several ways in which the culprits could have stolen the virtual weapons or misuse the accountssocial engineering - victims could have revealed their user id or passwords to their online game partners or even to close friends thus allowing their accounts to be abused by the culprits plug-ins - some victims revealed that they have downloaded plug-in programs for online games so that the game can be set at auto play mode. these plug-ins are often downloaded from unknown sources and some may contain hacking program such as trojan horse.”chinas online gaming industry has been booming in recent years with an annual income more than 1 billion yuan (us$120 million) and tens of millions of consumers. meanwhile, virtual properties themselves are being attached with value. however, the protection of virtual property still remains virgin territory, as today, regulations or administrative statutes including the decision to maintain internet safety and regulations on the safety protection of computer information systems stipulate nothing in this regard.virtual property arise from massively multiplayer online games (mmogs). in these games, players create characters and enter an on-line world, where their characters interact with other human-controlled characters as well as computer-controlled characters and creatures. by engaging in various activities, characters acquire in-game items and money (which can be purchased and traded within the game itself), as well as experience which improve their in-game abilities and talents.in a mmog, the game company creates and makes available the game software so that players can create on-line accounts and, for a fee, access and play the game. the relationship between the game company and player is define by various agreements- typically a subscription agreement governing payment for the service. these agreements will almost certainly specify that the game company owns everything associated with the game, including the software, the graphics, copyright, trade-marks and so on. so what do game players own? players subscribe to an on-line service where they are allowed to use the game companys software, but they do not buy anything. however, the more time players spend playing the game, the more in-game property they acquire, and the more their characters improve. so players had spent time, energy and money acquiring in-game goods and adding value to the virtual property.reviewing current chinese property law, no special provisions for this virtual property issue. we can only find a general basis provision in general principles of the civil law of the peoples republic of china - article 75 states a citizen s personal property shall include his lawfully earned income, housing, savings, articles for daily use, objects of art, books, reference materials, trees, livestock, as well as means of production the law permits a citizen to possess and other lawful property. a citizen s lawful property shall be protected by law, and no organization or individual may appropriate, encroach upon, destroy or illegally seal up, distrain, freeze or confiscate it. according to this provision, although no any specific laws protect the virtual property obviously, the court can consider that the virtual property belongs to other lawful property. most chinese scholars incline to consider that virtual property has propertys character and it has value, people are willing to pay actual money to acquire them, so it seems apparent that virtual property should be considered property for legal purpose. then internet thieves can be also committed the larceny according to criminal law of the peoples republic of china article 217, a person who, reproduce and distribute, without the permission of a copyright owner, a written work or musical, cinematic, television or video work, or computer software or any other work of the latter, with a view of profit, commits any of the following acts of infringing upon copyright, shall be sentenced to fixed-term imprisonment of not more than three years or criminal detention and concurrently or independently, to a fine if the amount of illegal gains is relatively huge or any other serious circumstance exists; and if the amount of illegal gains is huge or any other especially serious circumstance exists, to fixed-term imprisonment of not less than three years and not more than seven years. some other scholar consider that, virtual property should be protected by the copyright law, because game players spend their time, money, labor and intelligence for the on-line games, with that property becoming an achievement of players intelligence. contractual provisions are obviously important to consider as well.recognition of virtual property in legislation and judicature has become a trend. the republic of korea (rok) and chinas taiwan and hong kong have all issued relevant laws and set precedents in giving criminal sentences to those infringing upon others virtual property. related law in the rok stipulates

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