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Thomas-Gabriel Rüdiger, M.A.<br />

The main<br />

problem both<br />

systems have is<br />

that they have<br />

not yet managed<br />

a paradigm shift<br />

towards reflecting<br />

the risks of<br />

communication<br />

and interaction of<br />

online games.<br />

Even among previously convicted sex<br />

offenders, the majority is likely to have<br />

registered out of interest in the game.<br />

Conversely, only the figures for registered<br />

sex offenders from one state were taken<br />

into consideration and only for a limited<br />

number of games. For example the „game<br />

companies“ BigPoint, Zynga, Sulake,<br />

Gameforge, Riot Games, Turbine and<br />

Linden Labs were not represented.<br />

Another aspect should also be taken into<br />

consideration. At the beginning of June<br />

2012, British channel Channel 4 reported<br />

about the huge number of sexual assaults<br />

by paedophiles in Habbo Hotel (Channel4,<br />

2012). As a result of public pressure,<br />

Sulake, the operator of Habbo Hotel, was<br />

forced to disable all chat in Habbo<br />

(Habbokritik, 2012). The fact alone that<br />

Sulake initially saw no other way of handling<br />

the sexual assaults than to no longer allow<br />

any communication is evidence of the sheer<br />

scale of sexual harassment in Habbo Hotel.<br />

7. Protection of children and minors<br />

From the point of view of the protection of<br />

children and minors, almost all virtual<br />

worlds have the same faults. If youth<br />

protection mechanisms are in place, they<br />

are usually based on users specifying their<br />

age when registering or report functions<br />

that are part of the game. For example, a<br />

warning will be displayed to children when<br />

they want to start communicating with an<br />

adult. The age that is used when making<br />

the comparisons is the one that has been<br />

entered voluntarily and unmonitored at the<br />

time of registration. It’s quite obvious that<br />

this system can easily be dodged simply by<br />

giving the wrong age. Another obvious point<br />

of criticism is that typically the reaction<br />

mechanisms of the operators boil down to<br />

reacting rather than acting. For example,<br />

you often find requests that children and<br />

other users should use the reporting<br />

function or alarm button as soon as they<br />

encounter sexual harassment. This means,<br />

however, that in the worst case the child will<br />

have already read some more or less<br />

explicit sexual content and has therefore<br />

already been victimised. What’s more, the<br />

contact persons of virtual worlds (game<br />

masters or adminstrators) are recruited<br />

from among the users of the world,<br />

presumably for reasons of cost. And it looks<br />

as if the staff serving as first point of contact<br />

in a case of sexual victimisation has not<br />

been particularly carefully selected for this<br />

task, been made aware of the relevant<br />

issues or even trained. This is partly due to<br />

the fact that no officially binding regulations<br />

are in place. It is all the more perplexing<br />

that the German state considers it<br />

necessary to penalise cyber grooming<br />

according to §176 IV StGB especially in the<br />

case of children (up to 14 years), but at the<br />

same time the German youth protection<br />

system does not have an age rating ‚from<br />

14 years‘.<br />

The issue of age ratings therefore needs<br />

further scrutinising. This in particular<br />

applies to the criteria of the entertainment<br />

software self-regulation body (USK) in the<br />

German-speaking region and the Pan<br />

European Gaming Information System<br />

(PEGI) internationally. The main problem<br />

both systems have is that they have not<br />

yet managed a paradigm shift towards<br />

reflecting the risks of communication<br />

and interaction of online games. The<br />

organisation USK in particular, which is<br />

responsible Germany and some of the<br />

Austrian provinces, is by law only<br />

responsible for games that are provided on<br />

data carriers and even then only for the<br />

question whether these games contain<br />

factors that compromise or arrest<br />

development (mostly violent or pornographic<br />

content 7 ). For purely online-based virtual<br />

games (such as browser and social games,<br />

game applications, most life simulations<br />

and MMOPRGS as well as online worlds<br />

for children) the USK is not responsible at<br />

all, so that no official age ratings are applied<br />

here. Online games that do get an age<br />

7 For a detailed presentation of the German youth<br />

protection systems and their weaknesses see<br />

the article “Kinder- und Jugendschutz vor den<br />

Herausforderungen des Web 2.0”.<br />

20 Special Edition <strong>2013</strong>

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