The purpose of this study is to better understand the associations between online gaming and cybercrime. More specifically, the authors explore the individual risks of gamers and the role of gaming in various forms of criminal behaviors. Currently, research is unclear and inconsistent about the possible criminogenic function of online gaming.
This cross-sectional study uses a sample of 1,240 Dutch young people aged between 16 and 25 years. Respondents completed a survey consisting of previously validated measurements, screening for criminal behaviors and key criminogenic needs. A number of regression models were estimated to explore the specific factors and crimes associated with gaming, differentiating young people based on the hours they spent on online gaming per week.
Analysis revealed that gaming was negatively associated with most criminal behaviors, which indicates a protective function. Risks were primarily observed for in-game deviance, such as theft from opponents. However, gamers showed higher levels of technological skills, were more disinhibited online and were also more likely to be exposed to online deviant peer support compared to non-gamers. These factors can potentially facilitate escalation in cybercrime offending for a subset of young people under specific circumstances.
This study is one of the first to address the criminogenic needs and offending behaviors associated with various levels of online gaming. Future research could explore more in-depth the role of gaming together with peers as opposed to gaming alone.
