The legal model of virtual reality in the Internet space (using the example of online multiplayer games)
https://doi.org/10.52468/2542-1514.2026.10(1).94-103
Abstract
The subject of study is the category of "virtual reality," as examined by the authors in the context of multiplayer online games.
The purpose of the article is to analyze modern approaches to defining the concept of virtual reality and the relationships arising from the circulation of virtual reality objects. The research methodology incorporates general scientific methods, as well as a comparative research method and a formal legal approach.
Results. An analysis of modern approaches to defining the concept of virtual reality and the relationships arising from the circulation of virtual reality objects suggests both the possibility and the necessity of regulating such relationships, particularly in the context of online games. In identifying the philosophical basis of this study, the authors of the article believe that the ontological principle of virtual reality lies in overcoming the limitations of human nature within a virtual environment. The desire to regulate all aspects of human life is excessive and does not lead to the desired consequences. However, virtual gaming actions will be subject to real law if the participant understands that their actions will have consequences in the real world. To support their position, the authors apply the so-called "magic circle theory": the rules in the game space differ from those in the real world until a violation of the game rules is detected, leading to negative consequences for the copyright holder in reality.
The authors focus on the relationships that develop between participants in multiplayer online games. These relationships are used as an example of virtual reality, which has been insufficiently studied from a legal perspective and lacks qualified legal regulation.
The authors identify three main approaches developed in legal scholarship regarding the description of virtual reality, gameplay, its objects, and relationships: reification of virtual world objects by applying property law to the relevant relationships; consideration of the relationships between players transferring game assets as services for modifying game parameters; and description of the relationships between players as the transfer of a claim (a claim) between the initial and subsequent users of virtual property under a contract for the provision of services for organizing the game process (an agreement between the initial user and the game organizer).
In examining the legal classification of relationships between players regarding the alienation of various in-game items in multiplayer online games, the authors seek to answer the question: are such transactions permissible, do they have legal significance, and which legal institution and branch of law should regulate the actions of players? The article concludes that in these cases, a transfer of rights of claim (right of claim) occurs between the users-players: the right of claim against the game developer, arising from the agreement with the gaming organization, is transferred. Currently, this classification of relationships is considered optimal, but it is temporary. According to the authors, neither property law nor contract law in their traditional forms can serve as a full-fledged regulator of virtual reality; sooner or later, courts and legislators will be forced to recognize virtual property as a special type of social relationship.
About the Authors
U. A. AliyevRussian Federation
Ulvi A. Aliyev – 3rd-year Postgraduate Student
82/1, Vernadskogo pr., Moscow, 119571
D. V. Pyatkov
Russian Federation
Dmitry V. Pyatkov – PhD in Law, Associate Professor; Associate Professor, Department of Civil Law of the Law Institute
61, Lenina pr., Barnaul, 656049
Y. V. Kholodenko
Russian Federation
Yuri V. Kholodenko – PhD in Law, Associate Professor; Associate Professor, Department of Civil Law of the Law Institute
61, Lenina pr., Barnaul, 656049
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Review
For citations:
Aliyev U.A., Pyatkov D.V., Kholodenko Y.V. The legal model of virtual reality in the Internet space (using the example of online multiplayer games). Law Enforcement Review. 2026;10(1):94-103. https://doi.org/10.52468/2542-1514.2026.10(1).94-103
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