Tinjauan Hukum Pidana Cheat/Hacking dalam Game Online Berdasarkan Undang-Undang Nomor 11 Tahun 2008 dan Undang-Undang Nomor 19 Tahun 2015
DOI:
https://doi.org/10.37680/almanhaj.v5i2.3110Keywords:
online game, cheat/hacking, criminal act, penaltyAbstract
Technological developments in cyberspace today show the development of new ideas and works in various fields. Gaming technology is one of the highlights. Online games are games that connect each player through a network. The increasing number of online game enthusiasts, makes competition between players increase and there is a desire to be superior by taking shortcuts, namely cheating. The more frequent occurrence of cheating/hacking in online game systems raises questions (1) whether Law number 11 of 2008 on Information and Electronic Transactions can be used as a basis for criminal prosecution of perpetrators of cheating/hacking in online game systems? (2) what are the criminal penalty for perpetrators of cheating/hacking in online game systems according to Law number 11 of 2008 concerning Information and Electronic Transactions? The purpose of this normative legal research is to find out the legal provisions governing cheat/hacking in online game systems and criminal penalty that punish the perpetrators in Law number 11 of 2008 on Information and Electronic Transactions, which requires secondary data and library data in reviewing it. The results of his research found that Law number 11 of 2008 on Information and Electronic Transactions can be used as the basis for criminal penalties for perpetrators of cheating/hacking in online game systems because the act of cheating/hacking fulfills the elements of a criminal act contained in Law number 11 of 2008 on Information and Electronic Transactions. Criminal sanctions for perpetrators of cheating/hacking in the online game system are adjusted to the provisions of the article that is violated.
Downloads
References
Amiruddin, 2013, Pengantar Metode Penelitian Hukum, Rajawali Pres, Jakarta.
BIP, T. R, 2007, Undang-Undang ITE, Bhuana Ilmu Populer, Jakarta.
Bisri, 2005, Sistem Hukum Indonesia, Raja Grafindo Persada, Jakarta.
Effendi, E, 2011, Hukum Pidana Indonesia Suatu Pengantar, Refika Aditama, Bandung.
Eryzal Novrialdy, 2019, Kecanduan Game Online pada Remaja: Dampak dan Pencegahannya, Jurnal UGM, Buletin Psikologi, Buletin Psikologi, Vol. 27, No. 2.
Fraldy Robert Mais, Sefti S.J Rompas, Lenny gannika, 2020, Kecanduan Game Online Dengan Imsonia pada Remaja, Jurnal Keperawatan, FK Sam Ratulangi, Vol 2. Nomor 2
Ibrahim. J, 2006, Teori dan Metodologi Penelitian Hukum Normatif, Bayumedia Publishing, Malang.
Labib. A. W, 2005, Kejahatan Mayantara (Cyber Crime), Refika Aditama, Jakarta.
Lamintang, 2011, Dasar-Dasar Hukum Pidana Indonesia, Citra Aditya Bakti, Bandung.
Marzuki, 2005, Penelitian Hukum, Kencana Prenada Media Group, Jakarta.
Maskun, 2013, Kejahatan Siber Suatu Pengantar, Kharisma Putra Utama, Jakarta.
Muhammad Anthony Aldriano, Mas Agus Priyambodo, 2022, Cyber Crime Dalam Sudut Pandang hukum Pidana, Jurnal Kewarganegaraan, STIH Iblam, Vol 6 No 1 Juni.
Muhammad Iqbal Zulfikar,2022, Tindak Pidana Kejahatan virtual Dalam game Online Berdasarkan Undang-Undang Nomor 19 tahun 2016 Tentang Perubahan Atas Undang-undang Nomor 11 Tahun 2008 Tentang Informasi dan Transaksi Elektronik, Jurnal JOM Universitas Riau Volume IX Edisi 2 Juli-Desember 2022.
Nady Al –Adab, 2020, Bahasa dan media Sosial Pada UU ITE Pada Kasus Ahmad Dhani “ Jurnal Ilmu Hukum, Fakultas Hukum Universitas Hasanuddin , Makassar, Vol 17 No. 2 November
Nurhotia Harahap, 2022, Tindak Pidana Jual Beli Game Online Di Masa Pandemi, Jurnal Al-Maqasid: Jurnal Ilmu-ilmu Kesyariahan dan Keperdataan, IAIN Padangsidempuan, Vol.6 Nomor 2. Edisi Juli –Desember
Ramli, 2004, Cyber Law dan HAKI dalam Sistem Hukum Indonesia, Refika Aditama, Bandung.
Radita Setiawan, Muhammad Okky Arista, 2013, Efektifitas Undang-undang Informasi dan Transkasi Elektronik di indonesia Dalam Apek hukum Pidana, Jurnal Recidive, Universitas Negeri Surakarta, Vol 2 Nomor 2.
Sianturi, 1986, Asas - Asas Hukum Pidana di Indonesia dan Penerapannya, Ahaem, Jakarta.
Sitompul. J, 2012, Cyberspace, Cybercrimes, Cyberlaw : Tinjauan Aspek Hukum Pidana, PT. Tatanusa, Jakarta.
Soekanto,2003, Penelitian Hukum Normatif Suatu Tinjauan Singkat. Raja Grafindo Persada, Jakarta.
Suseno, 2012, Yurisdiksi Tindak Pidana Siber. Refika Aditama, Bandung.
Syamsuddin, 2017, Tindak Pidana Khusus, Sinar Grafika, Jakarta.
Teguh. P, 2010, Hukum Pidana, Rajawali Press, Jakarta.
Yulies, 2017, Pengantar Hukum Indonesia, Sinar Grafika, Jakarta.
Yusup, 2010, Teori dan Praktek Penelusuran Informasi, Kencana Prenada Media Group, Jakarta
Downloads
Published
How to Cite
Issue
Section
License
Copyright:
- Author retains the copyright and grants the journal the right of first publication of the work simultaneously licensed under a Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Author is able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book) with the acknowledgment of its initial publication in this journal.
- Author is permitted and encouraged to post his/her work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of the published work (See The Effect of Open Access).
License:
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
You are free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material for any purpose, even commercially.
This work is licensed under a Creative Commons Attribution 4.0 International License.