Even though they occur in the context of entertainment, such acts are forbidden by law
As users of computer programs, applications, and other technological resources, it is hard to deny the growing perception that illegal actions that were once defined as crimes only in the ‘real world’ are, in different ways, being committed online and with even greater sophistication. We are not just referring to attempts to obtain credit card information and other financial crimes. The virtual world allows for the monetization of unlawful actions that sometimes go unnoticed by common sense.
As an example, the use and sale of cheats for many online games are not uncommon. The source code of the software is modified so the user has advantages in relation to other players, such as the possibility of seeing through walls, obtaining different and better weapons, or ‘aim assist’, amongst other allowances that are not part of the rules established by the manufacturer.
Even though this happens in an environment built for entertainment, such acts are forbidden by law. In the aforementioned example, the sale of cheats can result in imprisonment from 1 to 4 years and a fine under Article 12 of Law No. 9,609/1998 (Brazilian Software Law). When the sale of cheats happens with the name and logo of the game, it can also be considered copyright infringement, which can result in improisonment from 3 months to 1 year and a fine, according to Article 189 of Law No. 9,279/96.
Enforcing the law to users: regular exercise of rights