Difference between revisions of "Weeks Pages/Week3"

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''Logan Schiff''
 
''Logan Schiff''
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==Virtual Worlds Introduction==
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<u><b>Key Questions</b></u>
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# To what extent will or should real-world governments regulate or otherwise interact with virtual worlds?
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# What points of control are available for regulation of virtual worlds?
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<u><b>What is a Virtual World?</b></u>
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<br>A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common:
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# Shared Space: the world allows many users to participate at once.
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# Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments.
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# Immediacy: interaction takes place in real time.
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# Interactivity: the world allows users to alter, develop, build, or submit customized content.
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# Persistence: the world's existence continues regardless of whether individual users are logged in.
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# Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc.
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<u><b>Purposes for Virtual Worlds</b></u>
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* Commercial Gaming - MMORPG
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* Socializing/Online Community Building
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* Education
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* Political Expression
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* Military Applications
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<u><b>Reality, Virtual Reality, and Gray Areas</b></u>
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<br>Actions contained within the virtual world, constrained by code
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<br>Actions that overlap with the real world
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* eBay market for virtual property
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** Virtual World, Real Money
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*** Norrath: $3.42/hour income per capita
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*** The Sims Online: exchange rate of 15,000 simoleans per US$
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*** $20 million in sales through eBay online games category
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* Virtual sweatshops
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* Tax on virtual income
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* Crime
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<u><b>Why Go Virtual?</b></u>
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<br>Outlets for creative expression
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<br>Social laboratories
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<br>Outlets for baser tendencies: 
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* Grand Theft Auto debate: 
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** Cathartic or desensitizing?
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<br>
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==Virtual Rights, Real Remedies?==
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<u><b>[[Virtual Property Rights]]</b></u>
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Arguments for virtual property rights
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* <u>Justifications for real property apply to virtual property</u>
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** Labor-desert
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** Utilitarian
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** Others?
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* <u>Ownership in virtual world is “virtually” identical to ownership in real world</u>
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** Exclusive right to use
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** Persistent control
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** Right and ability to transfer
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Arguments against virtual property rights
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* Virtual property is created and controlled by provider of virtual world, not by player
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* Virtual property, insofar as it exists, remains in possession of provider
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* Player only possesses license to use in virtual world
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Against whom may these rights be enforced?<br>
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Who should enforce these rights or provide remedies for their violation?
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Possible real world analogues
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* Casino/gambling chips
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* Domain names
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* Trademarks
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* Others?
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<u><b>Contracts</b></u>
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* Contracts for Virtual Performance
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** Exchange of real-world cash for virtual world performance (delivery).
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* EULAs
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<u><b>[[Intellectual Property]]</b></u>
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Should in-game creative expression be protected?
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* YES: user creations constitute independent creative expression
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* NO: user creations are insubstantial additions to the virtual world
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What form of protection should be available to this expression?
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* Copyright
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* Rights of Publicity in Virtual Personae
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Who should own the rights to this expression?
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Should this be addressed on a case-by-case basis?
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<u><b>[[Other Virtual Torts and Crimes]]</b></u>
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* Attacks on property?
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* Defamation of virtual personae?
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* Harassment?
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* Virtual prostitution?

Revision as of 18:12, 12 September 2006

This week has been adopted by Team Mutumbo at 2:02 pm on 9/12/2006

Team Mutumbo consists of:

Jordan Bleicher

Art Samuels

Joel Schellhammer

Logan Schiff


Virtual Worlds Introduction

Key Questions

  1. To what extent will or should real-world governments regulate or otherwise interact with virtual worlds?
  2. What points of control are available for regulation of virtual worlds?


What is a Virtual World?
A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common:

  1. Shared Space: the world allows many users to participate at once.
  2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments.
  3. Immediacy: interaction takes place in real time.
  4. Interactivity: the world allows users to alter, develop, build, or submit customized content.
  5. Persistence: the world's existence continues regardless of whether individual users are logged in.
  6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc.


Purposes for Virtual Worlds

  • Commercial Gaming - MMORPG
  • Socializing/Online Community Building
  • Education
  • Political Expression
  • Military Applications


Reality, Virtual Reality, and Gray Areas
Actions contained within the virtual world, constrained by code
Actions that overlap with the real world

  • eBay market for virtual property
    • Virtual World, Real Money
      • Norrath: $3.42/hour income per capita
      • The Sims Online: exchange rate of 15,000 simoleans per US$
      • $20 million in sales through eBay online games category
  • Virtual sweatshops
  • Tax on virtual income
  • Crime


Why Go Virtual?
Outlets for creative expression
Social laboratories
Outlets for baser tendencies:

  • Grand Theft Auto debate:
    • Cathartic or desensitizing?


Virtual Rights, Real Remedies?

Virtual Property Rights

Arguments for virtual property rights

  • Justifications for real property apply to virtual property
    • Labor-desert
    • Utilitarian
    • Others?
  • Ownership in virtual world is “virtually” identical to ownership in real world
    • Exclusive right to use
    • Persistent control
    • Right and ability to transfer


Arguments against virtual property rights

  • Virtual property is created and controlled by provider of virtual world, not by player
  • Virtual property, insofar as it exists, remains in possession of provider
  • Player only possesses license to use in virtual world


Against whom may these rights be enforced?
Who should enforce these rights or provide remedies for their violation?


Possible real world analogues

  • Casino/gambling chips
  • Domain names
  • Trademarks
  • Others?


Contracts

  • Contracts for Virtual Performance
    • Exchange of real-world cash for virtual world performance (delivery).
  • EULAs


Intellectual Property

Should in-game creative expression be protected?

  • YES: user creations constitute independent creative expression
  • NO: user creations are insubstantial additions to the virtual world

What form of protection should be available to this expression?

  • Copyright
  • Rights of Publicity in Virtual Personae

Who should own the rights to this expression? Should this be addressed on a case-by-case basis?


Other Virtual Torts and Crimes

  • Attacks on property?
  • Defamation of virtual personae?
  • Harassment?
  • Virtual prostitution?