Category Archives: Virtual Worlds

My notes from the ‘The Great Debate’ at State of Play III

As the “judge, jury, and executioner” for the ‘Great Debate’ at State of Play III, I was required to sum up the debate. This required me to take extensive notes during the discussions.

The panel was set up as a debate on the following proposition:

Resolved: A legal system based on geography, territory and physical force is inappropriate for Virtual Worlds

My notes as to what the other speakers said are below. Alternately, watch the ‘Great Debate’ from the online archive.

[This will be the first of three posts on State of Play III conference. The next will be what I said as a summation of the debate. The third will be about the conference more generally.]

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How Others See One

It’s always a bit of a shock to find out how others see one. Take, for example, this World of Warcraft avatar that Dan Hunter picked to represent me to the audience at State of Play:

avtar-MF.jpg

I will try to post a tidied text of my talk soon.

[Update:] It seems that I’m a Tauren, and maybe that’s not so bad:

The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements. Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof. Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.

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‘Virtual Worlds, Real Rules’ Published

The papers from the State of Play I symposium on law and virtual worlds are now online and also available in a dead tree version. Among them is is Virtual Worlds, Real Rules, a paper I co-authored with Caroline Bradley, my colleague and spouse.

The origins of this paper are amusing. We were in the car one afternoon, driving to pick up the kids from school, and I mentioned to Caroline that I'd come across some interesting facts about Virtual Worlds — that they seemed to be evolving market regulations uncannily like the Uniform Commercial Code (perhaps because the people who wrote the rules mimicked the world they knew). “I know there's a paper in there somewhere,” I told her, “I'm not just sure what it is.”

And, without missing a beat, Caroline told me what the paper was. Which is why she's the lead author.

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I Should Start Selling Virtual Swampland

The BBC reports

A 22-year-old gamer has spent $26,500 (£13,700) on an island that exists only in a computer role-playing game (RPG). The Australian gamer, known only by his gaming moniker Deathifier, bought the island in an online auction. The land exists within the game Project Entropia, an RPG which allows thousands of players to interact with each other.

Eighty years ago when people sold land in Florida that didn't exist, we put them in jail. Now we give them venture capital. This is progress!

(Kidding aside, it is either lunacy or a graphic demonstration that Dan Hunter is right about the coming value of virtual property.)

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Edward Castronova to Indiana

The Telecommunications Department at Indiana University has just made a a very smart hire.

Congratulations to Edward, and especially to his new colleagues for their discernment.

PS. You may wish to check out his departing rant.

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Virtual Worlds Talk Moves at Warp Speed

Lots happening on the Virtual Worlds front. Our paper on Virtutal Worlds, Real Rules has generated some interesting comments. Over at Crooked Timber, Henry Farrell suggests in More Broadswords, Less Crime? that the experiment we propose has already been run once, with an ugly result:

My tuppence worth: one theory has already been ‘tested’ in this way; the argument that easing restrictions on weapons and their use will lead to a drop in violent crime. If you grant the assumption that MMORPGs are analogous to everyday life (a whopping assumption to be granting, I’ll admit), then the evidence is unequivocal. A society where each can use weapons against each without restriction is likely to deteriorate into Hobbesian anarchy. People will positively beg for a Leviathan to come in and put an end to the Warre of All against All.

I think this is intuitively plausible (although very sensitive to the counter-argument that people choose to play violent games precisely to do things they would never do in real life—an argument of unreality that might not damn experiements based on more realistic representations of ordinary life), although I have to admit that a lot of work is done by the word “and” in the phrase “easing restrictions on weapons and their use”.

Over at Yale's Law Meme James Grimmelmann offers a fascinating account of the popular tax revolt in the game Second Life . I was particularly intrigued by this story because some of the most thoughtful commentators on our Virtual Worlds paper have asked whether this online environment is one that could be used to empower participants instead of using them as glorified lab rats. Is there some way the participants could be empowered to self-organized, create new governance structures, meet to plan new modes of production, or collaborate in ways? These are all tantalizing thoughts, but my cautious reaction has been that that's for version 2.0—we need to start with slightly less grand ambitions. Reading the Second Life saga makes me wonder whether I'm being too tame.

And, at TerraNova , Greg Lastowka suggests in The Author as Autarch that there is an even greater obstacle to using Virtual Worlds to experiment with Intellectual Property (IP) rules than the one we contemplated:

…a bigger problem with using virtual worlds as testbeds for experimental intellectual property rules is that virtual worlds are intellectual property. Putting aside trademarks, patents, and other relevant forms of intellectual property, software is protected by copyright. The copyright is not just limited to a game's source code and object code, but also extends (to an unclear extent) to other salient aspects of the program.

Here, I think I disagree. While it's certainly right that there are some IP obstacles to using existing games as research tools, if one is setting up a set of parallel games to serve as testbeds for legal rules then rather than be subject to IP constraints one is actually aided by them. Our suggestion is not that experimenters should colonize existing versions of Ultima Online or something and run trials on them. The idea is to purchase the rights to an existing game engine, customize it, and then run parallel versions of the game, or perhaps to license some shards/facets of a game and customize them. Any serious attempt to use Virtual Worlds to test legal rules will require careful design, and a control group. The IP issues will get sorted as part of the design process.

Meanwhile, New York Law School's Institute for Information Law and Policy & Yale Law School's Information Society Project are planning a conference on “The State of Play: Law, Games and Virtual Worlds” to be held in New York city, Nov. 13-15. They've now posted their tantalizing conference program .

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