2005-10-08 Law in Virtual Worlds Quick primer of 3 important areas: - copyright - limit possibilities of game creators - anti-circumvention laws - prohibit circumvention of access controls or protection against duplication - communications law - broadband can be regulated, which affects games These 3 areas have been changing quickly in the last few years--but primarily because of the film industry (even though it'll soon be dwarfed by the game industry). Important shifts: EULA and arbitration clauses in licenses *are* enforceable. That means that whatever is written in the click-through is allowed. Intellectual property vs virtual property: DMCA is IP issues. IP and communications law is a different issue to virtual property. [Ann Bartow is fantastic and articulate on the chilling effect of secondary liability on creativity.] "law as the excrement of courts" [It's incredible listening to lawyers speak. They each have their own distinctive voice, are massively articulate, and rarely say "uh" or "um" unless that's necessary for the rhythm.] [Also, the lawyers have a really interesting inquisitive mode. A content creator from SL is asking a question, and the moderator is asking really careful questions to isolate what he means. The question is about creators having no rights over what they make, and their creations can be knocked off and they lose it. The moderator says that they lose money from sales, but the thing itself isn't lost--recognising that, in theory, the item *might* disappear. Smart folks.] question: was the internet an expression of a social need that because possible because the technology was there, or is it an incredible accident that was a consequence of the cold war. if we think this was an accident, and we see that people want many internets, perhaps running over different lambda frequencies, some of which will be closed, is copyright the right instrument to be thinking about? should we be putting our effort into this, or into what society wants: either a closed environment or a "classic internet", with creativity? a little of the answer: the accident you refer to represents an inflection point in the X of information, a new kind of machine, a core X of sharing. as creativity bubbles, it accretes power. at this inflection point, the "public domain" became understood (the judges didn't in 1998, they do now). it's now downhill, we're winning but law is slow. they'll be making better laws for creators in 5 years time.