Aberystwyth University, UK Copyright 2010: A Second Life or Death? Kim Barker [email protected] Virtua l Enviro nmen ts Bell (2008): VWs and MMORPGs are very different. A definition of virtual worlds is incredibly difficult to agree upon. “A synchronous, persistent network of people, represented as avatars, facilitated by networked computers” BUT makes no distinction between games and worlds! Intera ctive Platfo rms Games now have a huge market presence, bringing the disputes to the forefront e.g. Zynga Hacker Online gaming market now worth more than film market World of Warcraft hit 12 million subscribers in October 2010 MMO RPGs and Copyr ight Copyright does not protect ideas – only the expression of an idea Online games are classed as computer software Computer software in the UK is protected by copyright Copyright Designs and Patents Act 1988 s3(1)(b) 3 main areas of gaming challenge copyright: The protection given to computer software The protection given to ingame items developed in MMORPGs Whether copyright is the most effective Copyr ight in MMO RPGs MMORPGs are fully immersive multimedia interactive environments Typically they contain music, graphics, videos, text, logos etc Each of these will attract different copyrights, possibly more than one! The game code is protected separately No single protective mechanism for the whole game – each component is protected by copyright separately Is that realistic or feasible in the digital age? MMO RPGin g Issues However MMORPGs are at risk as a whole In-game items are also at risk from theft, infringement and hacking. There are specific issues relating to in-game properties Avatars are at risk of being copied – users have no rights to have their appearance protected How do users protect their virtual homes, virtual businesses and virtual property? MMO RPGs, EULAs and IPRs MMORPGs are governed by End User License Agreements (EULAs) These EULAs contain clauses that govern IPRs Copyright in MMORPGs is therefore governed by a contractual agreement The EULAs are nonnegotiable MMORPG IPRs are therefore governed by contractual clauses in adhesion contracts Users have no opportunity to negotiate with EULAs therefore have no rights to virtual property EU L A s G e n e r a l l y Comprehensive click-wrap agreements Deal with many aspects of the relationship including: Liability Jurisdiction Dispute resolution Property rights Regulate relationship between 1 user and developer Do NOT regulate user-user relationships Cli ckwr ap EU LA s EULAs are click-wrap contracts No case yet to challenge validity of a game EULA Generally valid and enforceable Specht v. Netscape Communications Corp. 2001 Only limited declarations of invalidity Declarations usually focus on clauses rather than whole agreements Bragg v Linden Research Inc (2007) Copyri Copyright and contract are the dominant methods joined by ght the EULA and Contracts are used to control Contr copyright and IP rights in games and worlds act Copyright and contract are interdependent in a EULA context, working in favour of developers Prope All EULAs differ slightly but follow similar standard clauses rty Rights 2 very different approaches to users' rights and property: EverQuest II – a MMORPG Second Life – a virtual world Differ Contrasting approaches of virtual worlds and MMORPGs ence? Virtual Worlds tend to allocate property rights to users Reflects the scripting and user generated code / objects MMORPGs require users to agree to waive their rights in content and property Reflects the levels and the tasks that are set in the game to progress through the hierarchical stages “7.1 You retain any and all Intellectual SeconProperty Rights in Content you d Life:submit to the Service. Prope rty You retain any and all Intellectual Property Rights you already hold under applicable law in Content you upload, publish, and submit to or through the Servers, Websites, and other areas of the Service, subject to the rights, licenses, and other terms of this Agreement, including any underlying rights of other users or Linden Lab in Content that you may use or modify.” EverQ uest II: Prope rty “8. We and our suppliers shall retain all rights, title and interest, including, without limitation, ownership of all intellectual property rights relating to or residing in the CD-ROM, the Software and the Game, all copies thereof, and all game character data in connection therewith. You acknowledge and agree that you have not and will not acquire or obtain any intellectual property or other rights, including any right of exploitation, of any kind in or to the CD-ROM, the Software or the Game, including, without limitation, in any artwork, music, character(s), item(s), coin(s) or other material or property, and/or any compilation or copyrightable arrangement of any of the above (collectively, "Rights"), and that all such property, material, items and Rights are exclusively owned by us - except solely as SOE may permit you to exploit Virtual Concl uding Rema rks RMT offers essentially supercede EULA provisions Developers fail to take action and by doing so, endorse the activity EULAs therefore appear to be pick and choose contracts! Interdependence of copyright and contract needs re-examining EULAs need reconsidering Users are beginning to directly challenge EULA provisions by engaging in outlawed activity Dispute resolution provisions are inadequate EULAs are restrictive for users – they favour developers “By 2010 we should be moving beyond the Final limited conceptual thoug framework of copyright to a legal framework ht! that looks more closely at the relationships any individual or entity has with information, knowledge, culture or creativity.” B Fitzgerald, 2008. We are now beyond 2010, but are we beyond the limited conceptual framework?
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