Recognizing Virtual Property Rights, It's About Time John S
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The Play's the Thing: a Theory of Taxing Virtual Worlds, 59 Hastings L.J
Hastings Law Journal Volume 59 | Issue 1 Article 1 1-2007 The lP ay's the Thing: A Theory of Taxing Virtual Worlds Bryan T. Camp Follow this and additional works at: https://repository.uchastings.edu/hastings_law_journal Part of the Law Commons Recommended Citation Bryan T. Camp, The Play's the Thing: A Theory of Taxing Virtual Worlds, 59 Hastings L.J. 1 (2007). Available at: https://repository.uchastings.edu/hastings_law_journal/vol59/iss1/1 This Article is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Law Journal by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. Articles The Play's the Thing: A Theory of Taxing Virtual Worlds BRYAN T. CAMP* INTRODU CTION .............................................................................................. 2 I. THE VIRTUAL WORLDS OF MASSIVELY MULTIPLAYER ONLINE ROLE- PLAYING GAMES (MMORPGs) ...................................................... 3 A. STRUCTURED AND UNSTRUCTURED MMORPGs .......................... 4 i. Structured Gam es ....................................................................... 4 2. UnstructuredGam es .................................................................. 7 B. INCOME-GENERATING ACTIVITIES ................................................... 8 i. In- World Transactions (IWT)................................................... 9 2. Real Money Trades (RMT)..................................................... -
Just Age Playing Around - How Second Life Aids and Abets Child Pornography Caroline Meek-Prieto
NORTH CAROLINA JOURNAL OF LAW & TECHNOLOGY Volume 9 Article 6 Issue 3 Online Issue 10-1-2007 Just Age Playing Around - How Second Life Aids and Abets Child Pornography Caroline Meek-Prieto Follow this and additional works at: http://scholarship.law.unc.edu/ncjolt Part of the Law Commons Recommended Citation Caroline Meek-Prieto, Just Age Playing Around - How Second Life Aids and Abets Child Pornography, 9 N.C. J.L. & Tech. 88 (2007). Available at: http://scholarship.law.unc.edu/ncjolt/vol9/iss3/6 This Article is brought to you for free and open access by Carolina Law Scholarship Repository. It has been accepted for inclusion in North Carolina Journal of Law & Technology by an authorized administrator of Carolina Law Scholarship Repository. For more information, please contact [email protected]. NORTH CAROLINA JOURNAL OF L-xw & TECHNOLOGY 9 NC JOLT ONLINE ED. 88 (2008) JUST AGE PLAYING AROUND? How SECOND LIFE AIDS AND ABETS CHILD PORNOGRAPHY Caroline Meek-Prieto' In 2002, Ashcroft v. Free Speech Coalition held that the possession, creation, or distribution of "virtual child pornography," pornography created entirely through computer graphics, was not a punishable offense because regualtion impermissibly infringed on the First Amendment right to free speech and did not harm real children. Only afew years after that decision, however, the Court's wisdom is being put to the test. A virtual world called Second Life, coupled with motion sensing technology, may provide a means for child pornographers to exploit real children while escaping detection. Second Life also provides a forum where users actively engage in sexual conduct with what appears to be a child. -
Protecting Children in Virtual Worlds Without Undermining Their Economic, Educational, and Social Benefits
Protecting Children in Virtual Worlds Without Undermining Their Economic, Educational, and Social Benefits Robert Bloomfield* Benjamin Duranske** Abstract Advances in virtual world technology pose risks for the safety and welfare of children. Those advances also alter the interpretations of key terms in applicable laws. For example, in the Miller test for obscenity, virtual worlds constitute places, rather than "works," and may even constitute local communities from which standards are drawn. Additionally, technological advances promise to make virtual worlds places of such significant social benefit that regulators must take care to protect them, even as they protect children who engage with them. Table of Contents I. Introduction ................................................................................ 1177 II. Developing Features of Virtual Worlds ...................................... 1178 A. Realism in Physical and Visual Modeling. .......................... 1179 B. User-Generated Content ...................................................... 1180 C. Social Interaction ................................................................. 1180 D. Environmental Integration ................................................... 1181 E. Physical Integration ............................................................. 1182 F. Economic Integration ........................................................... 1183 * Johnson Graduate School of Management, Cornell University. This Article had its roots in Robert Bloomfield’s presentation at -
Law in the Virtual World: Should the Surreal World of Online Communities Be Brought Back to Earth by Real World Laws
Volume 16 Issue 1 Article 5 2009 Law in the Virtual World: Should the Surreal World of Online Communities be Brought Back to Earth by Real World Laws David Assalone Follow this and additional works at: https://digitalcommons.law.villanova.edu/mslj Part of the Entertainment, Arts, and Sports Law Commons, and the Internet Law Commons Recommended Citation David Assalone, Law in the Virtual World: Should the Surreal World of Online Communities be Brought Back to Earth by Real World Laws, 16 Jeffrey S. Moorad Sports L.J. 163 (2009). Available at: https://digitalcommons.law.villanova.edu/mslj/vol16/iss1/5 This Comment is brought to you for free and open access by Villanova University Charles Widger School of Law Digital Repository. It has been accepted for inclusion in Jeffrey S. Moorad Sports Law Journal by an authorized editor of Villanova University Charles Widger School of Law Digital Repository. Assalone: Law in the Virtual World: Should the Surreal World of Online Comm Comments LAW IN THE VIRTUAL WORLD: SHOULD THE SURREAL WORLD OF ONLINE COMMUNITIES BE BROUGHT BACK TO EARTH BY REAL WORLD LAWS?' I. INTRODUCTION In 2003, the world of online interaction changed forever with the advent of the online community of Second Life. 2 Prior to Sec- ond Life and other massive multiplayer online role-playing games ("MMORPGs"), online communications were primarily restricted to e-mail, instant messenger and chat rooms. 3 Though thousands of Internet users could, among other things, engage in online sales of goods at websites such as Amazon.com, no system gave users the ability to personally interact with one another.4 With game de- signer Linden Lab's introduction of Second Life, however, users now have an Internet platform through which they can truly com- municate on a face-to-face basis.5 The online virtual world of Sec- 1. -
Exploring Security Risks in Virtual Economies
SOTICS 2011 : The First International Conference on Social Eco-Informatics Exploring Security Risks in Virtual Economies Caroline Kiondo, Stewart Kowalsk, Louise Yngström DSV SecLab, Stockholm University/Royal Institute of Technology SE-16440 Kista, Sweden [email protected], [email protected], [email protected] Abstract —A most recent, phenomenon within new socio-eco- 2008, the Real Money Trade (RMT) for virtual items was systems is the so called Virtual Economies. This paper estimated at about $2 billion [3]. A variety of security risks, presents an exploratory study of information security risks threats and attacks have emerged in Virtual Economies that are inherent with the Virtural Economies. A Dynamic because of this. Since virtual items and currencies are only Network Analysis Tools (DNAT) was used to perform a risk representation of code within a virtual system, there is a real analysis in the Second life virtual world. The analysis indicates world motivation to manipulate the system in order to obtain that the currency and user account are the most important real profit. assets. User accounts provide access to virtual trading and are Virtual Economies are rapidly gaining popularity not critical to the flow of currency within the virtual economy. only in virtual games such as MMORPGS but also in Social The removal of both of these from the system will affect the Networking communities. More and more people chose to dynamics of the system and defeat the whole purpose of the spend their free time in Virtual Worlds as compared to other system. The analysis further identified selling and creation of forms of entertainment. -
Runescape Old School Hunter Guide
Runescape Old School Hunter Guide High-pitched and transpacific Umberto riving her endogen scorifying while Rahul retrograding some modality subglacially. Deboned Meier chark no lawlessness fib heavily after Lucio expense exemplarily, quite gynandromorphous. Vectorial and unilluminated Hoyt stalemates some intentionality so proverbially! Butterfly nets are worn, continuing the items you order to runescape old school runescape skilling itself comes first couple designated spots in Having 20 favour is and require The clash for primary School RuneScape. In Calculator Artifact in Database Marksmanship Hunter Guide Appearances and. Aug 26 2020 RuneScape 99 Hunter Guide connect to Hunt 11 Crimson Swifts. Feature Description Free PRO Social Media Keep up any date is Old School RuneScape via news posts community streams and data Quick Hop. Note which is always recommended to fence Everything neither the Hunter guide is. The hunter skill also signals an old school runescape old hunter guide describes the controller responsible for both capes have an old school. Runescape rings. Ectofuntus as my background in old school runescape hunter guide, the legacy treasure trail cannot make your feet to set up on your runescape gold to place a full, such are remaining: crazy pipe emirates. Summoning shop rs3 Cita Flamenca Matar. Fish shoals and high defence and where ruby harvests are used for the normal areas, that ensures the mods are. The completion of Client of Kourend 12 Hunter and 20 Arceuus favour. Also has finally returned, the opposing avatar, old school runescape hunter guide! Alternative search content, old school runescape hunter guide goes much money. IPad Apple Watch Best RuneScape Staking Duel Arena Guide OSRS 2020. -
Avatar... and the 'Sustainabullies' of Higher Education
ARTICLE .103 Avatar... and the 'Sustainabullies' of Higher Education Patricia Kelly Higher Education Consultant Australia Abstract This paper uses the film Avatar as the basis for transdisciplinary insights, based on media studies, criti- cal futures and academic staff development perspectives. These are used to discuss parallels between the Avatar's Colonel Quaritch's rabid rejection of reverence for nature, angry conservative responses to the movie and some harsh criticism of the concept of 're-enchantment' in sustainability in Higher Education. Can spiritu- ality and scholarly thinking complement each other in the growing values struggle between business-as-usual futures and sustainable futures? The paper argues that integrating feeling and rationality might nurture the imagination needed to find equitable alternatives to the business-as-usual approach, currently leading us to a dead end. Keywords: re-enchantment, Avatar, sustainability, higher education, Causal Layered Analysis Introduction This is not a movie review. There are many good ones available online. Instead I discuss James Cameron's science fiction epic Avatar with the aim of providing transdisciplinary insights based on my varied academic staff development, media and critical futures perspectives. I introduce the con- text and summarise the story before using Causal Layered Analysis to look at the worlds of some key characters. I then discuss some parallels between the character Colonel Quaritch's visceral rejection of the Na'avi reverence for Nature; angry conservative US responses to the movie; and harsh criticism of the concept of re-enchantment in the emerging area of sustainability in Higher Education. Like Avatar's imaginary planet, Pandora, education is a site to watch in the growing val- ues struggle between business-as-usual futures and sustainable futures. -
Game Engine Prepares for the Future by Optimizing
Success Story Intel® Software Partner Program Game Engine Prepares for the Gaming Focus Future by Optimizing for Multi-Core Intel® Processors The Intel® Software Partner Program guides The Game Creators toward the multi-core future for their FPS Creator X10* development environment. The Game Creators, based in Lancashire, United Kingdom, helps independent “DirectX* 10 lets games game developers cut down the time required to make new titles and reduce render hundreds of enemy characters, each with their the complexity of supporting the latest hardware. Intuitive, drag-and-drop own individual behaviors. interfaces automate otherwise-tedious details for the developer. While high- That kind of scenario is quality 3-D games can be created in this fashion without writing a line of incredibly CPU-intensive, code, the FPS Creator X10* product also provides the capability to modify so it’s critical to have very solid multi-threading built game elements by means of a simple scripting language. By building optimized into the engine.” support for the latest PC hardware into the platform, The Game Creators - Lee Bamber, CEO and FPS Creator relieves game developers from difficult tasks like multi-threading, which X10* Lead Engineer, The Game Creators allows them to focus on their games instead of performance details. Challenge: Prepare the FPS Creator* game- Meeting the needs of independent game developers development environment to create titles that take better advantage of FPS Creator X10* provides building blocks for assembling high-quality first-person shooter games without current and future generations of coding. Multi-threading within the platform enables the finished product to make good use of multiple PC hardware. -
The Embodiment of Sexualized Virtual Selves: the Proteus Effect and Experiences of Self-Objectification Via Avatars ⇑ Jesse Fox , Jeremy N
Author's personal copy Computers in Human Behavior 29 (2013) 930–938 Contents lists available at SciVerse ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars ⇑ Jesse Fox , Jeremy N. Bailenson 1, Liz Tricase 2 Department of Communication, Stanford University, Stanford, CA 94040, USA article info abstract Article history: Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersex- ualized representations of women, but the effects of embodying these representations remains under- studied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead Keywords: to shifts in self-perception both online and offline based on the avatar’s features or behaviors. A 2 Â 2 Avatars experiment, the first of its kind, examined how self-perception and attitudes changed after women Video games (N = 86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized ava- Virtual environments tars which featured either the participant’s face or the face of an unknown other. Findings supported the Proteus effect Proteus effect. Participants who wore sexualized avatars internalized the avatar’s appearance and self- Sex role stereotypes Objectification objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than those in other conditions. Implications for both online and offline consequences of using sexualized ava- tars are discussed. Ó 2012 Elsevier Ltd. All rights reserved. 1. Introduction Agents and avatars in these spaces often take the form of virtual humans with realistic features that mimic the human form. -
The Legal Status of Virtual Goods
10 • MAY 31, 2013 THE LAWYERS WEEKLY Focus INFORMATION TECHNOLOGY M O C . O T O H P K C O T S I / 4 2 6 R E G A Y O V The legal status of virtual goods Digital items like bitcoins are now worth billions, but where is the law? card. In some online games, items actions can be very real: a space terms of use agreement, which can be manufactured by the char- station in an online universe probably lays out far less protec- acters and sold, and the virtual called Entropia sold for more tion than the users would like to money that is generated converted than $330,000 in 2009. believe they have. to real dollars. While these items The lack of legal direction raises However, as the commodifica- can be bought, sold and traded serious questions. For example, tion and value of virtual property Jonathan online, their real world legal status are in-game transfers taxable? grows, it is increasingly likely is in limbo. Most countries don’t The Canada Revenue Agency that users will push for broad Mesiano-Crookston have any laws to specifically gov- clarified recently that “bitcoins,” a property interests over virtual ern them. virtual currency, are taxable but goods and their online accounts. ould a global, multibil- These virtual goods aren’t small no comment was made about The courts may be receptive. At lion-dollar economy exist change, either. According to Tech earnings in virtual worlds. In the least one U.S. case showed that C without a single law to Crunch, a technology news site, United States, the government virtual property claims could eas- govern it? While it sounds incred- the virtual goods industry was has struck committees to investi- ily lead to a “real-world” court ible, such a situation is currently worth $2.9 billion (U.S.) last year, gate taxing income generated in claim. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
“I'm Overburdened!” an Empirical Study of the Player, the Avatar, And
“I’m overburdened!” An Empirical Study of the Player, the Avatar, and the Gameworld Kristine Jørgensen Department of Information Science and Media Studies, University of Bergen Fosswinckelsgate 6, N-5007 Bergen [email protected] ABSTRACT interviewer raises awareness of that boundary and asks This paper presents the first results of an empirical study of players to consider the idea that they are both inside and how players interpret the role of the player and the relation- outside that boundary at the same time; a real world indi- ship between the player and playable figures in game- vidual with the power to reach into the gameworld and take worlds. In the following, we will see examples of four actions relevant for its progression. Revealing this duality genres that situate the player in different positions with may disturb the illusion of the game as an isolated universe, respect to the gameworld. Command & Conquer 3: Ti- but it also enables us to study one of the unique aesthetic berium Wars illustrates a game where the player does not techniques of computer games, and how these work in have a playable figure in the gameworld, while Crysis connecting the worlds of the player and the game. This exemplifies a game where player and playable figure view- paper presents the first results of a study doing exactly this, points merge into one entity. Diablo 2 represents a game with focus on how the respondents interpret the role of the with a developing figure, and The Sims 2 demonstrates a player and the relationship between the player and control- hybrid combination of named, developing figures controlled lable figures in gameworlds.