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Theft in the Digital: Can You Steal Virtual Property?
Theft in the Digital: Can you Steal Virtual Property? Wayne Rumbles* I. Introduction This article explores issues arising around the theft of virtual property. It first explains a number of perhaps counter intuitive concepts vital to the understanding of the importance of extending ‘real world’ criminal law and criminal liability to conduct inside virtual worlds such as World of Warcraft or Second Life. This article focuses on theft of virtual property and explores how other jurisdictions are developing responses to this issue. It then develops an analysis of the operation of ‘real world’ New Zealand criminal law rules around theft, in the context of the evolution of virtual property. II. Understanding Virtual Worlds At first glance the virtual world universe, with its multitude of virtual realms, may seem like nothing but a place for virtual play, a place to which our teenage sons and daughters disappear when they should be cleaning their room. Online multiplayer computer simulated environments have come along way since Habitat was launched in 1988, on the Commodore 64 platform running through the online service QuantumLink.1 Today these worlds are interactive 3D or 2D virtual environments, which provide social spaces accessed via the Internet and accommodate millions of human users. Users interact in this world through avatars, which are computer generated representations, and acquire virtual property of one sort or another through their avatars. The number, complexity and diversity of these worlds continue to develop at a steadily increasing pace. There are still many uncertainties in the development of virtual worlds, however what is certain is that they will continue to grow and absorb aspects of our social interaction on the web. -
Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
BAKALÁŘSKÁ PRÁCE Na Téma: Etické Aspekty Aktivit Ve Víceuživatelském Virtuálním Prostředí: Srovnání Uživatelský
Ladislav Zámečník Fakulta humanitních studií Univerzity Karlovy BAKALÁŘSKÁ PRÁCE na téma: Etickéaspekty aktivit vevíceuživatelském virtuálním prostředí: Srovnání uživatelských postojů k danénetiketě Vedoucí práce: PhDr. Daniel Říha, Ph.D. Kralupy nad Vltavou, Praha 2007 1 2 OBSAH PRÁCE Úvod..............................................................................................................................5 Stručné přiblížení zkoumané oblasti .............................................................................5 Cíle bakalářské práce....................................................................................................8 Použité metody..............................................................................................................8 Historie víceuživatelských počítačových her s přehledem jejich charakteristických vlastností.......................................................................................................................9 „Malý“ multi-player ..................................................................................................9 Masivní multi-player a jeho znaky .............................................................................10 Vývoj masivního multi-playeru .................................................................................11 Vybrané etické aspekty MMOG..................................................................................16 Přínosy a nebezpečí vstupu do virtuálního světa pro lidský život mimo něj .......................16 -
Using the MMORPG 'Runescape' to Engage Korean
Using the MMORPG ‘RuneScape’ to Engage Korean EFL (English as a Foreign Language) Young Learners in Learning Vocabulary and Reading Skills Kwengnam Kim Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Education October 2015 -I- INTELLECTUAL PROPERTY The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. © 2015 The University of Leeds and Kwengnam Kim The right of Kwengnam Kim to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. -II- DECLARATION OF AUTHORSHIP The work conducted during the development of this PhD thesis has led to a number of presentations and a guest talk. Papers and extended abstracts from the presentations and a guest talk have been generated and a paper has been published in the BAAL conference' proceedings. A list of the papers arising from this study is presented below. Kim, K. (2012) ‘MMORPG RuneScape and Korean Children’s Vocabulary and Reading Skills’. Paper as Guest Talk is presented at CRELL Seminar in University of Roehampton, London, UK, 31st, October 2012. Kim, K. (2012) ‘Online role-playing game and Korean children’s English vocabulary and reading skills’. Paper is presented in AsiaCALL 2012 (11th International Conference of Computer Assisted Language Learning), in Ho Chi Minh City, Vietnam, 16th-18th, November 2012. -
Violent Victimization in Cyberspace: an Analysis of Place, Conduct, Perception, and Law
Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law by Hilary Kim Morden B.A. (Hons), University of the Fraser Valley, 2010 Thesis submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts IN THE SCHOOL OF CRIMINOLOGY FACULTY OF ARTS AND SOCIAL SCIENCES © Hilary Kim Morden 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Hilary Kim Morden Degree: Master of Arts (School of Criminology) Title of Thesis: Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law Examining Committee: Chair: Dr. William Glackman, Associate Director Graduate Programs Dr. Brian Burtch Senior Supervisor Professor, School of Criminology Dr. Sara Smyth Supervisor Assistant Professor, School of Criminology Dr. Gregory Urbas External Examiner Senior Lecturer, Department of Law Australian National University Date Defended/Approved: July 13, 2012 ii Partial Copyright Licence iii Abstract The anonymity, affordability, and accessibility of the Internet can shelter individuals who perpetrate violent acts online. In Canada, some of these acts are prosecuted under existing criminal law statutes (e.g., cyber-stalking, under harassment, s. 264, and cyber- bullying, under intimidation, s. 423[1]). However, it is unclear whether victims of other online behaviours such as cyber-rape and organized griefing have any established legal recourse. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
Save T I M Cent!
Q0NTAIN8 MORE HAS THE LARGEST 5*REW8 >i THAK ANT OTflEE PAPEB- :;- Northern New Jersey. :•; *************** VOL. xxni. DOVER, MORRIS COUNTY, NEW JERSEY, FRIDAY, FEBRUARY 10, 1893. NO. 11 Z.ETTEB FBOM B£V- A. O, DILL. A KBW OLD MAOAZINE. DEATH OF JUSTICE B0UDPEH. NATIONAL QUAUD BEOBQAHIZA- There ora no"bluBMomlJiy»"inor "Bboi Tbe pulillnbera of Tha National Uagarlnc Juitlca Edward Wallace Bcuddur, ot TIOIT. fcldi.1 totlio muneo vrtilch adjoins the Pr. have acquired tbd Megaclneof American Hia 8upnm« Court, <Ued euMealy at bUbouie on nib«rs of tlio Nalioiml Uuavd t,r& a.nz- rtnuwp imf nuzuT BT I jUrlan Church and wssiop house an tbetory, whlub was edited liy Mrs. JI«rtha J Grcfiiivood avenue, Tronton, at l().:iO o'clock iousfy waiting to bear of further develop- )ura(iiiugo grounds. Hie mitur uoi Lamb until tei- deatb ouJanusry ltd lost last Priday night. Ue bad atU.-iided the Cir- ments in the reorgttnlzatiuu of the First Bri- SAVE TIM CENT! tbs 1A«U tennis cuurU which (a tfae Hummer Wltb tho February tituo them t cuit Court during tbe J»y, ami was In appir- d IkbMmbld time Is the favorite resort, m tbe etfbt of historical junrusli ara mergml Into on*, mt good bualtb and e^irite wlicn he left tin itln^H and plans for reorganization were RUBBERS. afUrnoon and early evening, of thttladlni and tie name, llagnxlne of Amerlmn Ulitory, lourt roam. Aft«r returning to bis Louie be uued. As tlie brigade is cou»tltuted now, s PEOPaiKTOBg. gentleman f row Uie two ho(*!« nnt hr tveay. -
Faculty Research Working Papers Series
Faculty Research Working Papers Series Napster's Second Life? - The Regulatory Challenges of Virtual Worlds Viktor Mayer-Schönberger and John Crowley September 2005 RWP05-052 The views expressed in the KSG Faculty Research Working Paper Series are those of the author(s) and do not necessarily reflect those of the John F. Kennedy School of Government or Harvard University. Copyright belongs to the author(s). Papers may be downloaded for personal use only. Napster’s Second Life? The Regulatory Challenges of Virtual Worlds+ Viktor Mayer-Schönberger* & John Crowley‡ Imagine a world with millions of people communicating and transacting. Imagine a world just like ours except that is it made entirely of bits, not atoms. Ten years ago, John Perry Barlow imagined such a radical world – cyberspace.1 He saw people interacting without the constraints of national rules. They would be independent from regulatory fiat and unbound by the mandates of Washington, Paris, London, Berlin or Beijing. His vision relied on information traveling a global network at lightning speed, with content living off server farms in nations with little regulation, weak enforcement, or both. In this world of global regulatory arbitrage2, organizations could relocate their servers to jurisdictional safe havens overnight. 3 They might pop up in exotic places like Aruba4 or + We thank Urs Gasser, Raph Koster, David Lazer, Beth Noveck, Cory Ondrejka, and John Palfrey, who have read the manuscript and provided most valuable feedback. We gratefully acknowledge the research assistance of Malte Ziewitz. * Associate Professor of Public Policy, John F. Kennedy School of Government, Harvard University. ‡ Technologist and freelance consultant for the John F. -
Downloads Achieved, Cookies Distributed, and Pages Viewed) Provide What Seems Like the Sole Quantifier for Success Or Failure
THE AUTHORITY OF LAW IN TIMES OF CYBERSPACE Viktor Mayer-SchOnberger* As the Internet grows ever more pervasive, the debate continues over what ought to be the proper relationship between existing law and this new virtual realm called "cyberspace." In this Article, Professor Mayer-Schonberger examines the question from a post- modern perspective and presents his arguments in a unique format comprised of a four-act play to better convey the emotional aspects of the debate and its potential for variable outcomes. The acts are set around only two characters: "authority of law," which represents "the law" and all its attendant social processes, and "cyberspace," which represents both the physical and communicative structures of that realm. Each of the four acts represents a different view of the relationshipbetween "the law" and "cyberspace." Act One depicts a struggle between law and cyberspace that arises from the view that cyberspace is either a sleazy, ruleless place in need of cleaning up, or an extension of the real world. In both cases, law must triumph and subjugate cyberspace so that safety is restoredor to prevent unfairnessfrom the uneven applicationof rules between the real and virtual worlds. The charactersagain do battle in Act Two, but this time cyberspace is the victor, vanquishing law and replacing it with a regulatory framework dictated by the information infrastructure. In Act Three, law and cyberspace coexist, not by cooperating, but by de-coupling from each other. Both retain authority in its own area, with cyberspace existing outside the law, either lawless or open for self-regulation. The last act, Act Four, represents the author's view of the true nature of the relationshipbetween the two characters. -
The Right to Play
View metadata, citation and similar papers at core.ac.uk brought to you by CORE NYLS Law Review Vols. 22-63 (1976-2019) Volume 49 Issue 1 State of Play Article 9 January 2004 The Right to Play Edward Castronova Indiana University Follow this and additional works at: https://digitalcommons.nyls.edu/nyls_law_review Part of the Computer Law Commons, Gaming Law Commons, Internet Law Commons, and the Law and Society Commons Recommended Citation Edward Castronova, The Right to Play, 49 N.Y.L. SCH. L. REV. (2004-2005). This Article is brought to you for free and open access by DigitalCommons@NYLS. It has been accepted for inclusion in NYLS Law Review by an authorized editor of DigitalCommons@NYLS. \\server05\productn\N\NLR\49-1\NLR101.txt unknown Seq: 1 8-DEC-04 12:21 THE RIGHT TO PLAY EDWARD CASTRONOVA* I. INTRODUCTION The virtual worlds now emerging on the Internet manifest themselves with two faces: one invoking fantasy and play, the other merely extending day-to-day existence into a more entertaining cir- cumstance. In this Paper, I argue that the latter aspect of virtual worlds has begun to dominate the former, and will continue to do so, blurring and eventually erasing the “magic circle” that, to now, has allowed these places to render unique and valuable services to their users. Virtual worlds represent a new technology that allows deeper and richer access to the mental states invoked by play, fan- tasy, myth, and saga. These mental states have immense intrinsic value to the human person, and therefore any threats to the magic circle are also threats to a person’s well-being. -
The Social Geography of Gender-Switching in Virtual
Information, Communication & Society 2:4 1999 521–540 T H E S O C I A L G E O G R A P H Y O F G E N D E R - S W I T C H I N G I N V I R T U A L E N V I R O N M E N T S O N T H E I N T E R N E T Lynne D. Roberts Curtin University of Technology, Western Australia Malcolm R. Parks University of Washington, USA A b s t r a c t The virtual social worlds of the internet give people unparalleled control over the construction and presentation of their identities. Gender-switching is perhaps the most dramatic example of how people exercise this control. It occurs when people present a gender that is different from their biological sex. While gender-switching gures prominently in academic commentaries and popular writings about on-line social life, there is little systematic research on the phenomenon. On-line surveys of two stratied random samples (N’s = 233 and 202) of MOO users were conducted. The majority of participants (60 per cent) in social MOOs (popular text-based internet social venues) had never engaged in gender-switching, while the majority in role-playing MOOs were either gender-switching currently (40 per cent) or had done so in the past (16.7 per cent). More than half of those who currently gender-switched did so for less than 10 per cent of their time on-line.