Making the Case That Virtual Property Is a Bad Idea
pacergh writes "Many legal commentaries on virtual property argue that it should exist. Others argue why it can exist. None seem to explicitly spell out what virtual property will look like or how it will affect online worlds. Lost in the technology love-fest are the problems virtual property might bring. The Virtual Property Problem lays out a model for what virtual property might look like and then applies it to various scenarios. This highlights the problems of carving virtual property out of a game developer's rights in his creation. From the abstract: '"Virtual property" is a solution looking for a problem.' The article explains the 'failure of property rights to benefit the users, developers, and virtual resources of virtual worlds.'"
The paper starts out with two real world analogies:
Imagine owning Fenway Park. You sell tickets to Red Sox games. These tickets allocate seats in Fenway to individual spectators. Some of these tickets are sold by the entire season â" guaranteeing the same seat to the buyer for each game of the season.
Season ticket holders are able to renew their purchase each year. Some have done so for years and years and years. Others have had their tickets passed down amongst family members. The tickets once owned by a grandfather are now owned by the grandson.
These season ticket holders have put tremendous time and money into being able to sit in these same seats each year for each game. Should these fans be granted a property right in their seats?
If the people who sold them to you signed a contract saying you were building some sort of equity by buying those seats year after year, then you have that. That's not the case and they could probably drop your right to them for next year when they decide to resell everything in a lottery or auction. Tough luck for you if they get greedy. If you don't like it, stop buying Fenway Park tickets. Americans love to have a sense of undeserved entitlement and this is no different. Next analogy:
Now imagine living near a city park. You and a number of residents have taken it upon yourselves to help beautify the park. You plant grass, replenish flower gardens, and repair jungle gyms. The park is now a jewel in your city because of your effort.
The city, however, has decided to sell the land to a property developer. Despite your wishes, and the wishes of your friends who helped beautify the park, there is nothing you can do to stop the sale. Should you have a property right in the park you spent so much time restoring?
Again, you don't have anything in writing so you're out of luck. If you didn't realize what you were doing to begin with, you're a moron. You didn't own the park in the first place and sprucing it up doesn't give you any ownership of it. Cleaning my neighbor's yard doesn't entitle me to it; cleaning public property doesn't entitle you to it. Get a petition or run for election to change things. You don't own it because you cleaned it. Unfortunate how things played out but there it is.
In World of Warcraft, I feel I 'own' Ampere on Thunderlord server but Blizzard's Terms of Use sets me straight:
Ownership. All rights and title in and to the Service (including without limitation any user accounts, titles, computer code, themes, objects, characters, character names, stories, dialogue, catch phrases, locations, concepts, artwork, animations, sounds, musical compositions, audio-visual effects, methods of operation, moral rights, any related documentation, "applets" incorporated into the Game Client, transcripts of the chat rooms, character profile information, recordings of games played using the Game Client, and the Game Client and server software) are owned by Blizzard or its licensors. The Game and the Service are protected by United States and international laws, and may contain certain licensed materials in which Blizzard's licensors may enforce their rights in the event of any violation of this Agreement.
(emphasis mine) I know I feel the right to him but Blizzard owns it. This has always been laid out for me and this paper is pointless in arguing for virtual property rights or against them. If you own them, they will say (like Slashdot). If you don't own them and you want to, find another game or site. I don't understand how the paper men
My work here is dung.
...it's only a copy
What about "intellectual property" (an unusual choice of words given that most discussion of it these days seems to involve Hollywood movies or the audio output of the likes of Britney Spears).
All software everywhere is virtual property. All databases are virtual property. All the information on a database is virtual property. Your WOW charatcer is an entry in a database. It belongs to someone. This is not a new idea. There's just a lot of argueing over who owns what.
Of course the value in virtual property by itself is not worth much. It's trivial to add another server to expand the property available. What is more valuable is the property's relation to other properties. In Snow Crash there was the Metaverse with a virtual city. It was mentioned that the most expensive property was at the center where all the hip places to hang out (as well as the geek/wealthy neighborhoods). At the other side of the world there was lots of emptiness - suggesting that the property value, while in supply, was not in demand.
It's that traditional property rights law and jurisprudence is overkill. The companies that run these services are more than competent at adjudicating disputes between users, and should be the ones doing it since the "goods and services" neither really leave their company property, nor can exist outside of their property/products.
One of the reasons the law is so fubared is because everyone wants everything laid out in advance, in exacting detail. Well, between that and the unwillingness to accept the arbitration of mediators, elders, family, neighbors, etc. is why society is so litigious. It is now de rigueur to immediately start lawyering up because the only authority that most people will truly accept is the government and its courts.
I see what you did there. Have trouble keeping the lint off your black shirt?
Similar to the upcoming US election results
Stocks, Pension plans, Intellectual property rights, Bank accounts -- all of these things are virtual.
We can try to pretend that they represent something tangible -- but that tangible thing is only a piece of paper which in turn, represents the intangible.
When we talk about "virtual property" today, we're talking about something very similar: a right or access to something intangible which you control.
This is a very old concept. Some might say, "yes, but this property has no bearing on the 'real' world". But this is a shortsighted argument, and one that any insightful person can see will become increasingly blurry with time.
The only thing that makes "in game" property different is that the "right" or "access" exists within a framework and/or platform which in turn is the intellectual property of another/larger entity.
But virtual property has always been a "good" idea, and it isn't anything new.
------ The best brain training is now totally free : )
Virtual property may have a tangible value in a few circumstances, which are mostly tech-dependent; But rather than list hard rules, let's give some examples where there's a real cost;
The Domain Name System (DNS). The system has the constraint that only certain combinations of words or letters are easily remembered. For example, "www.fjoi323r9023vvnd.com" fails the test, while "www.buy-my-cheap-useless-crap.com" is not. The limits are mostly due to limitations of language, human memory, and legal considerations (ex. trademark and copyright law). As a result of this -- a domain name can have a real, material cost.
IP Address space. ipv4 doesn't have enough available addresses to account for every device that can/will be/is connected to the internet. It's a finite resource. This is a technical constraint caused by early planning decisions and the cost of infrastructure upgrades. Once that limit is met, the laws of supply and demand state that a price-point will be established. The infrastructure won't be upgraded until the cost of those IP addresses exceeds the cost of the upgrade to a different protocol (ipv6) -- despite the fact that most equipment today is capable of transitioning. The real cost is administrative, not technical.
Examples where "virtual property" is entirely or largely artificial; MP3s. Videos. Multimedia. The cost here is in terms of licensing -- the cost of storing and using such intangibles has almost no economic cost. Examples where "virtual property" is explicitly limited to create a cost point; Comcast, bandwidth restrictions, etc.
The problem isn't whether virtual property exists, or if it should exist (or not). The problem is that technical limitations are often used to justify the creation of an artificial market -- and in many cases this isn't due to entrenched infrastructure costs or a marginal need to upgrade or change it to remove those limitations, but rather is rather a deliberate act in order to monetize something that otherwise would have a marginal cost of near zero.
I would argue that virtual property is valid and needs some legal controls; But that laws should be carefully crafted to disallow constraints being intentionally created to create artificial markets. Changes in copyright law would address most of this problem. Changes in how our utilities operate and forcing businesses to set aside a portion of their profits for infrastucture upgrades (and then do so!) would solve most of the rest.
#fuckbeta #iamslashdot #dicemustdie
Because it *doesn't exist*!
There. I killed the whole discussion. ;)
Any sufficiently advanced intelligence is indistinguishable from stupidity.
Any time you have good that is infinitely reproducible at negligible cost, it inevitably leads to a bubble, followed by a meltdown. The global economic meltdown just demonstrated that this principle was true for Credit Default Swaps; it was just as true for the Tulip Bubble and Internet Bubble. Any attempt to monetize virtual property will inevitably result in this same boom/bust cycle. That's good if your one of the first to cash out, but very bad if you wait until later in the cycle...
I've abandoned my search for truth; now I'm just looking for some useful delusions.
I've often wondered what would become of online multiplayer games if Player A were allowed to sue Player B for stealing his items while playing "in character" according to the rules of the game. It occurs to me such a thing would be very bad for the viability of online role-playing. As far as online games are concerned, I feel it's better if disputes over virtual property are left to be resolved within the virtual world itself, according to its own rules.
"In prison you just have to shut your eyes and take it. Here you have to shut your eyes and give it."
Last thing we need in a game is real world laws of ownership. Griefing, poaching kills, pvp, or whatever gets you subpoenaed because you destroyed someone's property.
If software companies can copyright software, or images, or 3D models, then I should be able to copyright a game character. Just because one was designed in a 3D Object Designer software, and the other via a game system, does not make one more copyrightable than the other. Of course, I make that as a case-and-point to say that modern copyright needs an overhaul.
"Sorrow is better than laughter, for by sadness of face the heart is made glad." [Ecclesiastes 7:3]
At this point, I realized there would be no insight offered here. Just hype.
The idea of "property" is what people seem to completely ignore, choosing to focus on arbitrary topics that have basis in what their concept of ownership is built upon. The ownership of something as imaginary as invisible lines on a map should be broken down and examined, not serve as a starting point, not presented as a black box of assumptions to build baseless conclusions.
"Property" has a number of attributes (none of which conflict with "virtual property")
Property is defined.
Ownership is defined.
Ownership is enforced.
Property Ownership is validated.
The design and implementation of these aspects (the "how") is the only thing that is required to achieve "ownership" of a specific resource.
In the case of such imaginary/transient concepts as physical property lines, there are mechanisms for each. Same with patents. There is a strong case that the mechanisms are essentially subjective and ineffective for "virtual property" like ideas, but this runs contrary to commerical and institutional (laziness and incompetence?) interests, so it is unlikely to change.
Often wrong but never in doubt.
I am Jack9.
Everyone knows me.
My account in second life was terminated due to billing issue.
That email states:
"What happens to your Second Life account holdings? When terminating Second Life accounts, we remove all associated holdings. There will be no refunds or exchanges for any unused time on your subscription, Island purchases, Linden Dollars, or inworld objects, items, or content."
The slightly longer explanation is was that my CC expired, which in turn forced me to "basic" membership with virtually no support rights.
If i'd owned virtual land then hundreds if not thousands could have been lost.
I know of one direct example. 6 sims x $195/month. Gone bill to billing dispute, and people see the tier(land tax) quickly exceed their saleable land value so just walk away.
I consider this article the definitive summary of how things can turn to custard very quickly.
Being a pioneer in a 3d world is risky and unfeasible.
In post Patriot Act America, the library books scan you.
On the other hand, it's certainly overrated in some places. "Second Life" comes to mind. The objective of virtual property there, however, is not so much to simulate life as it is to aid in the enrichment of Linden Labs. The state of property there is pretty sad, and suffers from overcommercialization.
The World Wide Web is dying. Soon, we shall have only the Internet.
When you buy stock in a company, as a stock owner, you are a partial owner of all land, factories, office buildings (and any other facilities owned by the corporation), furniture, equipment (vehicles, manufacturing machines, etc) that company owns. All that stuff is quite tangible. I can go touch a building, and if I own stock in the company that owns the building, then I (in part), own that building.
As to your main point, virtual property in the 'game world' sense is different. How? You might theoretically 'own' a particular instance of a building in a game, but you most likely do not own the artwork which represents that building (models, textures, shaders, etc), nor the game server in whose memory it resides, nor even the client running on your machine (remember kids, you *license* software copies, you don't *own* software unless you wrote it or payed someone else to right it for you as an employee or contract work-for-hire and have the paperwork to document that fact).
I have a hard time saying you own *anything* if everyone else owns the stuff it's made up of. That's like saying you own your house, but someone else owns the land under your house which you rent, and the materials your house was constructed from (so they could take back the 'materials' any time they wanted).
Do you really own your house if someone else owns the land and materials?
Great. People are not satisfied with the limits of traditional capitalism, so they have to expand it to the virtual world.
Is this were this is coming. People fighting for their virtual 'rights' while governments continue to fuck us in the ass on the real rights issues.
If you have direct deposit and a debit / credit card linked to your checking account, all your money if virtual property.
Not to mention the fact that the Federal Reserve System can create it out of thin air... it might as well be completely virtual.
I was supposed to cancel WOW but I kept forgetting. This article reminded me and now my wife deeply appreciates the existence of /. (feel free to mod me OffTopic).
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that's all there is to it
What happens when a arbitrary change in the game mechanics renders your property worthless?
Granted, similar sorts of things can happen to real property, but I have some legal recourse as well.
Whats the court going to do in a virtual world? Tell the developers that they can't make a game merchant accept orc teeth for services because it will render another players boar tusks useless?
Punishment for violating virtual property rights must be domain-specific. If I got too clever in a game and ended up taking or damaging someone else's stuff, it's all right to forfeit my items (fine), suspend my account for a certain time (incarceration) or terminate my character and ban me from the game for life (death penalty). However people playing games shouldn't end up in real-world jail for getting caught up in the moment.
The only exception would be virtual systems specialized for tracking real-life assets such as banks and brokerages. In other words, something which is obviously not a game or social interaction medium.
It does if one of those tools had a licensing agreement that said that it extends to derivative works... I know, becuase I wrote such a tool, and our companies attorneys made sure that I was explicit in the licensing who owned derivative works created with said tool. (This is especially important because of patent issues, etc)
Second Life grants its users the right to copyright their creations.
This is neither true nor relevant to the situation described in SL.
* In US law, you have a copyright in your creations when you create them, unless you grant that copyright to another. The Terms of Service in Sony's "Little Big World" state that to access the service you have to give up your rights in what you create, YOU grant YOUR rights TO Sony. The terms of Service in SL grant Linden Labs a right to your creations... Linden Labs isn't granting you anything... they are merely limiting the rights you grant them in the Terms of Service.
* The grant allows Linden Lab to use your works within the SL service. What they do with those rights is to set up a mini-economy based on a permissions model that controls the copying and transfer of objects in the game. The mechanism of duplicating objects in SL does not depend on a bug in the permissions system, but on the realities of copy protection in the real world... what you're doing is the equivalent of taping a song from the radio and selling copies of that tape out of the back of your car. The applicability of the law in this situation is clear, and it doesn't matter whether the so-called virtual property consists of two minutes of music or two megabytes of texture files.
This paper's analysis only applies to a situation where either (a) the content of the virtual world is only created by the game developer, or (b) where the terms of service require a transfer of copyright to the game developer. It's completely irrelevant to content in SL where real-life copyright laws are in play.
There is an analogy in SL, ownership of virtual land, but the existing case law is at best unsettled (Bragg vs Linden Lab).
Think of the taxes...insurance, what about ADA access. These are all things that can impact property of all sorts.
Give a hand, not a hand-out.
To those who say that digital property is meaningless and nothing but bytes in a computer, I ask this:
What is the money in your wallet but paper? What is the money in your bank account but bytes? What is the real world property you own but words on a deed?
It all comes down to how much you and others value it. There is no objective value to it.
SJW: Someone who has run out of real oppression, and has to fake it.
1. SQL*Plus: Release 10.2.0.1.0 - Production on Thu Aug 13 16:07:13 2009
Copyright (c) 1982, 2005, Oracle. All rights reserved.
Connected to: wow_prod_001
Oracle Database 10g Enterprise Edition Release 10.2.0.1.0 - Production
With the Partitioning, OLAP and Data Mining options
SQL> DELETE FROM player_inventory;
where oh shit!!!!1!!
2. Virtual property cannot be reconciled. With real property, there is a house, a dead a title, a MCO. There are physical things which exist beyond these paper instruments, or the paper is alt least redeemable for physical things. Your virtual property is an arrangement of bits on a platter or on a wire. Your transactions aren't logged and you don't get monthly statements.
3. The creation of real property involves the splitting or effort coming from an economy in order to make it. If you want a tire, there is an economy around the production of the tire. The tire is set at a market value, which is relative to its importance in the economy. Again, your virtual goods are nothing more than an arrangement of bits.
INSERT INTO player_inventory (itemname) value ('heavy_mithril_axe');
4. We can make virual goods into the real one, but that would actually cost something. Documenting all those statements and transactions would impose a real cost on conducting business on virtual goods, which would ironically give them a real-world cost. But his would also cause the operators to comply with laws of equity.
Slashdot's rate-of-post filter: Preventing you from posting too many great ideas at once.
Personally, I don't care if there becomes a legal definition of "virtual property", so long as I only have to pay virtual taxes on it.
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
In the end, virtual property is neither good nor bad - it's ugly.
I'm in my right mind and I have the answer to everything!
What I've always wondered about relating to virtual property is how its value will is decided on a large scale, and the potential risks for abuse. Virtual property has these 2 issues:
1. Unlimited supply -> Basically anything with unlimited supply should be a price point close to 0. Assigning an arbitrary value goes against the basic rules of an economy, where demand here will not dictate price. In some economies like WoW's gold economy, there is the appearance of limited supply, and value was derived according to this supply. This is fine as long as no one acts in greed and abuses the system.
2. Which brings me to my 2nd issue, abuse. The WoW gold economy is only good until an admin gives himself millions and starts selling it, now it's in Blizzard's best interest not to let this happen, but eventually some virtual property owner will be greedy and game their own system for profit.
What has been done in the past, and what is planned for the future to overcome these 2 issues with virtual property?
How real is the money in your bank account?
The money that customers virtually paid your employer with a credit card, that was then virtually direct deposited to your bank account, that you will then use to pay your ISP for internet with by automatic monthly deduction, that they will direct deposit in their employees bank accounts...
How real is money really in a system like this?
"Sig free in '03!"
Equating virtual property to real property is insanely stupid.
(a) Whose law is going to apply? You must remember that the law of the USA is not the law of the world. I don't think that any game host would want to touch that issue with a ten foot pole (at the risk of losing Korean, Chinese, Indian, or British players). I also don't think that most hosts would want people in their enviroments bartering with thirty page contracts. Making a Himalayan game player liable to a Chilean game player under Chilean law is beyond absurd.
(b) Which nation will pay to host these stupid lawsuits? I can see them lining up now--in the opposite direction.
(c) Property law is extremely evolutionary and very culture-oriented. The property law of one nation is often very different from that of another.
(d) Law is expensive--very expensive for both the public and the participants. It takes forever, in many countries, to get a civil case resolved. I think most people in a democracy or a republic would be quite upset if their tax dollars were used to resolve a dispute over whether your avatar defamed my avatar.
Think about the complex international problems involved in creating a virtual property law legal construct--and then engrafting that onto the widely varied property laws of all the nations on Earth. The cost would be ASTOUNDING!
And for what? So litigious, angry nerds can take their stupidity to another dimension (that somebody else is paying for)?
If you really want a resolution of your virtual disputes--set up a virtual forum witin the environment where the virtual dispute arose and take the (enormous) time and effort to administer that virtual legal system. It will be boring and stupid, but you will get a hell of an education about the legal process.
Me, I want to reserve the right to resolve my virtual contract disputes with a virtual six-gun on a virtual dusty street, somewhere in the virtual Wild West. Yeah, that's the ticket!
That's like saying you own your house, but someone else owns the land under your house which you rent
In common law countries, the government owns all land. People who hold real estate in fee simple in the United States, for example, pay a rent called "property tax" to the county.
Patents are virtual property and already exist. So are derivatives and many other things people trade that don't really exist.
It is not reality.
If you think it is, come out of your parents basement and get a job!
Professional Politicians are not the solution, they ARE the problem.
You do not own the money in your bank account. The bank owns that money. What you own is a right to demand the bank honor its obligation to pay you that money. This is why people will make runs on the bank when deposits are not insured (such as FDIC insurance in the US).
This is a common misconception. People confuse 'ownership' with 'obligation.' What you really own in a bank account is a contractual right that allows you to demand your money.
Virtual Property MUST exist, else all the cases brought against people for STEALING (downloading) other people's music through file sharing systems would be null and void.
It all depends on what side of the boat you are on really. Either something has been stolen, and you can't steal something that doesn't exist or belong to someone, or virtual property doesn't exist and we are all being taken for a sweet (but one sided) ride and end up broke.
When you start playing a game, it's generally spelt out quite clearly in the EULA who owns what, and who can do stuff with it, but I didn't sign any EULA that had anything to do with binary content copied across the net.
To qualify, I don't generally download much at all these days, if anything it's live DJ sets which I simply CANNOT buy anywhere from good rave events. I do have a LOT of TV shows, but they are the same ones that are on TV, I just hate the ads that we in Australia have to put up with like CRAZY. In fact, I have also ripped the majority of my own purchased DVD's into MPGS (I have a DVD collection that's probably about around 500) but I still mainly have the media playing on my second monitor while I tinker on my PC or play a game etc.
Moved to http://soylentnews.org/. You are invited to join us too!
But there might exist an implicit contract between the owners of the park and the caretakers that they retain a usage right to it.
Road usage is the clear cut case, here you will loose in court if you close off a road that have been open to the public. Ownership or not, particularly if you bought the road as a part of a deal after public usage was an established tradition. Implicit contracts does need to be honored.
The stadium issue, have if i remember correctly been taken to court and the card holders got awarded compensation.
Land ownership is not actually always ownership, there countries(UK and Sweden for instance) where you cannot actually own land, but only lease it on permanent contracts.
This varies a lot from country to country some, like my native Denmark does not treat written contracts as superior to oral or implicit contracts, while some common law countries gives formal contracts preferable treatment. But i dont think that there is a western legal system where implicit contracts is not acknowledged by the courts
On the internet you have the big big problem of determining jurisdiction.
Games are just that games they are run for a purpose with a certain agenda, and in most games that agenda involves a kind of fair play doctrine that requires ingame assets to be tied to ingame actions alone and not subject to out of game financial transactions. Here theres no context of a implicit real world ownership, but this might differ Second life for instance might by encouraging real world trading of ingame assets create such a cotexts, The DNS system is an other example here there are an tradition for treating domains as property that can be treated as real asset.
What im trying to say is that the written ToS isnt the entire story of the contract.
IANYAL but im fairly sure this is a fair attempt at describing the actual law.
I really think its time for some of these people to put down the keyboard/mouse and get some fresh air. I fail to see the attraction to "owning" an object in a virtual world. That object is nothing but a few bits on a server for goodness sake! Next thing you know, someone will be selling "ultra-rare" virtual items for $200+. I'm sure that already goes on though.
I like to think of games as an escape from reality... where not everyone is trying to squeeze as much money out of me as they can at all times. I just want to connect to the game server, go around fragging the other players (in the game) and not having to worry about materialistic crap.
Here's the thing though - it makes poor economic sense to work in a game for game currency, because you can normally earn more (by orders of magnitude) in real life than you can for the same time spent in any job in a virtual world.
mediocrity rules, man
You kids stay off my virtual lawn!
Have gnu, will travel.
1. Your house, my gasoline. Pour, light match. By by.
2. 90% of what proves your house is your house is your possession of it. Bits and bytes are the same way.
3. INSERT INTO player_inventory actually costs something to make. First, you have to define the thing to insert, then you have to define the database, the storage, the network, the software... all of that is work, and the investment that is put into these systems, the work, is what people are trying to preserve when they call it property.
This is my sig.
... in favor of so-called "virtual property" I find myself thinking that this seems like it might be an idea put out there by the same geniuses that, only recently, nearly destroyed the global economy.
CUR ALLOC 20195.....5804M
Isn't property based on scarcity, and since when are ones and zeroes scarce? The entire advantage of digital stuff is it's beyond dirt cheap to reproduce. They'll have the same problems as the music and movie industries are facing, in that once the product itself is produced the basic laws of scarcity that economics and business models have been based on for thousands of years simply ceases to exist.
You come into this world naked. You go back naked.
Nevertheless, what is trully yours nobody can take away from you even if you try to give it away.
When you buy a $10 share in an oil company, you may believe its real because you can go and touch the office building, or an oil rig. But your share is only worth $10 because people believe that a small percentage of the company's assets (oil rigs, office buildings etc) works out at a value of $10. It's all virtual. Maybe the next day the oil company announces it might have found oil in some new location. It's not sure, but it thinks so. Probably your share will now be worth $11 or $15. There aren't 10% more oil rigs or 50% more buildings you can touch, they haven't grown over night, it's just people believe that's how much your percentage of the company is worth.
It's just as virtual as a game world possession. Nobody's actually going to let you unbolt a $10 section of railing from an oil rig if you want your money back. You don't actually own any physical property in the company. All virtual. Back to that old chestnut about how much is a glass of water worth? not a lot in the monsoon season, a heck of a lot if you're thirsty and in a desert.