Swords, Shields, and
Statutes: Common Law Property Rights and Limited Licenses Are Both Necessary to
Protect Virtual Property
Dustin Lies
Cyberlaw Seminar, Spring Semester,
2006
University of
Professor Nicholas Johnson
March 31, 2006
I. Introduction
“Sweet,
a Krol Blade just dropped!” exclaimed Valeris as the great dragon fell,
defeated by the Legion of Heroes guild.
“Need roll, 25 DKP, Rogues have priority.” said Dyrona, the guild leader
and most experienced player. “Valeris
has rolled a 99” scrolled across the screen followed by a cry of “YES!!!111” as
Valeris broke into dance on top of the dragon’s corpse. “It’s all yours,” Dyrona said before Valeris
looted the corpse, double checked to see that the weapon was in her inventory,
and proudly teleported back to her home village. The other rogues in the guild will have to
wait another week for their shot at getting a Krol Blade.
To
most people, this opening paragraph is meaningless: cryptic at best, gibberish
at worst. But to millions of online
gamers, this type of situation is probably extremely familiar and could have
more impact on their pocketbook than on their love of online gaming. The worlds of Massive Multi-player On-line
Role-Playing Games (MMORPGs) thrive on this type of conquest, whether it be
slaying a dragon or destroying a castle.
Acquiring new weapons and other useful items within the game is often
the goal of gamers. These items can be
termed “virtual property” and, for the purposes of this paper, will be the only
virtual property extensively discussed. Many
times virtual property is worth more to a gamer than the pride or prestige
associated with owning a new virtual sword.
Real money is increasingly becoming a factor in the virtual gaming world
as virtual property is being traded for real assets.
This
paper defines, discusses, and proposes solutions for the problems arising out
of the creation and exchange of virtual property. Property law theories, intellectual property
law theories enforced and protected by EULA contracts, and hybrid solutions
will be addressed and a working understanding of how virtual property should be
handled will be developed. This paper
concludes that the property interests recognized in virtual property should be
balanced by restraints on the nature and use of the property.
The value of
increasing the ability of gamers to freely transfer virtual property must be
weighed against the rights to retain control over intellectual property that
gaming companies possess. The efficient
use of virtual property will best be realized if gaming companies are given the
right to control their intellectual property, while individual pieces of
virtual property are controlled by gamers.
Essentially, the control over virtual property in the broad, generic
sense will stay with gaming companies who are free to add content to virtual
worlds, change the relative values of virtual property, and exercise their
discretion in using their intellectual property. However, the free exchange and use of virtual
property by gamers should be protected.
II. The Growth and Emergence of Virtual Property
What is virtual
property? What makes it different from
real property or pure intellectual property?
As of 2006, the answers to these questions are slowly evolving. Legislatures, courts, and researchers all
continue to struggle with how to understand and approach virtual property.
Virtual property is
essentially code, hosted on servers that are owned by gaming companies and used
by individual gamers within the virtual worlds they inhabit. Virtual property is meant to mimic the
attributes of real property and appears to players, in graphical form, as what
are normally tangible goods. Because
many MMORPGs are based on battles, conquests, and wars, the most common types
of virtual property are weapons, armor, and other related items. But virtual property is more than just swords
and shields. The avatars, or user-controlled characters within the games, are
also virtual property. Virtual currency used within the virtual world is another
example of virtual property within MMORPG worlds. Virtual property is, essentially, the bridge
between real property and intellectual property because it attempts to act as
real property but is, at this point, protected only by intellectual property
law.
The
main difference between virtual property and real property seems intuitive; one
is tangible and one is not. However, this
distinction is not entirely accurate. The
balance in a bank account is as real to the account holder as the money he keeps
in his wallet.[1] The intangible nature of virtual property is
not what really separates it from real property. The meaningful difference between real
property and virtual property is that virtual property is confined to a virtual
world, whereas real property can come to exist in the real world. While virtual property can be traded for real
property, it cannot interact with real property. So although the sword an avatar carries may
look like a real sword, it is not acting as a representation of a real sword. Rather, it is merely a device for interacting
with a virtual world. In this way,
virtual property is different from real property because virtual property can
only interact with the real world in an extremely limited sense through
exchanges of virtual property for real property.
This raises the
question: if virtual property is code, and cannot interact with real property,
how is it different from an .mp3 file or an image file that is protected under intellectual
property laws? Most intellectual
property is non-rivalrous, meaning that my use of the intellectual property
does not diminish or preclude your use of the intellectual property. This allows intellectual property to be
created, because although it is expensive to initially create the intellectual
property, it is extremely inexpensive to reproduce.[2] This cost relationship allows intellectual
property owners to invest heavily in the creation of a work and then reproduce
and distribute it with a marginal cost near zero.[3] Virtual property, unlike intellectual
property, is a rivalrous resource. If my
avatar is using the Sword of Justice, my use of the virtual property precludes
your use of the same sword. Although you
may also possess a Sword of Justice, you acquired it independently and it is
not merely a reproduction of my property.
To put it more concretely, I may drive a 1995 blue Ford Taurus and you
may also drive a 1995 blue Ford Taurus, but when I am driving my Taurus, nobody
else can drive it, and the same is true of you.
However, the design of the Taurus and the other intellectual property
associated with it can be used by both of us.
The difference between the car and the sword, as the law currently views
them, is that transferring ownership of the car is simple and subject only to
the restraints placed on a transaction by the owner of the car. Transfer of virtual property, on the other
hand, requires the approval of the intellectual property holders who control
the virtual worlds in which the virtual property exists.
An obvious problem
is that many virtual items are nearly ubiquitous and can often be reproduced
through spells or crafting within the game.
However, the underlying theory is that the rivalrous nature of virtual
property is dependent upon the attributes of the individual piece of property,
not the scarcity of the property or its relative value. Although virtual property in this paper will
be confined to items inside virtual worlds, the internet is full of other examples
of virtual property. For instance, most
people are familiar with URL domain names and email addresses and are both
examples of virtual property.[4]
Virtual property is
not real property and it is not intellectual property, but why is this
distinction meaningful? The market in
virtual goods is exploding and formulating a legal framework to deal with
problems is a necessity. As of January
19th, 2006, more than 5.5 million users worldwide inhabit the
It is clear that
online gaming is a part of millions of lives and the exchanges taking place in
MMORPGs are constantly growing. The rapid growth of online gaming means that
more and more people are trading and buying virtual property. But the most fundamental question of all has
yet to be answered: who owns virtual property?
Until a clear framework for deciding disputes over virtual property is
established, the increased search and negotiation costs, lack of notice, and
inability to freely transfer virtual property will continue to decrease the
ability of gamers to efficiently use and exchange virtual property.
III. Virtual Property Ownership Historically
Very
little litigation has taken place over the question of who actually owns
virtual property in the
In
order to eliminate this problem, gaming companies have taken numerous steps to
retain ownership of the virtual property they have programmed to exist within
their virtual world. The first, and most
noticeable, step is that gaming companies have required users who install their
games to agree to an End User License Agreement (EULA). Typically, a EULA stipulates that the users
disclaim all rights in the virtual property they acquire within the virtual
world. For example, the World of Warcraft EULA provides that:
A. All title, ownership rights and intellectual property
rights in and to the Game and all copies thereof (including, but not limited
to, any titles, computer code, themes, objects, characters, character names,
stories, dialog, catch phrases, locations, concepts, artwork, character
inventories, structural or landscape designs, animations, sounds, musical
compositions, audio-visual effects, storylines, character likenesses, methods
of operation, moral rights, any related documentation, and "applets"
incorporated into the Game) are owned or expressly licensed by Licensor. The
Game is protected by the copyright laws of the
To install the game onto a client
computer, users must click a box stating that they agree to the EULA. The result is that gaming companies have successfully
used the law of contract to resolve conflicts before they start. Or have they? The broad, sweeping language of the EULAs means
that, if litigated over, they could be viewed as unconscionable contracts of
adhesion. Gaming companies control their
virtual worlds and thus are free, at this point, to ban users violating the
EULA from the game. In general, banning
has been the way gaming companies have dealt with users violating the EULA. Usually players have little recourse against
bannings and have simply accepted that the balance of power under the EULA
heavily favors gaming companies. This almost
changed in 2002, when a
The
sale of virtual items is not limited to Black Snow. Many companies and individuals have attempted
to capture a piece of the market for virtual items. While they often technically violate the
EULAs of the games they play, violations usually go unpunished because many
times proving that a real money exchange took place is difficult. Companies such as Internet Gaming
Entertainment (IGE) employ people from poorer countries, like
Sony Online
Entertainment, the company operating the Everquest virtual world, at one point
completely banned the sale of all Everquest items, currency, and characters.[17] Companies often do not have to take the hard
road and assert rights based on their EULA or intellectual property rights. Many
times the gaming companies simply state that they are disallowing the sale of
virtual items for safety purposes, such as fraud prevention. The companies claim that fraud and deceit are
rampant in the virtual item market and that promoting such a market is
tantamount to allowing cheating and the bypassing of game content. The problem is that sales still take place
even when the risk of being banned increases, because demand for the virtual
items still exists. The increased risk
may actually drive prices up on the black market, making the trading of virtual
items more lucrative. It may also simply force sellers to move to less
traceable websites.
Sony recently
released the sequel to Everquest and has now adopted a completely different
policy for Everquest II. Sony now
promotes the sale of virtual items and provides a means to do so. Through an eBay-like auction scheme, where an
initial fee is charged and a percentage is taken from the final sale price,
Sony has attempted to profit from the sale of virtual property within the
virtual world it maintains.[18] However, Sony still maintains that users are
selling a limited license right to use the virtual property and are not
transferring ownership or title.[19] It would appear that this system is working.
In its first 30 days of operation Station Exchange facilitated the transfers of
more than $180,000 worth of virtual property.[20] According to Chris Kramer, a spokesman for
Sony, the average user of the Station Exchange spent more than $70 during the
first 30 days of operation, showing a potential for significant.[21] Does this mean that the problem is solved and
that gaming companies can embrace the secondary market for virtual items or
they can ban it, and either way the market will take care of any problems? Unfortunately the answer is not that
simple. The response of gaming companies
is still a resounding “No!” to the issue of gamer virtual property ownership
and although the sanctioned exchange of virtual items may eliminate some
problems, the optimal solution is to incorporate limited license rights with a
common law property approach. Neither
the law of intellectual property, nor the common law of property alone is
perfectly equipped to deal with the problem of virtual property. Used together they offer a workable solution
that allows for efficient exchanges of virtual property with minimal restrictive
effects on the creative control of gaming companies over their virtual worlds.
IV. Intellectual Property Law Alone is Insufficient to
Deal with Virtual Property
Intellectual
property law generally governs creative works, a category encompassing virtual
worlds. Gaming companies that create
virtual worlds are entitled to intellectual property rights in every bit of
virtual property contained within their world, assuming they meet copyright,
trademark, or other intellectual property protection standards. However, the grant of intellectual property
rights should not be treated as a blank check that allows the gaming companies
hosting virtual worlds to force all gamers to assign any property they obtain
back to the gaming company. If this were
the case, gaming companies would be gaining valuable virtual property from
gamers without compensating them for the time, effort, or skill necessary to
obtain the property.
Because gamers must
work toward bringing virtual property into existence, they ought to be given
some rights over the property they acquire.
Intellectual property law preserves value by allowing rights holders to
control reproduction and sale. But
virtual property is only reproduced and used within the confines of the virtual
world. Gaming companies control virtual
property by controlling the virtual worlds where the property exists. Granting gaming companies complete control
over each individual piece of virtual property, using intellectual property law
principles, is inefficient. This
approach fails to adequately reward gamers for their effort, it fails to
provide incentives for the efficient use of virtual property, and it fails to
recognize the distinct nature of virtual property.
A. Virtual property is more like real
property than intellectual property
Virtual
property attempts to mimic the attributes of real property, disadvantaging the
law of intellectual property to deal with virtual property. Intellectual property law is meant to protect
non-rivalrous resources from being reproduced and used without the creator’s
consent. Virtual property and
intellectual property present different problems. Failing to recognize the differences between
intellectual property and virtual property leads to regulations having goals
that do not adequately address the nature of virtual property.
Virtual property is
obtained, held, and controlled by avatars that represent players inside the
virtual world. The ability to own
virtual property does not require virtual property to be a tangible “thing” it
simply requires a right be held over the virtual property.[22] Virtual property has characteristics that
separate it from intellectual property, namely that virtual property is
rivalrous, persistent, and interconnected.[23] Rivalrous property allows for the owner to
exclude others from using the property.
Persistent property is property that exists continuously and does not
disappear when you log offline.
Interconnected property is property that can be experienced by numerous
people simultaneously. These three
attributes of virtual property are much more like real property than
intellectual property.
Intellectual
property law attempts to prevent events such as unauthorized use, reproduction,
or the creation of derivative works based on copyrighted works.[24] Because intellectual property is
non-rivalrous, allowing it to be easily recreated at low cost, intellectual
property law is tailored to protecting intellectual property from these
infringing activities.[25] The limited monopoly granted to owners of
intellectual property rights over the use of their creative works allows them
to recoup the costs of their investment in the creative work by funneling to
them the benefit associated with additional uses of their work to them. However, this monopoly-like grant of power is
tempered by the fair use defense, which protects users of copyrighted material who
use it in a way that does not compete with, or harm, the original copyright
owner.[26] Contrasting this with the nature of rivalrous
virtual property illustrates the deficiencies in using intellectual property
law to assign rights in virtual property.
The concerns over
costless reproduction, unauthorized use of virtual items within the game, and
the use of virtual property to create derivative works are all irrelevant. First, in order to obtain virtual property,
gamers must loot a monster, complete a quest, or trade with another user. Consequently, absent a hack, costless
reproduction of virtual property is impossible.
If hacking took place it would, of course, void the property rights in
subsequently created virtual property since it was obtained “illegally”. Second, users cannot exploit virtual property
without authorization because the game designers have absolute control over the
virtual worlds. Designers create the
laws of use, physics, and trade that govern the virtual world. If a game designer wishes to relegate a piece
of virtual property to a certain task, he can code the virtual world to allow
only one use of the virtual property.
Third, the only derivative works that can be created from the virtual
property are sanctioned and implemented by the game designers. If I upgrade my armor, I have only changed my
virtual property in a way allowed by the game, at a cost to myself.
At the very least,
since the game designers are encouraging, and actually relying on, gamers to
support them through using and obtaining virtual property, the use of this
virtual property should be seen as fair use. The constant fair use of the
virtual property by gamers demonstrates that they hold rights in the virtual
property and are using the intellectual property associated with it in ways
that are permissible. The Lewis
Galoob Toys v. Nintendo of America decision lends weight to this
argument. In the Galoob case,
Nintendo sued under a theory of copyright infringement claiming that the Game
Genie created by Galoob created derivative works and infringed on Nintendo’s
copyrights.[27] The Game Genie allowed gamers to alter the
game they were playing by giving their character more lives, increasing their character’s
speed, or allowing their character to float above obstacles.[28] The Ninth Circuit Court of Appeals concluded
that the Game Genie did not create derivative works and even if it did, using
Nintendo’s copyrights in this way was a fair use.[29] This decision evidences a form of control that
individual gamers have over in-game content.
According to the Ninth Circuit, as long as gamers do not duplicate or
otherwise infringe the copyrights of game designers, they are free to make use
of in-game content even in ways not condoned by the game designers. Nintendo could have programmed games to be
incompatible with the Game Genie, just as bugs, hacks, and other misuses of
in-game content can be programmed around by virtual world designers. The holding in Galoob would seem to
imply that courts are generally unwilling to find copyright infringement where
the intellectual property owner can easily prevent the misuse claimed to be
infringement.
In other words,
because the game designers control the virtual world, they neither need, nor
deserve, a grant of monopoly-like power over the virtual property within the
world. The game designers can still
retain intellectual property rights over the parts of virtual items that act
outside of the virtual world, such as the weapon designs and armor names that
can be infringed. But the actual virtual
property itself should not automatically be given to game designers. If I buy a Beatles album, The Beatles still
own the intellectual property in their songs, but I own the album as personal
property. The same situation arises with
virtual property, where the game designer is free to control his intellectual
property while individual gamers should be free to individual gamers own the
virtual property.
B. Intellectual property law fails to
recognize the effort of gamers
The use of
intellectual property law fails to recognize that without the input of time and
effort by gamers, the virtual property would not come into existence. This theory of ownership was developed
hundreds of years ago by John Locke, who proposed that ownership over property
should vest in the person who worked to create it.[30] Granted, the game designers had to work to
create the concept for the virtual item, the code for it, and the world in
which it exists. After creating the
virtual world, game designers invite players to obtain virtual property within
the virtual world. Gamers then work,
contributing time and effort, to obtain virtual property which their avatar
controls. The individual pieces of virtual
property within virtual worlds are the product of the effort of individual
gamers and not the game designers.
Gamers are
constantly required to pay in order to access their valuable virtual property,
property the game designers claim belongs to them. Essentially gaming companies are hiring
workers to accumulate wealth over which they claim ownership. The companies not only force the workers to
pay, they also refuse to compensate them.
Such an approach is an abuse of power by the gaming companies. The companies counter argue that gamers
freely choose to play and they gain enjoyment and satisfaction from playing
online games. However, the burgeoning
market for virtual property shows that many gamers are not content to treat
virtual property like toys: they are buying and selling this valuable commodity
for real dollars. Whether or not gaming
companies choose to embrace the sale of virtual property, it will
continue. Imposing an intellectual
property regime on virtual property neglects the time and effort gamers invest
to bring the property into existence.
C. Gamers also deserve intellectual
property protection
A viable solution
may be to grant limited intellectual property power to gamers as well as to
game designers. Gamers can develop
personas within the virtual world, and they can become widely known so that eventually
the name of an avatar may seem more like a trademark than the alias of a
virtual gamer. For instance, a gamer may
become so widely known that he develops goodwill and respect within the virtual
community. The idea of goodwill is tied
to trademark law and courts have repeatedly held that “...a trademark is a form
of property, which exists in connection with the goodwill or tangible
assets of a business.”[31]
Many gamers actively seek prestige and acknowledgement within the game. To reward them for doing so by granting
trademark status in the name of their avatar allows them to capture the
goodwill associated with the prestige.
The situation where a gamer has become so widely known that
they can capitalize off uses of their name has already taken place. In the World of Warcraft virtual world, an
avatar with the name Leeroy Jenkins gained a massive fan following after
releasing a comedy video on the web. The
Leeroy Jenkins phenomenon quickly spread and now a site is devoted to all
things Leeroy.[32] T-shirts and other
merchandise have already been sold using the name, a name which encompasses the
goodwill garnered within the World of Warcraft user-base. Leeroy Jenkins is so well known that his name
was even used as a hint in a $1,000 question on the Jeopardy game show.[33]
The first
interesting question raised is whether or not a virtual gamer can obtain
trademark protection for an avatar’s name when the EULA strictly conveys all
rights inside the virtual world to the game designers. Assuming that trademark protection is
possible even with EULA prohibitions, a second question arises: to what extent
can trademark protection, or even right of publicity protection, cross over
into the virtual world? Can Leeroy
Jenkins bring a defamation cause of action against virtual gamers who ridicule
him? A remark is defined as defamatory
if it “tends so to harm the reputation of another as to lower him in the
estimation of the community or to deter third persons from associating or
dealing with him.”[34] Can Leeroy Jenkins claim a right of publicity
in his image and persona? The right of
publicity signifies
“the right of an individual, especially a public figure or a celebrity, to
control the commercial value and exploitation of his name and picture or
likeness and to prevent others from unfairly appropriating this value for their
commercial benefit.”[35]
If these
intellectual property rights are granted, how will the interaction between the
game designers’ intellectual property rights and gamers’ intellectual property
rights play out? Will Leeroy Jekins be
permitted to use a graphical representation of his avatar outside of the
virtual world? This is likely to
infringe on the copyright protection of the game company, Blizzard. But where is the line to be drawn between
permissible extensions of intellectual property and impermissible
extensions? Technically everything about
Leeroy Jenkins took place within a virtual world protected by intellectual
property laws owned by Blizzard. While
trademark law offers some insight into possible solutions; intellectual
property law as a whole is an insufficient means to adequately regulate virtual
property.
V. Common Law Property Principles Alone are
Insufficient to Deal with Virtual Property
The
common law of property, as it has developed in the
A. Game designers can claim they possess
virtual property
Virtual
property, as defined earlier, is simply computer code that must be stored on
servers. The servers are tangible
property and are owned by the gaming companies.
The virtual world is hosted on the servers and every bit of virtual
property inside the virtual world is also stored on the servers. Gaming companies can argue that because they
own the servers that host the virtual world and the virtual property, they
should be given ownership rights in the virtual property based on a common law
property approach. A similar argument
has been made in cases such as Intel Corp. v. Hamidi, eBay v.
Bidder’s Edge, and CompuServe v. Cyber Promotions.[36][37][38] In these cases, claims were brought against
individuals who were allegedly harming the servers of companies.[39]
In the eBay
case, Bidder’s Edge was compiling auction data from the eBay website and eBay
sought an injunction to stop this practice.[40] The theory eBay used to bring the claim for
an injunction was one of trespass, alleging that Bidder’s Edge was interfering
with eBay’s use of its servers.[41] The court in eBay stated that “Conduct that does not
amount to a substantial interference with possession, but which consists of
intermeddling with or use of another's personal property, is sufficient to
establish a cause of action for trespass to chattel.”[42] The eBay case shows that courts are
willing to accept the proposition that, to some extent, property rights may be
asserted as to the content hosted on company servers. When the use of company servers damages the
servers, courts have upheld trespass to chattels claims.[43] Because gamers are accessing the servers of
the gaming companies when entering the virtual worlds, the use of virtual
property constitutes a use of the physical property of the gaming companies. As such, gaming companies wish to claim total
control over the use of virtual property that takes place through the use of
their physical property. Although
trespass to chattels requires unauthorized use, and users of virtual worlds are
likely authorized to use the servers, the gaming companies could claim that the
unauthorized use takes place when a gamer violates the EULA. The point to take
away from the eBay case, as it relates to this discussion, is that because
courts have been willing to acknowledge some kind of ownership over the
material hosted on servers that are physically owned by companies, gamers have
at least some interest in protecting their use of virtual property.
The problem with allowing the hosts of virtual property to
claim property interests in the virtual property itself is that if this theory
can be extended to gaming companies, what would stop it from being extended to
all hosts of virtual property? Internet
service providers host email servers, web-hosting companies host websites;
would these entities be given property interests in the emails I write or the
website I created? If the internet
becomes subject to property constraints based solely on who hosts what, it may
become fractured. Content hosts could theoretically
preclude or restrict access to an individual’s work without the creator’s
consent. Clearly there is more to the
story than looking to a physical server to divide property interests.
Giving property interests to gaming companies that host
virtual worlds will, gaming companies argue, allow them to retain creative
control over the intellectual property within the virtual world. Gaming companies must be able to change,
adapt, modify, expand, and even shutdown the virtual world that they have
created and continue to host. If gaming
companies are not allowed to alter the virtual world they become nothing more
than stewards, caring for the property of others. Gaming companies argue that granting ownership
rights in all property created inside their virtual world is necessary to allow
them to control the virtual world. Take,
for instance, the numerous patches released by Blizzard, host of World of
Warcraft, which changed the relevant values of different types of virtual
property.[44] Or look at what
happened in 2004 when a gamer submitted a winning bid of $3,000 for an account
in the MMORPG Earth and Beyond just a day before the gaming company hosting the
virtual world shut it down.[45] The Earth and Beyond
game had nearly 40,000 accounts, all of which were wiped from the face of the
virtual earth.[46] Should gaming
companies be held liable to users who have lost valuable assets because of
changes to the virtual world or the closure of the virtual world? Gaming companies claim this would be
ridiculous, since they are free to change or close the virtual world at any
time. It is, after all, their
intellectual property hosted by their physical property. However, this claim negates the effort and
money gamers expend to bring the individual pieces of virtual property into
existence.
Another
argument is that since gaming companies require users of the virtual worlds to
pay monthly fees, the relationship is that of a landlord and tenant. According to this analogy, the EULA functions
as a lease agreement and gamers pay rent in order to access the virtual
world. Since the EULAs generally
prohibit gamers from conveying away virtual property they control in the
virtual world, the analogy can be drawn between the EULA and a prohibition
against subletting in a lease. The
gamers have a limited interest in maintaining the virtual world and are only
concerned with the preservation of the virtual world insofar as they have
accumulated assets within the world. The
gaming companies, however, rely on the monthly fee payments to finance their
operations, giving them a unique incentive to keep the virtual world
afloat. The gamers are given the
temporary right to use the virtual property inside the virtual world, but are
constrained by the EULA and can only transfer control of the property to other
tenants under the EULA terms. This, in
some ways, mirrors the relationships of many real world landlords and tenants,
where tenants maintain temporary rights to use the property conditional upon
the agreement in the lease.[47] If the gamer or tenant fails to pay their
monthly rent, their access to the property is removed. Also, if a gamer violates the terms of the
EULA by trading property in exchange for real money, the gaming company can
revoke their access to the virtual world.
The
main difference is that tenants do not generally increase the value of the
property they lease. Because gamers
constantly add value to the virtual world, the analogy begins to look seriously
flawed in addressing the relationship between gamers and gaming companies. Another problem with the landlord-tenant
theory is that landlords generally have duties to tenants, including the duty
to provide a habitable living space.[48] The fact that the EULA gives complete control
of the virtual world to gaming companies may actually work against the gaming
companies in some ways under this theory.
The common use rule requires landlords to provide reasonably safe
conditions for areas shared by tenants and reserved to the landlord and if that
duty is not met the landlord is liable for damages caused by his negligence.[49] If the analogy is extended to virtual world
interactions, questions about hacking inside virtual worlds are raised. The virtual world is shared by many tenants
and is an area reserved by the landlord for common use. If, through negligent or faulty coding by
game designers, a hack or bug allows individuals to be harmed, would the gaming
company be liable to the gamers for that harm?
Although the cases that apply the common-use rule have generally been about
personal injury torts, in the virtual world a hack is the equivalent of a
personal injury. If a character is
deleted, is that the same as a virtual wrongful death caused by the negligence
of the gaming company? Additionally, virtual
worlds are often taken down for maintenance, or even closed completely, preventing
gamers’ access to the worlds. Is this a violation
of the covenant of quiet enjoyment that allows tenants to recover against
landlords who interfere with their use of the property?[50]
B. Gamers can claim they possess virtual
property
Gamers
can also claim that they possess the virtual property present in the virtual
world. A player’s avatar inside the
virtual world has possession of the virtual property in its inventory. The player is free to use or dispose of the
virtual property however he pleases inside the game. The way virtual property functions in the
virtual world is meant to mirror the way real world property functions in the
real world. Gamers expect that because
they possess and control virtual property, they have an interest in deciding
how to use and transfer it. This belief
is supported by the way the virtual worlds are structured. During the course of playing, gamers damage
and repair weapons and armor, consume food and drink, and exclude others from
using the virtual property in their inventory.
An avatar inside the virtual world acts as a conduit for the player,
functioning under the direction and control of one individual. Because the avatar personifies the gamer
inside the virtual world, the property the avatar acquires in the virtual world
can therefore be seen as the property of the gamer. The avatar is akin to an agent acting on
behalf of a company. The agent functions
as an extension of the company and can acquire property that the company owns.
Interesting
issues arise from giving players property interests over virtual property possessed
by their avatars. At the State of
Property
rights in virtual assets may not only give rise to conflicts player and game designer,
but may also cause conflicts among players.
MMORPGs are often designed to require a great degree of cooperation
among players. End-game content, which
is more or less what players do once they have reached a sufficiently high
level, is often centered around assembling groups of players to complete raids
on enemy bosses and castles. The rewards
for this cooperation are great; the rarest items and most valuable assets can
often only be acquired through raids. To
overcome the obstacles presented by end-game content, gamers come together and
form organizations called guilds. A
guild is a group of gamers who associate with each other through proscribed
methods within the game. Many games,
such as World of Warcraft, allow guild members to be recognized by displaying
the name of their guild under their avatar’s name. Additionally, guild members can communicate
easily through the use of guild chat, which displays messages exclusively to other
guild members.
Guilds exist almost
as quasi-governmental entities within virtual worlds. Many control resources through communal means
and require guild members to contribute time and currency to finance guild
operations. Most end-game content can
only be accessed through joining a reputable guild. Some end-game content in World of Warcraft
requires 40 players to work together in an orchestrated effort to defeat boss
monsters.[52] These raids are day-long undertakings that
require a specific set of character classes, strategies, and execution that are
practically impossible without the knowledge and leadership of an advanced
guild. World of Warcraft has even gone
so far as to start what it calls a Guild Relations Program to allow some of the
most famous guilds to interact directly with game designers.[53] Although guilds are necessary to completing
many tasks within the virtual world, they also raise many property-right issues.
While the incentive to retain good
relations with a guild may influence gamers, if a piece of virtual property
were worth enough, players may take their chances. For example, if property rights are realized
for virtual assets, can a guild bring a class action lawsuit against an
individual who defrauds the guild of property?
Will guilds have to draft and require legally binding contracts to be
signed before they allow an individual to join?
How would these contracts interact with the terms of the EULA or the
understood community standards of the virtual world?
Recognizing
property rights in virtual assets would not solely affect guilds and guild
members. Ninja looting, kill stealing,
ganking; the list of practices that impair the ability of one or more gamers to
access a piece of property goes on and on.
Many gamers devote themselves entirely to interfering with other
players.[54] Do real claims arise out of these practices
and, if so, who is responsible for enforcing any rules of fair play? If a group of gamers gangs up on and kills a
weaker player so as to cause a loss of the weaker player’s virtual assets in
the form of dropping items, currency, or losing experience, can the gamer bring
a cause of action? The most obvious
response is that players are put on notice about which game practices are
permissible and which ones are not when they install the game. Players know if
they can be attacked by other players and lose virtual items from deaths. However, it is not difficult to see the
potential for a massive number of lawsuits over virtual world interactions
between gamers if property rights are recognized. This could bog down the courts and issues of
jurisdiction, remedies, and enforcement will all have to be addressed.
Lawsuits involving
virtual worlds will often carry with them jurisdictional problems. For instance, the practice of gambling within
virtual worlds may raise jurisdictional issues.
Many virtual worlds provide games of chance and if virtual currency can
be sold or exchanged for real money, should legislatures be allowed to regulate
this form of online gambling? States
would like to be able to regulate the gambling of their citizens, but if
gambling is taking place within a virtual world with no real base of operations
other than the host server, how will the law be applied?[55] In some games, such as Project Entropia,
gamers are able to freely exchange real money for virtual money, and vice
versa, all with the approval of the game designers.[56] With 236,000 registered accounts as of
October 25th, 2005, Project Entropia is a large virtual world built
entirely around financial speculation and the effortless exchange of Project
Entropia dollars to real dollars.[57] Considering that a gamer in Project Entropia paid
the equivalent of $100,000 real dollars for a virtual space station, it seems
clear that the stakes of this speculative virtual activity are increasing
rapidly.[58]
Giving
property rights to gamers, in their virtual assets, will fundamentally alter
the relationship between game designers and game players. The more we treat the virtual world as if it
is an extension of the real world, the more we encounter problems with conceptualizing
virtual objects in real ways. Also, ironically,
much of the allure of virtual gaming may be lost if virtual property protection
is taken too far. Many gamers become
interested in virtual worlds because they seek to escape from their mundane
lives. Virtual worlds offer the
opportunity to interact with other people, accomplish goals, and do many of the
things we do in real life, but virtual worlds are often lands of magic, mystery,
and fantasy. If real-world influences
become too commonplace, for example, if people are forced to sign legally
binding contracts in order to enjoy end-game content, the immersive quality of
virtual games may be lost. Because many
gamers are drawn to the fantasy and immersion the virtual worlds offer, real-world
influences may cause the virtual building blocks upon which these worlds are
built begin to crumble. While some
rights in virtual property are needed to allow gamers to efficiently use their
virtual property and benefit from the effort they expend to create it, the
recognized rights must be balanced with the unique attributes of virtual worlds
that draw gamers to them in the first place.
VI. To Compete Globally, the
The
The many problems
with applying principles of common law property, or intellectual property, to
virtual property can be alleviated by balancing the competing interests of game
designers and game players. Some
interests of these two groups overlap, such as keeping virtual worlds alive and
functioning well, but other interests are in direct conflict. As more freedom is granted to game designers,
gamers are less able to distribute virtual property efficiently. Yet if more freedom is granted to game
players, game designers are less able to control the content and direction of
the virtual world. To balance these
interests, gamers should be granted limited property rights in their virtual
assets. Gamers should be allowed to
efficiently allocate resources within the virtual world, but the ability of
game designers to control content within their virtual worlds must not be
unduly impaired.
The
South Korea, the “world’s most wired society, [is] a center
of the online gaming craze and a main battlefield for disputes over who owns
commercial cyberspace.”[70] In 2001, the Korean government sided with
game designers by deciding that players did not own the virtual items of their
characters, but did not outlaw the trading of virtual property for real cash.[71] Gamers may not legally own virtual property
in
As more and more countries move towards recognizing some rights
in virtual property, the
Recognizing limited property interests in virtual assets
allows the
VII.
Virtual Property Should Balance Common Law Property Principles with
Intellectual Property Law
Establishing the need for a balanced approach to virtual
property still does not answer the ultimate question: what recognition of
rights should virtual property be afforded?
What legal standard can be applied to a virtual world? Legal scholars Greg Lastowka and Dan Hunter
argue that virtual worlds are “jurisdictions separate from our own, with their
own distinctive community norms, laws, and rights.”[79] This argument is not new to cyberlaw and has,
many times in the past, been made about the internet in general.[80] Although the notion of a separate
jurisdiction is not expansive enough to provide an adequate understanding of
virtual property as a whole, it has certain elements of truth. In particular, custom within the online
community, and especially within the virtual world community in question,
should be valid evidence of the intent and understandings of parties to a
conflict. Consideration of the intent
and understanding of the parties to a conflict allows for a full picture of the
events surrounding a dispute and gives the fact finder a relevant baseline for
judging the actions of the involved parties.
Such an approach may ensure that guilds and gamers do not need to sign
on the dotted line each time they want to enter a battle.
Control
over copyrighted, and other material protected by intellectual property laws,
must exist within and outside of the virtual world. However, fair use should remain a valid
defense to infringement, as many times copyrighted images will need to be used
to facilitate the exchange of virtual property.
Game designers should be able to freely incorporate new content into their
virtual worlds without worrying about the impact on the market for other
virtual goods or possible harm to individual gamers. Designers should have the unrestricted
ability to restructure and revamp the virtual world as they see fit. Because game designers have the incentive to
retain customers and do not wish to cause inflation within the virtual world,
they should seek to preserve the status quo when it is reasonable to do
so. But, if game designers take action
with a malicious intent to harm a certain group of gamers, then an injunction should
be granted, and damages assessed if actual harm is caused. Malicious intent must be proven, and a
standard of proof requiring clear and convincing evidence should be applied. Such a standard should adequately protect
game designers while still allowing egregious violations of gamer rights to be
punished. The amount of proof required
under this standard is not so high as to preclude gamers from recovering
against gaming companies and not so low as to allow recovery that would inhibit
the natural exercise of discretion by gaming companies. Copyright should also extend to cover
creative elements in virtual worlds that are the product of individual
gamers. EULAs aside, gamers such as
Leeroy Jenkins should be able to profit from the creative works they produce. Also, game designers should not be insulated
from liability for infringing player copyrights and trademarks. This approach would enable both gamers and
game designers to control and profit from their creative endeavors.
Property
rights in virtual property should allow individual gamers to freely exchange
virtual property. To enable the
efficient use of virtual resources, assets must be allowed to flow to those who
value them most highly. This means that courts
should not accept or enforce EULA prohibitions on virtual property transfers
for real money. Courts should also
reject restrictions placed on virtual property usage by individual gamers or
game designers. The free use of virtual
property, within the confines of the coded virtual world, allows for maximum
efficiency and the most desirable outcome for gamers. Any contract that arbitrarily restricts the
free use of virtual property by a purchaser should be deemed invalid.
The
language used in any statute describing ownership of virtual property must be
precise. The right of ownership granted
to players over the virtual property they acquire should not be the equivalent
of a fee simple absolute. If a gaming
company must shut down a virtual world or if it bans a player for violating the
rules of the virtual world, the player has forfeited his right to recover for
lost assets. However, notice and fair
warning must be given before the closing down of a virtual world or before a
player is banned for conduct that violates the terms of use for a virtual
world. If a player wishes to bring a
claim of wrongful banishment, he must prove a minimum level of lost value, and
preliminarily present evidence that shows a likelihood of success in a
subsequent trial. These requirements
will prevent frivolous claims while allowing gamers who have been wrongfully
harmed to recover.
Selling
virtual property is not an extreme practice or one that gamers generally tend
to disagree with. While some gamers feel
that buying and selling virtual property is “cheating”, selling virtual property is not the same as
selling body parts and it is not morally objectionable to most gamers.[81]
Some gamers claim that allowing virtual property to be sold cheapens the virtual
world experience for everyone, but the expanding market for virtual goods evidences
a widely held belief on the contrary.
The virtual property market should be regulated as any other market and
the potential for taxation should be recognized. Taxation should only take place, however,
when gamers are, or have been, engaging in selling virtual property for real
cash. Gamers who wish to stay out of the
real market for virtual property should not be forced to pay taxes under a
theory of barter because many gamers are not entering the virtual world to gain
income or turn a profit.
Essentially, the
market for virtual property should be viewed as being much like a virtual stock
market. Fluctuations in virtual item
prices are much like fluctuations in stock prices. Fluctuations in value caused by game
designers, as long as they occur from no exercise of malicious intent, should
be permissible. Demand and supply, as well as the success or failure of the
virtual world, will dictate the value of virtual property.
Although gamers should
be granted ownership rights over virtual property, their rights would have to
be importantly limited. When a virtual
world closes down the items should be seen as being returned to the game
designers. Gamers should “own” the
virtual property conditional upon the operation of the virtual world and their
compliance with the rules of that world.
The possible responsibilities of the game designers can be illustrated
by a bailor-bailee analogy.
Game designers act
as bailees, keeping the virtual property of gamers safe and accessible. If servers must be taken down for extensive maintenance,
if a crash occurs, or if a server rollback is necessary, then the game designer
could potentially be held liable for violating this pseudo-bailment. There are three types of bailments in modern
Because the
relationship is for mutual benefit, the same due-care standard for recovering
against a bailee who damages bailed property in a mutually beneficial bailment
should be applied. Because of this, when
gamers are harmed by a server malfunction, the gaming company should have an
obligation to release any information about the cause of server problems to the
players. This allows players to see if
they have a cause of action against the game designers for violating the due
care standard. An exception to this rule
would occur if a serious security risk was posed by releasing the reason for a
server problem immediately. In such a
situation, a reasonableness standard should apply; game designers would have to
attempt to remedy the problem within a reasonable amount of time and then
release information about the cause of system failure.
Because of the
increased duty owed by gaming companies to gamers and the ability of gamers to
freely exchange virtual property for real money, gaming companies would benefit
from capturing part of the value from the exchanges. This proposed regulatory scheme would, most
likely, force game designers to incorporate auction or sale systems like that
of Station Exchange or Planet Entropia.[84] To mitigate the burden of this system, gaming
companies should be allowed to insert clauses into their EULAs which force any
exchanges of virtual property for real cash to be undertaken through a system
designed by them. Although such a
concession slightly raise transaction costs when compared to eBay, ItemBay, or
the other automated auction services online, it allocates a portion of the
benefit to the game designers. Many
times game designers would be forced to allowed virtual property exchanges
against their will. Allowing them a way to benefit from
this new restriction serves the goal of providing them with incentives to
provide efficient, workable ways for gamers to transfer property.
VIII. Summary and Conclusion
Virtual
property is an emerging and important area of cyberlaw. In order to compete with other countries,
ensure gamers and game designers alike are given incentives to efficiently use
resources, and control this new market, the
[1] See, U.C.C. Revised §9-42 (2001)
defining “general intangibles”.
[2] See, Richard Posner, Antitrust in
the New Economy, 3 (
[3]
[4] See, Kenton K. Yee,
Location.Location.Location: Internet Addresses as Evolving Property, 6
[6] See, Edward Castronova, Virtual
Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier, 33
(CESifo Working Paper Series, Paper No. 618, 2001), available at http://papers.ssrn.com/sol3/papers.cfm?abstract_id=294828.
[7]
[8] See, Mimi Luse, More than a Game,
E.Peak, July 19, 2004, available at http://www.peak.sfu.ca/the-peak/2004-2/issue12/fe-online.html.
[10] See, Julian Dibbell, Serfing the
Web: Black Snow Interactive and the World’s First Virtual Sweatshop, 2003,
available at http://www.juliandibbell.com/texts/blacksnow.html.
[11]
[12]
[13]
[14]
[15]
[17] See, Greg Sandoval, Sony to
ban sale of online characters from its popular gaming sites, 2000, http://news.com.com/2100-1017_3-239052.html.
[20] See, Daniel Terdiman, Sony Scores
With Station Exchange, 2005, http://news.com.com/Sony+scores+with+Station+Exchange/2100-1043_3-5842791.html#correction.
[21]
[22] See, Cheryl I. Harris, Whiteness as
Property, 106 Harv. L. Rev. 1709, 1725-26 (1993).
[23] See, Joshua Fairfield, Virtual
Property, 85 B.U. L. Rev. 1047, 1064 (2005).
[24] See, 17 U.S.C.A. § 501.
[25] See Posner, supra note 2, at 3.
[26] See, 17 U.S.C.A. § 107.
[27] See, Lewis Galoob Toys, Inc. v. Nintendo of America, Inc., 964
F.2d 965, 967 (9th Cir. 1992).
[28] Id at
967.
[29] Id at 970-972.
[30] See, John Locke, Second Treatise on
Government, Chapter 7, 51 (1690), available at http://www.swan.ac.uk/poli/texts/locke/locke04.html.
[31] Adams Apple
Distributing Co. v.
[34] See, Restatement (2d) Torts §559
(1977)
[35] Presley's
Estate v. Russen, 513 F.Supp. 1339, 1353 (D.C. N.J. 1981).
[36] See, Intel Corp. v. Hamidi, 72 P.3d
296 (
[37] See, eBay v. Bidder’s Edge, 100 F.
Supp. 2d 1058 (N.D. Cal. 2000).
[38] See, CompuServe v. Cyber
Promotions, Inc., 962 F. Supp. 1015 (S.D.
[39] See generally, Patricia L. Bellia,
Defending Cyberproperty, 79 N.Y.U. L.
Rev. 2164 (2004).
[40] See, eBay supra note 32, at
1061-1063.
[41] Id at 1060.
[42] Id at 1070.
[43] See, CompuServe supra note 33.
[45] See, Edward Castronova, Financial
Cost of E&B’s Closure, 2004 http://terranova.blogs.com/terra_nova/2004/03/financial_cost_.html.
[46]
[47] See, Robert C. Ellickson, Property
in Land, 102 Yale L.J. 1315, 1372-1373 (1993).
[48] See, Fitzpatrick v. Ford, 372 S.W.2d 844 (
[49] Id at 849.
[50] See, Lowery v. Robinson, 432 N.E.2d 543 (
[51] See, Edward Castronova, The State
of Play: Warriors Revolt, 2003 http://terranova.blogs.com/terra_nova/2003/11/the_state_of_pl.html.
[54] See, Richard Bartle, Hearts, Clubs,
Diamonds, Spades: Players Who Suit MUDs, (1996) http://www.mud.co.uk/richard/hcds.htm.
[55] See, Jack M. Balkin, Virtual
[56] See, Chris Morris, Online Gaming
Yields High Player Profits, 2002 http://money.cnn.com/2002/01/16/technology/column_gaming/.
[57] See, Gamer Buys Virtual Space
Station, 2005 http://news.bbc.co.uk/2/hi/technology/4374610.stm.
[58]
[59] See, Online Gamer in China Wins
Virtual Theft Suit, 2003 http://www.cnn.com/2003/TECH/fun.games/12/19/china.gamer.reut/index.html.
[60]
[61]
[62]
[63] See, Game Theft Led to Fatal
Attack, 2005 http://news.bbc.co.uk/1/hi/technology/4397159.stm.
[64] See, Legislation Proposed to
Protect Virtual Property, 2004 http://www.china.org.cn/english/2004/Jan/85502.htm.
[65] See, Brian L. Kennedy, [Law]
Thwarting Computer Crime, http://www.amcham.com.tw/publication_topics_view.php?volume=33&vol_num=7&topics_id=348.
[66]
[67]
[68]
[69]
[70] See, Mark Russel, Gaming the Online
Games, 2004 http://www.msnbc.msn.com/id/6199780/site/newsweek.
[71]
[72] See, Ian MacInnes, YJ Park,
Sang-Min Whang, Virtual World Governance: Digital Item Trade and its
Consequences in
[73]
[74] Id at 11.
[75] See, Mark Ward, Does Virtual Crime
Need Real Justice?, 2003 http://news.bbc.co.uk/2/hi/technology/3138456.stm.
[76] See, Julian Dibbell, Dragon Slayers
or Tax Evaders?, 2006, http://www.legalaffairs.org/issues/January-February-2006/feature_dibbell_janfeb06.msp.
[77] See, Julian Dibbell, The Taxman
Cometh, 2006, http://terranova.blogs.com/terra_nova/2006/01/the_taxman_come.html.
[78] See also http://www.npr.org/templates/story/story.php?storyId=5199966
for an audio interview with Julian Dibbell regarding this issue.
[79] F. Gregory Lastowka and Dan Hunter,
The Laws of the Virtual Worlds, 92
[80] See,
[81] See, Ian MacInnes et al., supra
note 72.
[82] See, 8A Am.Jur.2d Bailments
§ 7 (1997).
[83] Hadfield v.
Gilchrist, 538 S.E.2d 268, 273-274 (S.C. App. 2000).
[84] Supra note 18 and 56.