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stories about: "linden labs"
Legal Issues

Legal Issues

by Mike Masnick


Filed Under:
second life, taser, trademark

Companies:
linden labs, taser



Taser Drops Misguided Lawsuit Against Second Life

from the focus-on-your-first-life,-please dept

Back in April, we had a story about how Taser was suing Second Life's parent company Linden Lab because some users in the game had created fake Taser-like virtual stun guns. Yes, seriously. It was hard to see how Linden Lab would be responsible for the actions of its users, but Taser has a long history of being ridiculously overaggressive in trying to protect its brand. However, perhaps someone explained how unlikely its chances were in court, because the company has dropped the lawsuit. Anyone know if Taser-like devices are still around in Second Life?

7 Comments | Leave a Comment..

 
Legal Issues

Legal Issues

by Mike Masnick


Filed Under:
copyright, second life

Companies:
linden labs



EFF Agrees That Copyright In Second Life Is A Mess

from the exactly dept

Way back in 2003, when Second Life first announced that its users owned the copyright on anything they produced in the world, we pointed out what a bad idea it was. In the early days it was cheered on, because people thought it was better than what they considered the alternative to be (i.e., Second Life creators Linden Lab owns the copyright on everything). But as I noted at the time, the problem was that putting real world copyright into a virtual world, where the fundamentals of physics are entirely different, is bound to cause problems. You have property rights in the real world to deal with the efficient allocation of scarce goods. Putting them into a world where there is no scarcity at all on those goods is backwards, and only leads to massive problems.

It's nice to find out that some folks at the EFF have come around to this viewpoint also. Michael Scott points out that Fred von Lohman recently noted at a conference that copyright in Second Life was "in some ways worse" than in the real world, noting that just posting a screenshot from within Second Life may violate many different copyrights -- unlike taking a photo on the street. And, by setting up virtual world issues to be governed by external world laws, problems are going to follow. This was a situation that from the beginning should have been dealt with in Second Life, rather than trying to apply real world laws to a world with a fundamentally different makeup.

27 Comments | Leave a Comment..

 
(Mis)Uses of Technology

(Mis)Uses of Technology

by Mike Masnick


Filed Under:
digital goods, theft, virtual worlds

Companies:
linden labs



If Someone Picks Your Pocket In Second Life, Who Do You Blame?

from the that-border-between-virtual-and-real dept

We've recently covered a few cases where real world laws end up in virtual worlds due to accusations of theft or fraud. These cases are always problematic, because it's impossible to know where to draw the boundaries. If a virtual world allows theft, then is it still a crime in real world? Now let's make this question a little more complicated. Some researchers have discovered that, thanks to a flaw in Apple's Quicktime, which is used within Second Life, it's possible to steal money from players within Second Life. This is important, because Second Life money can quickly be converted into US dollars. So, the virtual world "pick pocketing" can have real world implications. However, is it a crime?

Second Life is famous for pitching itself as a world where anything can happen -- and you could assume that if it can happen in the virtual world then it's legitimate activity -- or should be dealt with within the confines of the world. Otherwise, you're opening the door to people in worlds where "thieving" is encouraged or a part of game play accusing others of stealing in real world courts as well. Of course, that does open up the question of whether or not someone is to blame for the lost money here. Some could pin the blame on Second Life -- and, in fact, the article above notes that Second Life may need to upgrade its security to be more "bank like." Some could pin the blame on Apple, who has yet to patch the flaw in Quicktime. Others, of course, might blame users for keeping "valuable" currency in an unsecured environment like Second Life. And, of course, some would blame the person exploiting the security flaw in the first place. The point, though, is that it's a bit more complex than many would make it out to be, and future scenarios are only going to get more complex.

27 Comments | Leave a Comment..

 
Legal Issues

Legal Issues

by Mike Masnick


Filed Under:
digital goods, second life, theft

Companies:
linden labs



Lawsuit Over 'Theft' Of Digital Items In Second Life Shows Up In First Life Court

from the what-happens-in-second-life,-doesn't-stay-in-second-life dept

It's been almost exactly four years since Linden Lab announced that the digital goods anyone created within Second Life were owned by whoever created them -- effectively bringing the outside world's laws into the virtual world. While this move received cheers from those who thought it was better than the company that ran the game owning everything, we felt that it was only going to lead to some serious problems. Specifically, our concern was that this was effectively bringing existing problematic laws, such as copyright, into this new world -- or, rather, pulling those issues out of this world and throwing them onto the US justice system. It appears that's coming true.

A new lawsuit has been filed by a woman who uses Second Life, claiming that another member of Second Life was "stealing" the computer code used to build products that she sold in the virtual world. Of course, that's not all that surprising, as digital goods are easily copied -- and in the past we've even pointed out systems like copybot that made that process quite easy. In the end, it does come back to the same basic economics that we discuss around here all the time. If you're betting your livelihood on selling digital goods that are easily copied with zero marginal cost, you're going to have to deal with people copying your products sooner or later no matter what. It's just not a very good business to be in. While it may feel like "theft" to some, it's hard to justify that as being theft since no one is missing anything. In other words, the economics at play in the virtual world are entirely different than those in the real world -- and yet, we're now going to expect the real world laws to handle a lawsuit involving digital world economics. It doesn't make for a good combination.

30 Comments | Leave a Comment..

 
Overhype

Overhype

by Carlo Longino


Filed Under:
marketing, second life, virtual worlds

Companies:
coke, linden labs



You Mean Second Life Marketing's Not All It's Cracked Up To Be?

from the hype-hype-and-more-hype dept

It seemed pretty obvious from the outset that all the corporate interest in Second Life was driven more by hype than clear thinking. Company after company set up shop in the virtual world, either coming up with some pointless way to try and do business there, or more frequently, for marketing purposes. The only problem for marketers? Second Life is a pretty worthless place to try and sell people on your company's brand and products. Wired gives a laundry list of drawbacks, but the biggest is that very few people actually use Second Life. As has been pointed out before, the number of active SL users is nowhere near the number of "residents" it's supposed to have. SL claims more than 7 million residents, but that's just the number of how many avatars have been created. Linden Labs, the company that runs Second Life, says that 4 million people have created avatars, but just 1 million have accessed the world in the past month, and less than a third of that had visited in the past week. And within the world, people seem interested in little more than gambling and sex, Wired says. Still, companies that build in-game properties for big corporations say they're doing booming business, thanks to many marketers' lemming-like attraction to fads. A quote from Coke's director of interactive marketing sort of sums things up: "This is not about reach anymore. This is about connecting. It's about establishing meaningful, impactful conversations. So when people ask, 'Why Second Life?' I ask 'Why not?'" It's lovely that he wants to have these "meaningful conversations" with people about Coke. It's too bad that the lack of real interest in Second Life and the marketing efforts within it show people aren't interested in having those conversations with him.

16 Comments | Leave a Comment..

 
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