The State of Play: Law and Virtual Worlds
The phenomena that fall under the moniker of “virtual worlds” combine three discrete components that tend to be confused in the debate over property and governance relations among the users of these software platforms. First,the interface. They offer richly instantiated renderings of the communications of users and the interactions among them. Second, these interfaces were initially developed, and have received widest adoption, as platforms for immersive human play. And third, they have begun to be used as platforms for other types of human connection, most clearly and distinctly for collaborative creativity, on the one hand, and as both platforms for and objects of trade, on the other hand.
To analyze the proper institutional arrangement for the various social relations mediated by the software platforms we now call “virtual worlds” we have to get rid of the fascination with the rendering. Really. There is no spoon. When a richly rendered collaboration platform is used by its users to co-author a story--as when users of Second Life “build” a “town” with a theme--it is a platform that is part of a category with Wikis, parts of the blogoshpere, or Slash. That is, it is a form of social software, mediating a social relation among individuals who have no preexisting relations, and are weakly-tied through a group interaction whose stickiness comes from the possibility of shared efficacy among its users. When the rich rendering is a fancy front end for an online store, whether for mail-order real things or for “downloads” of music, patterns, or ......
참고 URL : http://www.yale.edu/lawweb/jbalkin/telecom/yochaibenkerthereisnospoon.pdf






