Prepared by : Lamyaa Mady Course: MOIS508. Internet  Internet develops from web 1.0, enabling us to connect “to” internet, to web 2.0, where we connect.

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Presentation transcript:

Prepared by : Lamyaa Mady Course: MOIS508

Internet  Internet develops from web 1.0, enabling us to connect “to” internet, to web 2.0, where we connect “through” the internet, to web 3.0, where individuals connect “within” the internet (Kapp and O’Driscoll 2010).

What is a “Virtual World” ?  “ Virtual worlds enable people to be someone else and even to take on different personalities at the same time” (Castronova 2001).  Online interactive computer simulation  Users take form of avatars  Avatars appearance  Examples of virtual worlds  More than 60 million users in 2008

Categories of online games and virtual worlds 1.Simple online games 2.Massively multiplayer online games (MMOGs) 3.Massively multiplayer online role playing games (MMORPGs)

Five components (5C’s) used by game companies  The 5C’s ensure the control and development of virtual worlds. A.Creativity B.Community C.Codes D.Copyright: E.Contract:

Comparison Sample between MMOPRG & MMOG Christophe Roquilly Virtual World MMOPRG Massively multiplayer online role playing games MMOG Massively multiplayer online games NameWorld of WarcraftSecond Life Release Date Subscribe rs (2008) 10,000,00013,000,000 MethodPay-to-play (US$15 monthly fees)Free-to-play (premium membership) Revenues (2008) $1.5 billion$80,000,000 CreatorsEmployees of game companiesUsers Trend Not to authorize sale of virtual items by employees of game companies Authorize sale of virtual items by users (but with Linden Lab authorization) Control Level Very high 4C’s means greater level of control through contract provisions High 4C’s means good level of control through contract provisions

Contracts  Types of Contracts: 1.End User License Agreement (EULA) 2.Terms of Service (TOS)  Property rights provisions in contracts: A.Some contracts do not contain such provisions. B.Others deny users property rights without explicit legal basis. C.Others implement such provisions

Recommendations  “Without a contract, virtual worlds could be pure chaos” (Castronova 2004).  Game companies should modify contracts provisions: 1.By recognizing users’ property rights over virtual items, 2.By identifying copyrights that are totally or partially attributed to users, 3.By making codes that avoid real-money trade.

Challenges facing researchers and practitioners in the domain of virtual worlds: Christophe Roquilly Controversial issues of property rights in virtual worlds.  Should real property rights be applied to cyber goods?  Should a body of specific laws be created for cyber property?  Should property rights over virtual items be allocated to game companies or users?  Should an extensive application of the copyright system be developed?

The End Thank You