353 More Than Just Games
353 More Than Just Games
M
ASSIVELY MULTIPLAYER ONLINE (MMO) GAMES ARE PLAYED ON
the internet and can support hundreds of thousands of players
simultaneously.1 MMO games enable players to “interact with
one another in real-time in a shared environment, even though these users
may be separated by vast geographic distances.”2 Players can acquire virtual
property by completing tasks within the game or by purchasing items with
real world currency.
The purpose of this paper is to explore the legal issues related to
virtual property rights in MMO games. Part I will briefly describe why
MMO games should be considered as more than just games. Part II will
examine the current status as to whether virtual property is “property” in a
legal sense, and whether it belongs to MMO game players rather than to
game creators. Part III will argue that it is important and beneficial to
recognize virtual property in favour of MMO game players and will
address some common criticisms of recognizing virtual property. Conflicts
involving virtual property in MMO games are inevitable and it is hoped
that an evaluation of the current state of the law will allow for a better
resolution when these issues reach Canada.
For the purpose of this paper, virtual property rights will be defined as
in-world objects, including avatars (or characters), items, user accounts,
and land that can be possessed by one user to the exclusion of others in
MMO games. This paper is not interested in intellectual property rights
within MMO games.
acknowledge that Virtual Land is a limited license right and is not a real
property right or actual real estate, and it is not redeemable for any sum
of money from Linden Lab . . . [and] agree that Linden Lab has the right
to manage, regulate, control, modify and/or eliminate such Virtual Land
as it sees fit and that Linden Lab shall have no liability to [users] based
on its exercise of such right.8
3
Steven J. Horowitz, “Competing Lockean Claims to virtual Property” (2007) 20 Harv JL & Tech
443 at 445 [Horowitz].
4
Ibid at 445-446.
5
Peter Brown & Richard Raysman, “Property Rights in Cyberspace Games and Other Novel
Legal Issues in Virtual Property” (2006) 2 Indian JL & Tech 87 at 93 [Brown & Raysman].
6
Horowitz, supra note 3 at 448.
7
Joakim Baage, “Five Questions with Philip Rosedale, Founder and CEO of Linden Lab, Creator
of Second Life” (21 December 2006), online: digitalmediawire <http://www.dmwmedia.com>.
8
Second Life, Terms of Service, Part 6 (19 May 2011), online: Second Life
<http://secondlife.com/corporate/tos.php?lang=en-US#tos6>.
9
Evans v Linden Research, 2011 US Dist Lexis 11106 (QL) [Evans v Linden Research]; for further
discussion of this case, see text accompanying note 20.
More Than Just Games 205
This widespread following has transformed MMO games into big business.
For example, “a real-life language teacher became a Second Life real estate
agent and made over $1 million [in 2006].”11 It is estimated that in 2007
“approximately $1.8 billion changed hands for virtual goods.” 12
Participation within MMO games has increased dramatically and includes
many “[r]eal world businesses such as Dell, Mazda, Adidas, Coca-Cola . . .
[which] have established a presence in Second Life.”13
This high level of value combined with increasing membership has led
to many consequences. First, the theft of virtual property has become
problematic. For example, South Korea had 22,000 claims of virtual theft
reported to the police in 2004.14 Second, tax authorities in the United
States and elsewhere are concerned that profits from the sales of virtual
property are going unreported. Consequently, in its 2008 Annual Report
to the United States Congress, the National Taxpayer Advocate
recommended that the Internal Revenue Service “proactively” address
issues arising from virtual worlds.15 The Australian Tax Office has already
acted and requires money earned from the sale of virtual property to be
reported and taxed like other types of income.16
A third problem is ‘gold farming’ or using workers to perform
repetitive actions in MMO games and then selling the virtual property
earned by these workers at a profit.17 In 2007, it was estimated that ‘gold
farming’ operations in China alone employed over 100,000 people.18 One
issue is the treatment of the foreign workers in these “point-and-click
10
David Barboza, “Ogre to Slay? Outsource It to China”, The New York Times (9 December 2005),
online: The New York Times <www.nytimes.com>.
11
Emma Boyes, “Second Life realtor makes $1 millon” Gamespot UK (27 November 2006), online:
Gamespot <http://www.gamespot.com>.
12
Julian Dibbell, “The Life of the Chinese Gold Farmer” The New York Times (17 June 2007),
online: The New York Times <www.nytimes.com>.
13
Second Life, “Brand Promotion” (10 March 2008), online: Second Life
<http://secondlifegrid.net/how/brand_promotion> (as cited in U.S., Department of the
Treasury: Internal Revenue Service, National Taxpayer Advocate: 2008 Annual Report to
Congress, (2008) at 217)[IRS] (the author necessarily relied on the description of the original
source in the secondary literature).
14
Mark Ward, “Does Virtual Crime Need Real Justice?”, BBC News (29 September 2003), online:
BBC News <http://news.bbc.co.uk >, cited in Brown & Raysman, supra note 5 at 89.
15
IRS, supra note 13 at 213-226.
16
Nick Miller, “Virtual world: tax man cometh” The Age (31 October 2006), online: The Age
<http://www.theage.com.au>.
17
Richard Scott, “The Business End of Playing Games” BBC News (25 April 2007), online: BBC
News <http://news.bbc.co.uk>.
18
Julian Dibbell, “The Life of the Chinese Gold Farmer” The New York Times (17 June 2007),
online: The New York Times <http://www.nytimes.com>.
206 ASPER REVIEW XII
19
“When Virtual Becomes Reality” (14 August 2004), online: EchoDitto
<http://www.echoditto.com/node/109>.
20
Evans, supra note 9.
21
Ibid (Statement of Claim at paras 255-257), online: Virtual Land Dispute Class Action
<virtuallanddispute.com>.
22
Ibid at paras 99 & 100.
23
Evans v Linden Research Inc, No 3:11CV01078 (ND Cal 2011).
24
A search for the term “virtual property” in the databases LexisNexis, Quicklaw and CanLII
returned no Canadian decisions on 19 June 2011.
More Than Just Games 207
25
Joshua A. T. Fairfield, “Virtual Property” (2005) 85 BUL Rev 1047 at 1086 [Fairfield, “Virtual
Property”] (the author necessarily relied on the description of the original source in the
secondary literature).
26
Brown & Raysman, supra note 5 at 98.
27
Fairfield, “Virtual Property,” supra note 25, citing Taiwan Ministry of Justice Official
Notification No. 039030(90) [emphasis in the original] (the author necessarily relied on the
description of the original source in the secondary literature).
28
Fairfield, ibid at 1087.
29
Chopin, The Way to Cage People in the Matrix, DDANZI-ILPO (1 February 2004) at 21, cited in
Fairfield, “Virtual Property”, ibid at 1088.
30
Fairfield, “Virtual Property”, ibid, citing Unggi Yoon, Research on Legal Policy of MMORPG-Item
Cash Trade (2004) [unpublished, on file with Joshua Fairfield] ] (the author necessarily relied on
the description of the original source in the secondary literature).
31
Ibid.
208 ASPER REVIEW XII
What it comes down to is, does a . . . player have rights to his time, or
does Mythic own that player’s time? It is unfair of Mythic to stop those
32
Fairfield, “Virtual Property”, ibid, citing Kim Tong-hyung, “Panel expands probe into game
makers” Korea Herald (6 April 2010), online: Korea Herald <http://www.koreaherald.com>.
33
Fairfield, “Virtual Property”, ibid at 1089.
34
As cited in Fairfield, “Virtual Property,” supra note 25 at 1084 (the author necessarily relied on
the description of the original source in the secondary literature).
35
Angela Adrian, Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and
Rights (New York: Information Science Reference, 2010) at 105 [Adrian].
36
Cited in Fairfield, “Virtual Property,” supra note 25 at 1084.
37
Adrian, supra note 35 at 105.
38
Ibid at 104.
39
Anders Ericksson & Kalle Grill, “Who owns my avatar? Rights in Virtual Property” (Paper
delivered at the DiGRA 2005 Conference: Changing Views-Worlds in Play, Vancouver, June
2005) at 2.
More Than Just Games 209
who wish to sell their items, currency or even their own accounts, which
were created with their own time.40
However, the court was unable to address this question when the
plaintiff dropped the case due to other legal complications.41
The next case concerning virtual property rights in the US was Bragg v.
Linden Research, Inc.42 Linden Research, Inc., the creator of Second Life,
confiscated the plaintiff’s virtual property and froze his account to prevent
his access to the game because he purchased property at a below market
price through an auction loophole.43 “The plaintiff filed suit and Second
Life filed a motion to compel arbitration”44 pursuant to the EULA. In
regards to the arbitration motion Judge Robreno stated:
Taken together, the lack of mutuality, the costs of arbitration, the forum
selection clause, and the confidentiality provision that Linden
unilaterally imposes through the TOS [terms of service] demonstrate
that the arbitration clause is not designed to provide Second Life
participants an effective means of resolving disputes with Linden.
Rather, it is a one-sided means which tilts unfairly, in almost all
situations, in Linden's favor.45
This ruling meant that the plaintiff could proceed to court to argue
his position that users can assert virtual property claims against creators.
However, the parties settled privately. 46
The statement of claim for the Evans class-action case (discussed
above) was filed in April 2010.47 It is hoped that this case will be resolved
by the court and give a meaningful precedent to help determine the legal
status of virtual property. However, based on the cases mentioned above, I
expect that this case will also settle privately.
40
Julian Dibbell, “OWNED! Intellectual Property in the Age of eBayers, Gold Farmers, and Other
Enemies of the Virtual State” (Paper delivered at State of Play Conference, New York Law
School, New York, November 2003), citing an unavailable press release from Mythic.
41
BlackSnow Interactive v Mythic Entertainment Inc, No 8:2002-cv-00112 (CD Cal 2002).
42
487 F Supp 2d 593 [Bragg].
43
Ibid (Counterclaim and Answer to Complaint, Defendant at para 16).
44
Michael L. Rustad, Internet Law: In a Nutshell (St. Paul, Minnesota: Thomson Reuters, 2009) at
118 [Rustad].
45
Bragg, supra note 42 at para 51.
46
Marty Linden, “Resolution of Lawsuit” (4 October 2007) online: Second Life
<http://lindenlab.wordpress.com/2007/10/04/resolution-of-lawsuit/>.
47
Evans v Linden Research, supra note 9.
210 ASPER REVIEW XII
The approach that the Canadian legal system takes to virtual property
will most likely be informed by the decisions of the other legal regimes.
Canada will likely follow the case law approach seen in both the US and
China rather the legislative path seen in Taiwan for two reasons. First, this
is a novel issue that will likely reach a courtroom before it reaches the
legislature. Second, MMO games are not as popular in Canada as in the
Asian countries discussed above.48 Consequently, there is no comparable
social pressure or need for the Canadian government to act in regards to
the regulation of virtual property.
The flexibility of the common law is another factor which favours the
adoption of the case law approach in Canada. Ancient personal property
torts have seamlessly adapted to the modern legal system despite being
inundated with technologies that were never anticipated.49 An example of
this includes the personal property tort of conversion which was originally
intended to protect tangible chattels but has been applied to intangible
property related to technology.50 For example, misappropriated source
code for an inventory system was found by a California court to be a
conversion of intangible data.51 Although an American case, this clearly
illustrates the adaptability of the common law.
From a practical perspective, one expects that when this issue arrives
before a Canadian court, virtual property will be treated like any other
asset and the court will apply existing laws that are not virtual property
specific. However, a critical approach to this issue could conclude that it
does not matter whether virtual property is legally recognized. Support for
this position can be made in the comparison of Taiwan and Korea. Both
countries have taken different approaches to virtual property. Whereas
Taiwan expressly states that virtual property belongs to MMO game
players, Korean law currently sees the status of virtual property as
ambiguous or belonging to the MMO game creator. Yet, both countries
have the ability to prosecute crimes involving virtual property and have
secondary marketplaces for virtual property.
48
David Spratley, “Virtual property—it’s not physical but it has value for video gamer”, The Lawyers
Weekly 25:47 (21 April 2006) 9 at 12, online: The Lawyers Weekly <
http://www.lawyersweekly.ca>.
49
Rustad, supra note 44 at 143.
50
Ibid at 159-162.
51
Ali v Fasteners for Retail, Inc., 544 F. Supp. 2d 1064 (E.D. Calif. 2008) as cited in Rustad, ibid at
161.
More Than Just Games 211
One must ask whether the determination of the legal status of virtual
property will have a significant impact in Canada. I submit that
tremendous advantages would accrue from recognizing players’ virtual
property rights in MMO games against game creators. This argument is
explored in the next section.
A. Consumers
1. Arbitration Clauses
There are gods, and they are capricious and [they] have way more than
ten commandments. Nobody knows how many because everyone clicked
past them.52
52
Raph Koster, “What are the lessons of MMORPGs today?” (24 February 2006), online: Raph
Koster’s Website <http://www.raphkoster.com>, cited in Brian Sites, Curtis Peele & Joshua
Fairfield “End-User License Agreements: The Private Law in Video Games and Virtual Worlds”
in Ross Dannenberg et al, eds Virtual Law: Navigating the Legal Landscape of Virtual Worlds (USA:
American Bar Association, 2010) at 6.
53
Bragg, supra note 42.
54
Ibid at 609-610.
55
Ibid.
212 ASPER REVIEW XII
Also, the confidentiality clause was unconscionable because the court was
concerned that this would place the company “in a far superior legal
posture by ensuring that none of its potential opponents have access to
precedent while, at the same time, the company accumulates a wealth of
knowledge on how to negotiate the terms of its own unilaterally crafted
contract.”56
By offering an expensive solution for problems that involve
comparatively small sums of money, Linden Labs, creator of Second Life,
seems to be purposely sabotaging a system designed to resolve problems
between the game creator and players. It appears that the main purpose
for this system is to discourage players from pursuing their complaints
against the game company while creating the illusion of a fair and effective
remedy. The idea of frustration and purposeful prevention is especially
evident when compared to the system of resolution in place in Second
Life for conflicts between players.
Second Life currently has a system in place for disputes between
players that is completely within the virtual world. This system adjudicates
harassment complaints between players that are in violation of community
standards and is completely handled by Linden Labs.57 The adjudicator
hears the complaint and provides an appropriate punishment, which
includes a warning, account suspension or termination.58 Finally, the
results of these disciplinary hearings are published and made available to
other players of Second Life.
This system of resolution is in sharp contrast to what is available to
players who have a dispute with Linden Labs. The in-world resolution of
disputes between players is easily accessible, affordable and decisions are
published for all players to see. The contrast between the simplicity of the
player versus player arbitration and the complexity of the player versus
creator arbitration supports the notion that the system for resolving
disputes between players and the creator was intentionally made complex
to discourage complaints against the creator, Linden Labs.
Linden Lab’s current dispute resolution system could be transformed
into an efficient system that is comparable to their current player dispute
model. The greatest hurdle for this would be that in order to maintain
neutrality and ensure the integrity of the process, arbitrators could not be
56
Ibid at 611.
57
Ibid at 45.
58
Ibid.
More Than Just Games 213
59
For example, Davis LLP has a location on Second Life. Davis LLP, News Release, “Davis LLP
Second Life Presence Featured in National Post Article” (12 March 2008), online: Davis LLP
<http://davis.ca>, citing Julius Melnitzer, “Virtual worlds ripe for real lawsuits”, National Post (12
March 2008) FP 9, online: National Post <http://www.nationalpost.com>.
60
See “About the SL Bar Association” (accessed 1 June 2011), online: SL Bar Association
<http://www.slba.info>.
61
Vivendi Games, “Introduction to Vivendi Games” (June 2006) at 15, online: Vivendi
<http://www.vivendi.com>, cited in Joshua A.T. Fairfield, “Anti-Social Contracts: The
Contractual Governance of Virtual Worlds” (2008) 53 McGill L.J. 469 at 470 [Fairfield, “Anti-
Social Contracts”].
214 ASPER REVIEW XII
66
World of Warcraft virtual property can be sold and purchased at IGE.com
<http://www.ige.com/>.
67
See Blizzard Entertainment World of Warcraft“Terms of Use Agreement” (9 December 2010),
online: Blizzard Entertainment <http://us.blizzard.com> (the World of Warcraft Terms of Use
state that “[Y]ou may not sell in-game items or currency for “real” money, or exchange those
items or currency for value outside of the Game” and “[M]ost account suspensions, terminations
and/or deletions are the result of violations of this Terms of Use of EULA” ).
68
Allen Chein, “A Practical Look at Virtual Property” (2006) 80 St John’s L Rev 1059 at 1086.
216 ASPER REVIEW XII
B. Economic Benefits
Recognizing virtual property would be beneficial to real world
economies centred around MMO games. China has taken this approach.
As mentioned above, China recognized virtual property in Arctic Ice.71
After this decision, government initiatives were taken to help the
prosecution of virtual theft.72 The purpose of this action was to make a
secure environment in which a “competitive virtual world industry” could
be developed.73
The logic behind this decision was based on the premise that online
subscriptions within China were expected to grow from $159.7 million in
69
Fairfield, “Virtual Property,” supra note 25 at 1083-1084 [emphasis added].
70
Brown & Raysman, supra note 5 at 103.
71
Fairfield, “Virtual Property” supra note 25 at n 188.
72
Ibid at 1085 (the author necessarily relied on the description of the original source in the
secondary literature).
73
Ibid.
More Than Just Games 217
74
2003 to $822.9 million 2008. Further, it was estimated that in 2007,
‘gold farming’ operations in China alone employed over 100,000 people.75
The recognition of virtual property as property and its protection through
the prosecution of virtual theft creates a secure environment where an
industry can flourish. This creates an opportunity not only to profit from
the actions of MMO game players in China, but also throughout the
world.
The Chinese model can be contrasted against the situation in
South Korea. South Korea has been criticized for:
the lack of explicit property protection for virtual property [which] has
resulted in endless antitrust and consumer protection litigation against
environment creators on the one hand, and suits seeking injunctions
against the sale of virtual property by owners of virtual property on the
other.76
1. Commodification
As described above, commodification results in the inflation of virtual
property value through its sale, which injures innocent players. This injury
is particularly relevant in objective-oriented games or, as Bartle calls them,
74
Ibid at 1086, citing Lianfeng Wu & Jun-Fwu Chin, “China Online Gaming Market Sizing and
Forecast” (2004), online: Int'l Data Group <www.idc.com> (the author necessarily relied on the
description of the original source in the secondary literature).
75
Julian Dibbell, “The Life of the Chinese Gold Farmer”, The New York Times (17 June 2007)
online: N.Y. Times <www.nytimes.com/2007/06/17magazine/17lootfarmers-t.html> [cited in
Duranske, supra note 64 at 35].
76
Fairfield, “Virtual Property,” supra note 25 at 1088.
77
Ibid at 1089.
218 ASPER REVIEW XII
the “hero’s journey.”78 This ‘heroic’ path involves starting a game where
the character is weak, unequipped and lacking knowledge of its
environment.79 Through perseverance and time a character can transform
from a ‘weakling’ to a ‘hero.’ However, the success of this journey can be
soured if another player can achieve the same result by purchasing virtual
property. Consequently, sales of virtual property lessen the value or
accomplishment achieved by the honest player.
A real world implication of this phenomenon was a class action
lawsuit between players of an MMO game and a third-party auction site
called Internet Gaming Entertainment (IGE). In Hernandez v. Internet
Gaming Entertainment and IGE80 the plaintiffs alleged that IGE was acting
in contravention of the EULA by selling virtual property and that this
injures innocent players by devaluing their own currency and efforts.81 In
addition, the plaintiffs claimed that the farming operations impacted on
actual game play in that it reduced the amount of goods available and put
their characters at a disadvantage unless they purchased items.82 This
dispute was settled out of court.83
The recognition of virtual property will have little impact on
commodification. At present, gaming companies are unable to control the
sale of virtual property on black markets, even with strong EULAs in
place. It is acknowledged that the risk of account termination may serve as
a strong deterrent to some players not to sell their virtual property and
consequently decrease commodification. However, black markets will
continue to operate whether or not virtual property is recognized. This is
particularly true with the organized effort put forward by Asian countries
like China as discussed above.
Also, I suggest that innocent players that achieve what Bartle calls the
‘hero’s journey’ should be satisfied with the playing experience and
accomplishment of reaching their goal. Although these players may not
receive the public prestige that they would ordinarily receive in these
virtual worlds, they should be satisfied with accomplishing their goal
without the assistance of purchased virtual property and the distinction of
78
Richard A. Bartle, “Virtual Worldliness: What the Imaginary Asls of the Real” (2005) 49 NYL
Sch L Rev 19 at 31 [Bartle].
79
Duranske, supra note 64 at 35.
80
Case No. 07-21403-Civ-Cohn/Snow ( S.D. Fla. Aug. 29, 2007) [Hernandez v Internet Gaming]
81
Ibid (Amended Complaint at 10).
82
Ibid at 12.
83
Fairfield, “Anti-Social Contracts” supra note 61 at 453.
More Than Just Games 219
84
Fairfield, “Virtual Property,” supra note 25 at 1102.
85
Ibid at 1100.
86
Ibid at 1102.
220 ASPER REVIEW XII
lose in the real world then he can also lose in the virtual world. Game
companies should warn players of this risk.
Companies can limit their liability with appropriately worded
exclusion clauses in their agreements. The idea of limiting one’s liability
for the loss or damage to another’s property is well known in law. This is
evident by looking at the warnings posted in parking lots87or the warnings
printed on the back of a coat check ticket.88
If a world were to close, the gaming company could choose from
several practical solutions. First, many games are run on different servers
throughout the world. Consequently, if one of the worlds were
underperforming then the two worlds could be combined. Even where
worlds cannot be merged due to a language barrier or lack of financial
viability, there are still other solutions available.
South Korean NCsoft, maker of Lineage, closed its North American
servers on June 29, 2011 because it intended to focus on its customers in
South Korea, China, Taiwan and Japan.89 The closure was due to the lack
of financial viability in the North American market. NCsoft intends to
compensate its North American customers through the refund of unused
playing-time, an appreciation program which allows for two months of free
play and the use of special items.90
Another solution available to a closing MMO world is that the
company could give a specified deadline and allow the players to sell their
property; any losses could be seen as a risk of property speculation. A
market solution would be to create an inter-game property exchange that
would monetize the value of the property held in the soon-to-be-defunct
game. This would not be a direct transfer of property from one game to
another but rather another game creator could offer virtual world currency
from their game as an incentive to the player to try this new world. This
process is better than a basic coupon or free sign-up because the new game
creator is sure that their incentives are going to true MMO game
enthusiasts based on the existing virtual property they own from the prior
game. This step could be taken by the original game company or a
competitor that wishes to gain a whole world of new customers.
87
See Thornton v Shoe Lane Parking, [1971] 1 All ER 686 (CA).
88
See Parker v South Eastern Rly Co (1877), 2 CPD 416 (CA).
89
Lineage, News Release, “NA servers closing 6/29” (22 May 2010) online: Lineage
<http://www.lineage.com/news/na_servers_closing_6/29.html>.
90
Lineage, News Release, “Rewards and Refunds” (22 May 2010) online: Lineage
<http://www.lineage.com/news/lineage_refund_policy.html>.
More Than Just Games 221
IV. CONCLUSION
This paper explored the approaches of different legal regimes to the
recognition of virtual property rights and argued that the recognition of
virtual property rights is good public policy. As the combination of
increasing popularity and wealth found in MMO games makes a legal
conflict over virtual property rights inevitable, Canada can, and should,
learn from these other legal regimes. Additionally, common criticisms
about the recognition of MMO virtual property were addressed; and
concerns of commodification, destruction of online groups and increased
corporate liability were rebutted.
The recognition of virtual property rights would benefit game players
as consumers by decreasing the power imbalance between MMO game
players and creators. This recognition would include the creation of an
effective resolution system and the loss of lock-in restrictions that cause
high switching costs. Also, allowing customers to switch between MMO
worlds by removing lock-in restrictions would encourage MMO game
companies to improve their offerings in order to retain customers.
Granting virtual property rights to players, as well as creating basic rules to
protect these rights, would stimulate the growth of economies both virtual
and real while simultaneously providing consumer protection. Overall, I
hope that this paper has effectively made the case for virtual property
recognition and shown that MMO games are more than just games.