Wednesday, November 19, 2008
Online Multilayer Games: A Virtual Space for Intellectual Property Debates
Sara M Grimes:
• Canadian
• PhD Candidate with the School of Communication at Simon Fraser University
• Founder of the ACT Games Lab
• Researches the “legal and ethical dimensions of children’s evolving relationship with new media technologies, the rationalization of children’s play within commercialized technological systems, and the political economy of digital games”
• http://www.actlab.org/?page_id=26
• http://gamineexpedition.blogspot.com/
- Copyright law has changed very little since it’s creation, and any changes enacted are usually to the benefit of the large corporations who own the copyrights.
- Even with the creation of digital media whose creation and duplication is not to the detriment of the original copyright holder
- Copyright law is still based on finite commodities, such as books or toys
- Major corporations continually work to change copyright law to their benefit, and limit the right of others to public works
- Software created today would be subject to 95 years of copyright, and as such is permanently copyrighted due to the advance of technology making the software obsolete before the copyright ever expires
- Corporations are trying to take advantage of people playing games by enforcing copyright law and stripping players of the time and effort that they have put into a game.
- Examples:
- http://en.wikipedia.org/wiki/CTEA
- http://www.copyright.cornell.edu/public_domain/
- The same copyright laws apply to online videogames, though the laws do not take into account user participation
- End User License Agreements usually state that any activity taking place in the virtual world is owned solely by the copyright holder.
- But that definition is becoming increasingly less viable as the worth of virtual property is called into question.
- In online games more than anything else most of the value of playing comes from interacting with other people, so much so that it has become one of the main selling points of such games.
- If this is a selling point, are these other users the property of the copyright holding corporation? Does their use of the software and the game world generate unique content that the corporation can then exploit?
- If this is indeed user-generated content, is it really right for it to be owned by the corporation or do the users in fact own it themselves, having created the environment and the experience of the game? Many online games fail because they don’t have enough players to create a unique experience.
- Example: If you make guitars and sell them, do you own all the music that is ever played on those guitars?
- On the other hand, if the corporations were to give in to the users and sacrifice their copyrights, than it would undermine their business model. And after all, without the corporation, there would be no game at all, since they maintain the servers, and support to keep the game running, not to mention the actual creation of the game in the first place.

- At the same time, users put in hours and hours of their own time to develop their own content and characters, whether through direct interaction or through other means, such as customizing a character, modding and actual creation of new content
- Modding is said to actually increase the life of a video game for around 6-24 months of playtime. Modding is user created content that enhances the functions already available in the video game. These users create mods for free, and do so at the benefit of the corporation. They add value to the game that the users who create the mods never see.

- Forums and Fansites also contribute to the value of the games through support and advertising
- Many large video game companies such as EA and Blizzard, actively encourage the creation of web forums, fansites and mods, but provide no rewards or incentives to do so. They reap the rewards of other people’s works for free, but then do not allow the users to financially benefit from their work.
- Since such effort is put into these games, they become much more than the data that makes them up, thus giving the virtual world a real world value
- Virtual content is now so valuable that governments have had to step in on cases of hacking and unjust game practices
- In South Korea, the police “actively prosecute people who hack games, and a they give more weight to cases in which valuable game items are destroyed or transferred” (Castronova, 2003)
- Also: http://blogs.wsj.com/chinajournal/2008/10/31/real-taxes-for-real-money-made-by-online-game-players/
- “State involvement is rationalized by the fact that in-game assets take time to acquire or build, can be observably bought and sold on real-world markets, and that layers are manifestly distressed by the ‘unfair’ loss or theft of their game items” (Castronova, 2003)
- A lot of the weight behind the importance of in-game items is provided by an economy that is created purely by the users of the game. Though this is generated within the framework created by the corporation, the framework would be useless without the input of the users, and thus the users have a stake in the value of the product.
- See: Analogy about the guitar
- In almost all games, the primary purpose is to generate wealth in order to acquire more virtual possessions. Thus the game is created with the acquisition of new items in mind, except that the users, once they have these items in their possession, they are then denied any real world value that those items may have because of copyright and the end user license agreement.
- That is to say, should items that people have worked for, and in many cases spent real world money for, have a real-world market value even though they are virtual? We know that there is a market for these items, as witnessed by websites devoted to selling virtual money and online game accounts and characters for real money.
- http://www.wowgoldtm.com/
- http://www.mmobay.net/
- The main issue in contention here is: Who actually owns this virtual content? Is it the industry that originally created it, or the user who spent their valuable time and money to create wealth within the environment?
- Who owns the environment? The industry, who again created the environment or the users who gave it life and form?
- However, “…no matter how vividly layers identify with their avatars or treasure their special, customized swords, the swords, chairs, princesses and dungeons of EverQuest are first and foremost strings and strings of computer code”
- We must keep in mind that the users are still just players in a game. The game was actually created by a professional team of designers and scripters. Ultimately, the content made by the users is secondary to the content created by the original creators. The programmers actually worked on the game, the players just play it and happen to make a difference.
Further Readings
http://nwn.blogs.com/nwn/2006/04/creative_common.html
http://www.youtube.com/watch?v=1A_n1zLi06c&feature=related
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It appears that greed at the corporate level seeks to obtain rights to the creative energies of its users. Users, excited by the potential of using a game as a springboard of creativity take advantage of the industry's initial creative force. Between these two entities, it appears that users should be able to copyright material they create.
It appears that as the internet and digital media evolve, laws, etiquette, and social issues will beg for a more critical analysis and current practices will change. The power users have over ownership in the gaming industry and on the internet may strengthen over time. Till then, It appears that we continue under outdated conventions.
Remember the recent writer's strike over dvd sales? Should writers be paid for dvds of their material that are sold? Aren't they already paid for it once? What about other distributions? iTunes sales or network website streams? What about podcasts of episodes? Where does the line get drawn for ownership and compensation?
This is the return of the art and money conflict. What is it to be a successful starving artist? In this sense does the term artist redefine successful? To be successful at being a starving artist, don't you have to not succeed by conventional terminology, ie monetary success?
People will always want to be paid in some form. Recognition or salary have similar values depending on the culture.
It's funny when people say that the law is a living thing, yet it's so far behind technology trends. I don't know what the answer is to make everyone happy. I honestly don't think everyone will ever be happy. It's a conflict of interest, doing something you love, and people making money off it. Two very important, yet distinct things.
I hate copyright law. It's a bitch to tread through, convoluted as hell, and there are so many 'maybe' situations that are just absurd. Gaming, specifically massive-multiplayer online games, don't come anywhere near those maybe situations, though.
Lets say I write a novel, with some memorable characters and a descent plot. You decide to write a fan fiction story about some of those characters. Now, who has the copyright on the fan fiction? You do. I couldn't take that story, stick my name on it, and have it published. I couldn't even print off copies at home and hand them out unless you let me (licensing is related to copyright but totally different). But, you couldn't publish the story either. I have a copyright on the original story, and yours is a derivative work. You would violate my copyright by publishing it. But you could still write all the fan fiction you want, and have the copyright on all of them.
Gaming gets stuck with a bad rep because too many law school dropouts are in middle management and some how convince the actual legal department to add clauses to EULAs that are absurd. You can not unilaterally edit a contract once it's been agreed to, you can not even have a contract that is passively agreed to by purchasing something when the contract isn't available before hand. And a contract can not force you to give up your copyright on something you haven't created yet, except in a work-for-hire situation.
So, what does the game company own? They own their world. You own your characters. You have to, by shear virtue of playing the game, allow them to redistribute what ever you write or do in game. If you didn't, your words would never get to any other players. What good would that be? That's a license issue. If you took the actions you caused in a game, and wrote them down in a setting that contained nothing of the companies world, you could call it your own work. The problem is, you could as easily remove all of their worlds influence (your character responded to something their character said, that would have to be removed. Names of places, geography, and so on, all their influence) as they could have a game without the players. Not going to happen in most circumstances.
For mods, it's an extension of the same. The coders have, in most cases, created a derivative work. The game company probably licensed the game engine to the players, and in doing so attached some strings to what the coders could do with it. If the coders use any part of the game covered by the license, or any of the code that the company has copyright over, then it's the same situation as literature. Both own copyright over their respective pieces, but the individual is bound by the terms that the company sets out.
Unauthorized mods are a totally different story, and one that the law will have a hard time catching up to. If the coders never touched the original material then they may not have infringed on the copyrights, see blackbox reverse engineering. So the coders may actually have copyright over their mod, with no strings attached. They could distribute it on what ever terms they like. But, only people who own the game would be able to use it.
Which stretches into 'how long after a company stops making a game should it be legal to copy it?' Ninety odd years is just too long. Show me a computer that can run 90 year old code, and I'll show you a person with a slide rule.