Although a variety of formal and informal mechanisms govern behavior in virtual worlds, the proprietors of such worlds increasingly have relied upon formal legal claims to sanction undesired user behavior. A range of such legal claims might be asserted in different factual situations: copyright infringement, or trespass to computers, or circumvention of technical protections. But each of these claims relies upon the authorization status of the targeted user. Authorization is largely an incident of the virtual world proprietor’s Terms of Service (ToS). Thus, the ToS is increasingly regarded as a license to access the proprietor’s servers; violation of the ToS annuls authorization to access the servers. The result is that any misbehavior by u...
There are a number of pressing issues facing contemporary online environments that are causing dispu...
This is an article about how disputes over virtual world items, such as virtual money, Second Life i...
Virtual worlds such as World of Warcraft and Second Life have recently exploded in popularity. As us...
Although a variety of formal and informal mechanisms govern behavior in virtual worlds, the propriet...
Ownership in virtual worlds is somewhat of an enigma. (If it is not clear that you exist, how can...
Current models of governance of virtual worlds evolved from the Terms of Service developed by the vi...
Is the “virtual world” impossible to regulate? Almost, claims Gabriel Michael, a doctoral candidate...
This article questions the preconceived notions that participants in virtual worlds are essentially ...
This Article is a study of the interaction of rules and contractual terms within the context of frau...
MMORPGs are big business; large numbers of people engage in some form of online gaming experience. G...
Online multi-user platforms like World of Warcraft and Twitter have one common regulatory mechanism;...
To explore these issues, this Comment will first give some background on the rise and explosive grow...
Overview: This article investigates the complex and controversial exclusion of real world law from v...
Virtual worlds are places where millions of people come to play, trade, create, and socialize. In th...
Virtual online worlds have become a staple of modern society. Through an avatar, individuals may ent...
There are a number of pressing issues facing contemporary online environments that are causing dispu...
This is an article about how disputes over virtual world items, such as virtual money, Second Life i...
Virtual worlds such as World of Warcraft and Second Life have recently exploded in popularity. As us...
Although a variety of formal and informal mechanisms govern behavior in virtual worlds, the propriet...
Ownership in virtual worlds is somewhat of an enigma. (If it is not clear that you exist, how can...
Current models of governance of virtual worlds evolved from the Terms of Service developed by the vi...
Is the “virtual world” impossible to regulate? Almost, claims Gabriel Michael, a doctoral candidate...
This article questions the preconceived notions that participants in virtual worlds are essentially ...
This Article is a study of the interaction of rules and contractual terms within the context of frau...
MMORPGs are big business; large numbers of people engage in some form of online gaming experience. G...
Online multi-user platforms like World of Warcraft and Twitter have one common regulatory mechanism;...
To explore these issues, this Comment will first give some background on the rise and explosive grow...
Overview: This article investigates the complex and controversial exclusion of real world law from v...
Virtual worlds are places where millions of people come to play, trade, create, and socialize. In th...
Virtual online worlds have become a staple of modern society. Through an avatar, individuals may ent...
There are a number of pressing issues facing contemporary online environments that are causing dispu...
This is an article about how disputes over virtual world items, such as virtual money, Second Life i...
Virtual worlds such as World of Warcraft and Second Life have recently exploded in popularity. As us...