This article questions the preconceived notions that participants in virtual worlds are essentially consumers. Building on the existing scholarship around virtual worlds and notwithstanding the current character of virtual worlds, this paper explores aspects of End User Licence Agreements and notes the unfairness of their provisions, particularly the imbalance between user and developer interests governed by such contracts. It argues that the contracts cannot be regulated with consumer protection legislation, as interests such as property or intellectual property are beyond the scope of consumer protection regimes. Finally, recognising the phenomenon of constitutionalisation of virtual worlds, the article argues for stronger regulatory solu...
Virtual worlds have moved from being a geek topic to one of mainstream academic interest. This trans...
Although a variety of formal and informal mechanisms govern behavior in virtual worlds, the propriet...
Virtual worlds such as World of Warcraft and Second Life have recently exploded in popularity. As us...
This article questions the preconceived notions that participants in virtual worlds are essentially ...
Virtual worlds are places where millions of people come to play, trade, create, and socialize. In th...
As virtual communities become more central to the everyday activities of connected individuals, we f...
Although virtual worlds have existed in some form for several years, it is only recently that the ph...
This article considers the current licensing regime used to control the exploitation of copyright pr...
This paper argues that the terms of service (TOS) agreements, also sometimes referred to as end user...
Personality rights and property rights are not adequately protected by End User License Agreements (...
As virtual communities become more central to the everyday activities of connected individuals, we f...
Current models of governance of virtual worlds evolved from the Terms of Service developed by the vi...
To explore these issues, this Comment will first give some background on the rise and explosive grow...
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two s...
Last year, millions of people around the world spent billions of euros on virtual items, characters ...
Virtual worlds have moved from being a geek topic to one of mainstream academic interest. This trans...
Although a variety of formal and informal mechanisms govern behavior in virtual worlds, the propriet...
Virtual worlds such as World of Warcraft and Second Life have recently exploded in popularity. As us...
This article questions the preconceived notions that participants in virtual worlds are essentially ...
Virtual worlds are places where millions of people come to play, trade, create, and socialize. In th...
As virtual communities become more central to the everyday activities of connected individuals, we f...
Although virtual worlds have existed in some form for several years, it is only recently that the ph...
This article considers the current licensing regime used to control the exploitation of copyright pr...
This paper argues that the terms of service (TOS) agreements, also sometimes referred to as end user...
Personality rights and property rights are not adequately protected by End User License Agreements (...
As virtual communities become more central to the everyday activities of connected individuals, we f...
Current models of governance of virtual worlds evolved from the Terms of Service developed by the vi...
To explore these issues, this Comment will first give some background on the rise and explosive grow...
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two s...
Last year, millions of people around the world spent billions of euros on virtual items, characters ...
Virtual worlds have moved from being a geek topic to one of mainstream academic interest. This trans...
Although a variety of formal and informal mechanisms govern behavior in virtual worlds, the propriet...
Virtual worlds such as World of Warcraft and Second Life have recently exploded in popularity. As us...