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iTnews: Virtual law and you

Thursday, March 27, 2008


As a journalist at iTnews:

Businesses in recent years have increasingly turned to virtual worlds for opportunities in advertising, recruiting, and online expansion. As real-world money and people migrate online, new questions are being raised about the legal implications of virtual behaviour.

In a forthcoming book titled “Virtual Law”, cyberlaw scholar Greg Lastowka explores the future of virtual crime and how real-world legal cases involving property rights, criminal activities, contractual duties, copyright and trademark laws, have emerged from disputes in virtual worlds such as Second Life.

An associate professor at the Rutgers-Camden law school, Lastowka spoke with iTnews about his book, and what virtual law might mean for businesses.

What are the business potentials of virtual worlds?

Today, most virtual worlds are marketed as entertainment services. However, there seems to be an increased interest lately in virtual worlds that are oriented toward less structured and more social experiences.

In environments like Second Life, users have much more control over the world and there are no game goals that guide participant behavior. Virtual worlds like Second Life are not marketed as games, but as platforms where individuals and companies might pursue their own goals and businesses.

For instance, in Second Life, people sell personal services, engage in advertising, and seek profits from transactions in virtual property, all using a virtual currency that can be exchanged for real currency. So it seems the business opportunities in virtual worlds vary depending on whether you have a game world or a more social world.

Game worlds are primarily businesses for their creators and are usually built around a monthly subscription model and the sale of "expansion" software and additional services. Often, game worlds prohibit third parties from creating businesses on their platforms.

More social worlds might pursue subscription models as well, but they might also sell players virtual property, like the furniture that is sold to players in the world of Habbo Hotel. They also pursue advertising revenues.

The Second Life model of an open virtual world is perhaps the most interesting. Second Life sees itself as a platform on which third parties will make investments and try to build their own businesses. So the business model of the provider is tied to the business models of the participants.

What are the legal risks of virtual worlds for businesses?

Most subscribers to game worlds have rather small-scale monetary investments in them, so it seems doubtful that players would resort to litigation. But some do, and providers of game worlds generally design end-user license agreements and terms of service as a first line of defense.

Players must click through the agreements before installing the software and the game companies claim this is a binding contract. So far, game companies have been very successful in defending these licenses and contracts in litigation.

Providers of more open worlds, like Second Life, face potentially more significant legal risks because they attract greater and more concentrated investments. When a company or an individual has invested several thousand or more dollars in doing business in a virtual world, they will be more likely to bring a court challenge if they feel the game company has jeopardized their investments.

Additionally, because the virtual world acts as a host, it may find itself in the middle of disputes between competing investors. For instance, one business operating in the virtual world might claim that another business in the world infringed its trademarks or copyrights. In that case, they may want the platform owner to assist them in stopping the infringer. This might put the platform owner in a tricky position.

Finally, those who invest in more open virtual worlds may be taking substantial legal risks. As I said, the contract terms drafted by virtual world providers are generally very favorable to their interests. They make it difficult for third-party investors to make claims if troubles occur.

Obviously, if you are making business investments on a platform that you do not control and where the owner offers no real assurances, this can be risky.

Have there been any past legal cases relating to virtual worlds?

Yes, there are some cases now on the books, although the number is small, given the novelty of virtual worlds. I know of fewer than twenty lawsuits, though I imagine the number may be somewhat larger than that given that many suits have not been reported.

The cases I know of have dealt with various disputes: intellectual property issues, computer abuse issues, and enforcement of contracts, for instance. There was even one case that dealt with the issue of whether player volunteers should be understood as game company employees.

What happened in the most significant of these cases?

I do not know which case is really the most significant, but the recent case of Bragg v. Linden Research has attracted a good deal of attention. The Bragg case involved a participant in Second Life who happened to also be a lawyer. He sued Linden Research, the owners of Second Life.

Bragg alleged he had lost several thousand dollars worth of virtual property investments when the platform owner cancelled his account. He alleged that the company had essentially stolen or destroyed his personal property and he deserved compensation.

The owners of Second Life countered that their contract provisions controlled the dispute. According to the terms of the contract, the dispute needed to be submitted to arbitration in California.

Also, the contract drafted by the company seemed to say, essentially, that Bragg had no real interest in the virtual property. Linden also claimed that Bragg had exploited their software in order to purchase part of the property he alleged was confiscated. So they brought a counterclaim alleging that Bragg violated computer hacking law.

The suit was settled after Second Life brought a motion asking that the arbitration provision be enforced. The court denied that motion. The court stated that the term would not be enforced because it was "unconscionable". In other words, the court found the provision procedurally and substantively unfair to Bragg.

It is interesting that the court also seemed interested in reaching the deeper issues presented by the case. In its opinion on the arbitration provision, it said: "Ultimately at issue in this case are the novel questions of what rights and obligations grow out of the relationship between the owner and creator of a virtual world and its resident-customers."

What are some topics your book will cover - can you give us a preview of your favourite of these topics?

The book is going to tackle several issues. There will be some general material on the basic structure and types of virtual worlds, the history of the technology, and how virtual worlds work as businesses. There will be some more theoretical material on how law adapts to new technology and particularly internet technologies. I will also have discussions of virtual world litigation and how it has raised interesting questions in various legal fields, such as criminal law and intellectual property law.

One of my favorite topics is the question of how legal rules relate to rules of games. Strangely enough, the law seems to recognize and give some deference to private and traditional game rules. There is even a United States Supreme Court that, in deciding the interpretation of a federal statute, makes a serious distinction between the essential and non-essential rules of golf.

I find that real interesting. In the case of game-like virtual worlds, understanding the idea of a "jurisdiction of play" might be one key to making legal sense of these environments.

What has drawn your interest to the legal implications of virtual worlds?

One of my first experiences with a computer was when I was in elementary school in the late 1970's. As part of an enrichment program, I was allowed to play the text-game "Adventure" on an old mainframe computer that was programmed with punch cards. That game was the inspiration for a host of early virtual worlds.

I started programming similar games on an Apple II computer before I was a teenager. So you might say I have had a long fascination with virtual worlds.

As a law student, I was generally interested in questions about the interface of law and technology. In law school, I wrote a student publication on the new legal issues arising around search engines.

When I realized that there were also interesting issues being raised by online games and virtual worlds, I was eager to write about that as well. Luckily, I met Professor Dan Hunter (who is teaching now at the University of Melbourne), and we co-authored one of the first law review articles on law and virtual worlds.

In the past few years, I have explored about a dozen virtual worlds. Still, I think I am still something of a "noob". While really enjoy exploring the environments and learning about them, I am not a dedicated participant in any of these worlds at present. My family simply would not let me spend twenty hours a week in a virtual world – like many participants do.

What do you expect of the law and virtual worlds in the near future?

I expect the law in this area will get more interesting. Virtual worlds are interesting because they combine together aspects of creative fiction, games and real communities. Many of the rules of these environments are going to be flexible as both a matter of law and technology.

As bandwidth and participation both increase, we are going to see more interesting legal issues being raised. If we see the development of more virtual worlds that operate as open platforms for third-party investments, I imagine litigation activity will increase as well.

In the early days of the World Wide Web, I think few people realized how important e-commerce and internet law would turn out to be. I am not certain that Amazon.com will be replaced by a virtual bookstore (two dimensional space is sometimes easier to navigate), but we can be fairly confident that, over the next few years, we will see more courts and legislatures looking more carefully at disputes taking place in virtual worlds.

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iTnews: Mobile Internet: the wireless convergence

Wednesday, March 19, 2008


As a journalist at iTnews:

The national telecommunications industry has experienced some strife in recent days. Weighed down by regulatory issues to do with a once-government-owned incumbent copper network, international comparisons of Australian broadband pricing and availability have proved to be embarrassing at best.

But while Telstra and the recently formed Group of Nine tiptoe through a tangle of broadband regulations and negotiations with the ACCC, other telecommunications service providers are treading into a brave new world of wireless communications.

Since the launch of Hutchison's third-generation mobile network in April 2003, mobile telecommunications service providers have expanded their offerings from traditional voice calling to include video calls, multimedia downloads and Internet access.

According to 2007 survey results from the Australian Interactive Media Industry Association's (AIMIA) Australia Mobile Phone Lifestyle Index, 30 percent of survey respondents reported using 3G technology, reflecting an 11 percent growth in 3G penetration from previous years' results.

While voice calls and SMS were found to be the most frequently used services, survey participants also reported having used their phones for MMS, content downloads, and video calling. Seven percent of survey respondents used their mobile phones for sending and receiving e-mail.

Speaking at a wireless discussion organised by the Australian Telecommunications Users Group (ATUG) last week, AIMIA's Head of Mobile Claudia Sagripanti said that while 11 percent of Australians are reportedly accessing the Internet via their mobile phones, public uptake of the technology remains deterred by cost.

"Data charges are a big issue for consumers because they [consumers] don't know exactly how much they are being charged," she said.

But cost is not likely to be an issue for long, as service providers race to deliver networks that are faster, cheaper, and more accessible than ever before.

When Telstra launched its $1 billion NextG network in October 2006, the network claimed to reach 98.8 per cent of the Australian population, delivering voice and broadband services at speeds of up to 3.6 Mbps. The network has since been upgraded to deliver speeds of up to 14.4 Mbps, and is expected to reach speeds of up to 40 Mbps by next year.

Hutchison too upgraded its 3G mobile network in February last year to incorporate High Speed Downlink Packet Access (HSDPA) technology, increasing the network's maximum download speed to 3.6 Mbps.

Mobile telecommunications are expected to heat up as Optus and Vodafone prepare to launch their own 3G networks by the end of the year.

Optus is working with Huawei and Nokia Siemens Networks to build a national network that operates in the 900 megahertz (MHz) and 2100MHz frequency spectrum.

Meanwhile, Vodafone has earmarked Christmas 2008 for the launch of its $500 million 3G mobile broadband network that is set to cover
95 percent of the Australian population.

At first glance, mobile Internet speeds pale in comparison to ADSL2+ wired broadband offerings that operate at speeds of around 20 Mbps.

When compared with average Australian broadband speeds of 1 Mbps as reported by the Organisation for Economic Co-operation and Development
(OECD) last year, however, HSDPA may present a reasonable alternative to wired services.

But with network rivalry comes cost reductions for businesses and consumers.

"Wireless services are now competing with the incumbent copper wire line service," said Grant Stepa, Australia and New Zealand Managing Director of Airspan Networks, while expounding the merits of WiMAX technologies at last week's ATUG wireless discussion.

"Hence price points mirror – and in many cases are lower than – those of traditional telephone services."

"This is a threat to the incumbent's fixed and mobile pricing regime, and the end users are at an advantage," he said.

World Wide WiMax

WiMax is a wireless telecommunications technology that is based on the IEEE 802.16 standard. Governed by the WiMax Forum, which was formed in June 2001 to promote the development of a WiMax standard, the technology has applications in high-speed data and telecommunications, as well as presenting a wireless alternative for last mile broadband access.

Already, the technology has received great attention in developing nations and countries such as China, Russia and Tanzania.

Last October, networking giant Cisco announced two initiatives aimed at bringing high-speed broadband access to consumers and businesses in emerging countries.

Called "Country Transformation" and "Digital Inclusion", the projects are expected to make use of the company's wireless portfolio of Wi-Fi, Wi-Fi mesh and mobile WiMax products to drive the provision of wireless broadband in developing areas.

Canadian broadband and wireless product and services vendor Redline Communications has launched a Tanzanian WiMax network in a partnership with African service provider, Hotspot Business Solutions. The network debuted in November 2007 to service the Tanzania's commercial centre in Dar es Salaam, and is expected to be expanded to cover six major cities nationwide.

In Taiwan, officials announced in October last year that the island will spend $664 million in a WiMax development program in efforts to garner the lion's share of WiMax manufacturing.

Also in motion are plans for an island-wide Mobile WiMax network, called the M(mobile)-Taiwan program.

As voice and data telecommunications services converge, Airspan's Stepa expects WiMax to be a convenient, portable alternative to the local loop copper network in Australia.

"What we're seeing in Australia is a proliferation in the deployment of fixed and nomadic wireless broadband services," he said.

"Once a wireless service is in place, it is an easy next step to deliver a converged suite of services that include traditional Internet and VoIP."

The penetration of WiMax in Australia is championed by Internet Service Providers such as Internode and Unwired.

In January this year, Internode launched what it claimed to be the first region-wide wireless broadband service in Australia to use WiMax. The service delivers speeds of up to 6 Mbps in specific areas near Adelaide, and is targeted towards people unable to get ADSL because they live too far from a telephone exchange.

Unwired's Sydney-based wireless network was launched in 2004. In August 2005, the company received a $37 million investment from Intel for the promotion of mobile WiMax in Australia. Unwired currently is working with Intel, Samsung, Motorola, Navini and Alcatel to bring Mobile WiMax technology to Australia.

HSPA's battle

Meanwhile, Hutchison and Telstra, along with mobile manufacturers Ericsson and LG, have snubbed WiMax in favour of HSPA and other 3G technologies.

According to Klaas Raaijmakers, who is the Head of Broadband of Hutchison's 3 Mobile, the telecommunications company now is servicing a larger, more diverse market than ever before.

"We're moving away from the traditional tech-savvy users; we're seeing more female customers, for example," Raaijmakers said, citing greater affordability, convenience and portability between home, work, places of study, and overseas as customer-reported benefits.

Meanwhile, Airspan's Stepa said that 3G and WiMax may not necessarily be competing directly for market share.

"We're not fighting 3G", he said, noting that vendors and network carriers tend to "choose their horses" when it comes down to delivering a service in any particular area.

Motorola and Samsung are two examples of vendors that manufacture mobile phones for both WiMax and 3G networks.

Rob Inshaw, Nortel Network's Australia and New Zealand General Manager of Carrier Solutions, agrees.

"3G and WiMax service different markets," he said, forecasting that WiMax is likely to appeal to more tech-savvy users who value mobile access to the Internet more than traditional telephony services.

Inshaw cited increased and improved communication applications, a hyperconnected environment in which people are using multiple devices to connect to other people and other machines, as well as the availability of what he called "true broadband" as driving forces behind the development of more advanced wireless technologies.

Currently available HSDPA networks support speeds of up to 14.4 Mbps. Future incarnations of the technology, dubbed HSPA Evolved, are expected to deliver speeds of 42 Mbps, and will involve antenna array technologies.

Long Term Evolution (LTE) networks are next on the 3G roadmap. LTE networks are expected to achieve downlink speeds of up to 200 Mbps and uplink speeds of up to 100 Mbps.

"What is true broadband? I think it's being able to do what you want, when you want," Inshaw said, estimating that Web services should ideally take a maximum of four seconds to load before the average user tends to lose interest.

Forecasting spectrum capacity problems to hinder the speeds deliverable by 3G technologies, Inshaw said that future developments in the 3G space may bring the services available to 3G networks closer to those offered by WiMax.

"3G will continue to evolve over the next four years, and will eventually offer similar services to WiMax," he said.

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