This paper addresses policy challenges of complex virtual environments such as virtual worlds, social network sites, and massive multiplayer online games. The complexity of these environments--apparent by the rich user interactions and sophisticated user-generated content that they offer--poses unique challenges for policy management and compliance. These challenges are also impacting the life cycle of the software system that implements the virtual environment. The goal of this paper is to identify and sketch important legal and policy challenges of virtual environments and how they affect stakeholders (i.e., operators, users, and lawmakers). Given the increasing significance of virtual environments, we expect that tackling these challenges will become increasingly important in the future.
Deep Dive into Policy and Legal Challenges of Virtual Worlds and Social Network Sites.
This paper addresses policy challenges of complex virtual environments such as virtual worlds, social network sites, and massive multiplayer online games. The complexity of these environments–apparent by the rich user interactions and sophisticated user-generated content that they offer–poses unique challenges for policy management and compliance. These challenges are also impacting the life cycle of the software system that implements the virtual environment. The goal of this paper is to identify and sketch important legal and policy challenges of virtual environments and how they affect stakeholders (i.e., operators, users, and lawmakers). Given the increasing significance of virtual environments, we expect that tackling these challenges will become increasingly important in the future.
arXiv:0808.1343v1 [cs.CY] 9 Aug 2008
Policy and Legal Challenges of Virtual Worlds and Social Network Sites
Holger M. Kienle
University of Victoria
Victoria, Canada
hkienle@acm.org
Andreas Lober
RAe Schulte Riesenkampff
Frankfurt am Main, Germany
alober@schulte-lawyers.de
Hausi A. M¨uller
University of Victoria
Victoria, Canada
hausi@cs.uvic.ca
Abstract
This paper addresses policy challenges of complex vir-
tual environments such as virtual worlds, social network
sites, and massive multiplayer online games.
The com-
plexity of these environments—apparent by the rich user
interactions and sophisticated user-generated content that
they offer—poses unique challenges for policy management
and compliance. These challenges are also impacting the
life cycle of the software system that implements the vir-
tual environment. The goal of this paper is to identify and
sketch important legal and policy challenges of virtual envi-
ronments and how they affect stakeholders (i.e., operators,
users, and lawmakers). Given the increasing significance
of virtual environments, we expect that tackling these chal-
lenges will become increasingly important in the future.
1. Introduction and Background
In this paper, we explore the distinct characteristics of
virtual environments, and identify the legal and policy chal-
lenges that they pose. We argue that the complexity of these
environments and the richness of interactions that they offer
result also in an increase of complexity in the management,
compliance, and auditing of policy and legal requirements.
In the following,
we address complex computer-
generated environments, namely virtual worlds (VWs), so-
cial network sites (SNSs), and Massive Multiplayer Online
Games (MMOGs) [6] [16]. Examples of VWs are Second
Life, There, and Habbo Hotel; examples of SNSs are Face-
book, LinkedIn, and Xing; and examples of MMOGs are
World of Warcraft, MapleStory, and RuneScape. In the sub-
sequent discussion we will use the term virtual environment
(VE) when discussing issues that apply to VWs, SNSs, and
MMOGs. VEs have in common that they enable multiple
users to interact and collaborate in a complex computer-
generated environment.
VEs are increasingly gaining significance in terms of
numbers of users and generated revenue.1
As a result,
policy and legal issues are becoming more and more im-
portant for the stakeholders of VEs (i.e., users/players,
providers/operators, and lawmakers/regulators).
VEs are diverse in the sense that they (1) attract people
based on a wide range of different interests such as shared
hobbies, sports, religion, and sexual interests, (2) have dif-
ferent purposes such as game-playing, socializing or busi-
ness, (3) support different interaction patterns such as real-
time 3D interactions or asynchronous communication based
on message boards, and so on [4]. Consequently, there is
no crisp definition of a VE that allows one to draw a clear
boundary. In fact, one may view a simple listserv as a social
network and, as such, as a VE [18]. A common character-
istic of VEs is that there is an emerging culture shaped by
social interactions of its members in a virtual environment.
In the following, we contrast VEs with different kinds
of web sites. The architecture of the World Wide Web has
many characteristics that are similar to VEs and as a result
many VEs are based on the Web’s infrastructure. For ex-
ample, many social networks are implemented as web sites,
and some 3D worlds run with web browser plug-ins (e.g.,
Habbo Hotel runs in Adobe’s Shockwave player). For dis-
cussion purposes, we introduce a classification of web sites,
which groups the sites with roughly increasing sophistica-
tion in terms of content and interaction models:
brochure-ware: These sites provide information that users
can browse (e.g., to obtain information about products
and services that they can obtain off-line) [23]. Users
do not have to log on to the site and the site is static in
the sense that it looks the same for all users.
e-commerce: These sites are run by companies that sell
products online. They may be pure online retailers
(e-tailers) or have a clicks-and-bricks hybrid business
1For example, Xing claims that every day 5.7 million people use their
platform. The most popular MMOG is World of Warcraft, whose owners
claim to be generating 1 billion USD in revenue per year with over 10
million subscribers [8].
model [19]. To place orders, users have to create an
account.
Web 2.0: These sites are characterized by sophisticated
functionality that often rival shrink-wrapped software
products. These sites typically offer a participatory
and interactive user experience [7]. Importantly, these
sites have user-generated content where users are con-
ducers, that is, they “both consume creative works
and simultaneously add creative content to those same
works” [21].
The above classification is an idealization because concrete
web sites typically have features that blur into other groups.
For exampl
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