My Kingdom for a (Digital) Horse: Perceptions of Virtual Property in Second Life

by Peterson, Sarah K.

Abstract (Summary)
Massively Multiplayer Online Games (MMOGs), such as World of Warcraft and Second Life, create virtual worlds in which players build relationships, establish communities, and win, create, or purchase property. As MMOGs have evolved, their virtual economies have developed into major financial forces, and intellectual property rights have become an increasingly pressing issue. In the academic literature, the intellectual property rights of MMOG players have been widely discussed from legal, economic, and philosophical perspectives. However, no research has yet been done on players' attitudes toward copyright problems in virtual worlds. As a means to investigate these attitudes, this research looks at 880 posts in nine threads on the Second Life community forums. For the most part, the intellectual property topics addressed in the academic literature are not those that concern the players posting on the Second Life forums.
Bibliographical Information:

Advisor:Catherine Blake

School:University of North Carolina at Chapel Hill

School Location:USA - North Carolina

Source Type:Master's Thesis

Keywords:copyright internet digital millennium act multi user virtual environments second life game


Date of Publication:04/06/2008

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