In my post, I would like to continue the discussion of the regulation of online gaming. As has been discussed in class and in previous posts, a major issue is whether regulation is appropriate when in-game events have consequences in the real world. Specifically, I will focus in this post on the regulation of economic transactions that involve virtual worlds, transactions which increasingly have real-world impact as games such as Second Life enable currency exchange between in-game currency and real-world money, and the purchase and sale of in-game property for a real cost.
I think that a reasonable approach to dealing with regulation of virtual worlds is to make a clear distinction between in-game and out-of-game transactions and to regulate each in their respective domain. Though some of the points regarding the difficulty of regulation cite the overlap between in-game and out-of-game transactions, I think that such a distinction is possible and wish to defend the feasibility of regulation on these lines.
The current regulations as they are seem to support such an approach. In terms of the purchase of property or goods, this would mean that the only thing subject to out-of-game regulation (such as income tax) would be the difference in value between the (real) money put into the game and the money taken out of the game (so the real-estate developer from Second Life discussed in class would be ok keeping capital in the game). The conditions of such an exchange would then be subject to the terms of the EULA, another out-of game agreement. In this sense if, for example, Linden Labs made some change to Second Life that significantly devalued property held by someone in the game, or if Second Life simply disappeared due to a problem with the servers, the Participant would have no way to recover the lost value of in-game items since the Second Life Terms of Service contains provisions that remove it from any such liability. In such a scenario, a user who lost money would have essentially just made a bad investment.
As has been previously discussed, in the case of an attack on the game’s functionality (such as the creation of destructively self-replicating objects in Second Life), the game maker may wish to seek action against the attacker, and individuals who lost value in the game may wish to seek action against either the attacker or the game provider. In Second Life, the Terms of Service expressly prohibit a participant from transmitting “Content that contains any viruses, Trojan horses, worms, spyware, time bombs, cancelbots or other computer programming routines that are intended to damage, detrimentally interfere with, surreptitiously intercept or expropriate any system, data or personal information,” so it would be valid for Linden Labs to seek real-world legal action against the creators of the object. The Terms of Service additionally removes Linden Labs from responsibility to users for any losses in value the in-game goods due to such a third-party attack, so a user could not seek damages against Linden Labs, but could against the attacker.
The question then arises of what damages the company or an individual Participant could claim since much of the loss might be in in-game currency or property. Maintaining the separation between in-game and out-of-game transactions, neither the company or individual participants could claim losses due to the loss of in-game objects (or money) themselves, but they could seek damages for any real world income that they expected to have on their in-game holdings. The Second Life Business Opportunities Page suggests that a fair number of participants make some real-life income in this way (“here are just a few in-world business occupations which Residents founded and currently run, and make part or all of their real life living from…”). The game maker could seek damages on real-world losses by claiming, for example, that the attack damaged their participant base, and therefore any income that would have been derived from subscription costs, purchase of in-game property which can be sold to consumers for a real U.S. dollar amount, or any loss in revenue due to fewer land holders and therefore payers of the real-money property taxes.
We might imagine that individual participants may think it would be unreasonable to have to directly seek losses against an attacker responsible for shutting down a game, or to be unable the seek damages against a game creator for changing the game in a way that substantially devalued their property (because of the Terms of Service). I would suggest that if this were significant enough of a problem, we could imagine that some kind of “insurance” policies might arise. For example, if enough participants stopped investing real money into property in Second Life for fear of its loss in value, Linden Labs may find it beneficial to offer “insurance” that would pay real money for in-game losses in order to increase property purchases and holdings and thus their revenue from property sales and taxes. Linden Labs could presumably then also seek damages for the amount they had to pay out (in real money) due to the insurance policy against a third-party that damaged their service.
Such a system in which only out-of-game agreements and increases/losses is regulated in the real world would enable in-game transactions to still be made according to in-game standards of behavior, while making real-world laws applicable as soon as in-game assets, income, or losses/payments have an out-of-game impact.