Virtual Property

assignment developed by Denis V. Shamo


I - Traditional Property Rights in Virtual Context

Please consult your 1L Property notes / outline / casebook to review basic concepts of property: rights of possession, exclusion, and alienation, as well as causes of action traditionally available for property: conversion, trespass to chattels, and replevin.

Also, read pp. 9-10 of Virtual Worlds, Real World Issues for background on what virtual worlds are and what sorts of virtual property can be found within them.

Anyone who (1) knows what "phat lootz" are, or (2) holds a part of his / her investment portfolio in Linden Dollars (L$) may skip this introductory reading.

Do traditional property rights make sense in the virtual context?

In addition to collecting in-world virtual property, users may create intellectual property, either within the world, or outside it.

Does it make sense to say that a user can "own" the videos or the in-game sculptures?

II - Legal Framework - EULAs and Normative Law

"Gaming isn't child's play" - even old, large, respectable law firms are getting into the act. Read Pillsbury Law's virtuality-related press release and pay a visit to http://www.pillsburylaw.com/virtualworldsvideogames.

Does this mean that, like it or not, virtual property is being recognized as property? Or is there "nothing there" to recognize?

What are the problems with even recognizing virtual property as property?

Consider the following issues:

Can these competing priorities be reconciled, legislatively, through recognition of ownership rights with safe harbors for Developers?

Does this balancing belong in the courts and legislatures? Or should Developers be able to dictate "take it or leave it" terms?

Is there a middle ground?

Are EULAs as strong a tool as they appear?

Finally, take a look at how courts have been handling some of the substantive virtual property issues: