![]() ![]() This was a situation that from the beginning should have been dealt with in Second Life, rather than trying to apply real world laws to a world with a fundamentally different makeup.Ĭatharina, don’t misrepresent yourself here. And, by setting up virtual world issues to be governed by external world laws, problems are going to follow. ![]() Michael Scott points out that Fred von Lohman recently noted at a conference that copyright in Second Life was “in some ways worse” than in the real world, noting that just posting a screenshot from within Second Life may violate many different copyrights - unlike taking a photo on the street. It’s nice to find out that some folks at the EFF have come around to this viewpoint also. Putting them into a world where there is no scarcity at all on those goods is backwards, and only leads to massive problems. You have property rights in the real world to deal with the efficient allocation of scarce goods. But as I noted at the time, the problem was that putting real world copyright into a virtual world, where the fundamentals of physics are entirely different, is bound to cause problems. In the early days it was cheered on, because people thought it was better than what they considered the alternative to be (i.e., Second Life creators Linden Lab owns the copyright on everything). ![]() Way back in 2003, when Second Life first announced that its users owned the copyright on anything they produced in the world, we pointed out what a bad idea it was. ![]()
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