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Avatar Rights Re-visited: Real ID and Augmented Reality Andres Guadamuz SCRIPT Centre, University of Edinburgh 1 Friday, 27 August 2010

Avatars

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Page 1: Avatars

Avatar Rights Re-visited: Real ID and Augmented Reality

Andres GuadamuzSCRIPT Centre, University of Edinburgh

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Friday, 27 August 2010

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The apology thing is getting stale...(give it up already!)

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Do avatars dream of electric rights?

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We’ve been here before...Hands off MY avatar! (R. Reynolds).

Intellectual Property Rights in Virtual Environments: Considering the Rights of Owners, Programmers and Virtual Avatars (W. Barfield).

Constructing Virtual Properties: What Do Avatars, Feedback and Exploits Have in Common?” (N. Gervassis).

Owned: Finding a Place for Virtual World Property Rights (T. Westbrook).

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Some arguments

Copyright subsists on avatars, but whose copyright is it?

Sweat of the brow?

Natural property arguments (Locke).

Emotional investment.

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The tyranny of the EULA

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Blizzard’s EULA“4. Ownership.

A. All title, ownership rights and intellectual property rights in and to the Game and all copies thereof (including without limitation any titles, computer code, themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, character inventories, structural or landscape designs, animations, sounds, musical compositions and recordings, audio-visual effects, storylines, character likenesses, methods of operation, moral rights, and any related documentation) are owned or licensed by Blizzard [...]”

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Second Life

“3.2 You retain copyright and other intellectual property rights with respect to Content you create in Second Life, to the extent that you have such rights under applicable law. However, you must make certain representations and warranties, and provide certain license rights, forbearances and indemnification, to Linden Lab and to other users of Second Life.”

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Avatars are locked in Virtual Worlds

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Change is on the way

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Real money value of virtual goods

Commercial value of avatars

Augmented reality

Personality tied to avatars

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Real money value of virtual transactions (VERN)

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0

2500

5000

7500

10000

2004 2005 2006 2007 2008 2009

USD (millions)

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75% of respondents purchased virtual goods

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Study by Venture Beat, http://bit.ly/95Cbq1

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Assets held by avatars have commercial value

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Augmented reality

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Augmented reality

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Augmented reality

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Augmented reality

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Augmented reality

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Virtual worlds in the real world

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Virtual worlds in the real world

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Virtual worlds in the real world

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Virtual worlds in the real world

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Virtual worlds in the real world

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Real ID

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Blizzard proposed to tie a person’s real name with their avatar

Outrage!!!

Blizzard backed down

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Character details available online

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Data mining (who needs a hug?)

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Mobile Armory in WoW

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Blurring personality boundaries

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Virtual worlds go mobile

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What is virtual identity anyway?Hint: they are all the same character

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Concluding...

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Avatars unite!

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[email protected]

Friday, 27 August 2010