Summary
Second Life, the wildly popular virtual 3D world, now claims nearly 3.5 million members and an actual economy in which more than $1 million changes hands every day.
But this new frontier remains a Wild West world that seems to lie beyond the reach of the law. As Second Life continues to expand, it has drawn the attention of legal scholars and practicing lawyers alike.See the full content of this document
Extract
Virtual World Draws Real-Life Lawyers
Unlike virtual games, where players strive for success by acquiring powers for their avatars (a player's virtual-world alter ego), Second Life is not a contest. San Francisco-based Linden Lab created Second Life as a platform on which people could create an imaginary life for themselves using digital tools that Linden Lab provides. Its purpose was to become a world for free expression.
When it first opened in 2003, it was a bit of a flop.This was largely because it followed the model established in the virtual game world, which prohibits ownership. The public reaction seemed to be: What was the point of creating houses, cars, clothes and tattoo parlors for other players if you can't own - and sell - your ideas?So in late 2003, Linden Lab CEO Philip Rosedale made a revolutionary announcement that people who create or build something on Second Life, retain the intellectual property righ...See the full content of this document
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