Living digital: embodient in virtual worlds
The social life of avatars
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Everquest Companion: The Inside Lore of a Gameworld
Everquest Companion: The Inside Lore of a Gameworld
My avatar, my self: Virtual harm and attachment
Ethics and Information Technology
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Virtual rights? Property in online game objects and characters
Information and Communications Technology Law
The Ethics of Computer Games
Exodus to the Virtual World: How Online Fun Is Changing Reality
Exodus to the Virtual World: How Online Fun Is Changing Reality
Hi-index | 0.00 |
This paper examines property relations in massively multiplayer online games MMOGs through the lens of John Locke's theory of property. It argues that Locke's understanding of the common must be modified to reflect the differences between the physical world that he dealt with and the virtual world that is now the site of property disputes. Once it is modified, Locke's theory provides grounds for recognizing player ownership of much of the intellectual material of virtual worlds, the goods players are responsible for creating, and the developer-created goods that players obtain through an exchange of labor or goods representing labor value.