Mmorpging - The Legalities of Game Play: Labs
Mmorpging - The Legalities of Game Play: Labs
Mmorpging - The Legalities of Game Play: Labs
1, 2012
Abstract
MMORPGs [3] are big business; large numbers of people engage in some form of online gaming experience.
Given the prevalence of such virtual spaces there is an increasing awareness that disputes can, and often,
do arise about property and rights in online games. Online games and MMORPGs are governed by EULAs.
Each user is required to consent to the EULA of the particular game or world they seek to use. EULAs are
not the only problem for the users of MMORPGs. Contractual allocation of copyright prevents users selling
their in-game property, game accounts and avatars to other users. Users had sought to sell game accounts
and in-game assets on online auction sites until developers prevented gamers from doing so.
Gaming and MMORPG disputes are appearing before courts in the real world; Bragg v Linden
Labs, [4] BlackSnow v Mythic [5] and Hernandez v IGE [6] are just three examples concerning property
rights and contractual issues in Virtual Worlds and MMORPGs. There are a host of legal issues raised in
relation to properties and rights in cyber spaces, although the most interesting concern the contractual nature
of restricted rights and the limitations on intellectual property granted to users. This paper seeks to explore
some of these, and briefly outline the potential options for alternative mechanisms, including consideration of
the intellectual property rights of both users and developers in light of the recent US judgement in MDY
Industries v Blizzard Entertainment [7]concerning copyright infringement.
1. Introduction
MMORPGs or Massively Multiplayer Online Role Playing Games have exploded in development and
popularity in recent years. Online gaming is no longer a niche market. It is now a mainstream form of popular
entertainment. The gaming market worldwide is now worth more than the global film industry in terms of
annual revenue. [8] This is unsurprising when online games such as World of Warcraft [9] - the most popular
online game in history - record subscriber bases numbering twelve million. [10] This is by far the most
popular game, but a number of other games record subscriber bases in the millions; Aion, [11] Lineage
II [12] and EverQuest II [13] all record subscriber bases of over one million people. [14] Given the
widespread use of, and interaction with online gaming, it is time to examine the legalities of such interaction
more closely. These entities can no longer be left to their own devices simply because they are virtual
spaces and there is no virtual law.
Issues relating to online gaming have often been overshadowed in comparison to piracy and peer-to-peer
file-sharing, which have recently been addressed to some extent through legislation. [15] This is perhaps
because traditionally the film and music industries have had larger market shares and greater influence.
However, the market is shifting and gaming disputes are becoming an area requiring legal attention. The
disputes in online gaming and Virtual Worlds tend to focus on the issue of property rights. There have been a
number of cases in the USA since 2007 concerned with gaming disputes. In the UK, there have been hardly
any recorded cases to date. However, this is beginning to change, especially given that the first judicial
recognition of ‘virtual property’ in games took place in February 2011 in Exeter Crown Court. [16] Mitchell -
the defendant - had been creating false Facebook accounts in order to generate virtual currency in social
games provided by Zynga. [17] Through this activity he was able to - amongst other things - hack into
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accounts and steal virtual wealth. He then proceeded to convert this stolen virtual currency into real currency.
Mitchell was convicted of computer misuse offences rather than virtual theft. Significantly however, the judge,
explicitly referred to virtual property in his judgment.
Online games and Virtual Worlds are governed by two separate but related areas of law. Copyright serves to
protect the expression of ideas [18] and is therefore used to protect software. Contract law governs the
licenses and relationships between parties. Specifically in the gaming context, contracts seek to assign and
allocate copyright and other intellectual property rights. As such, contract and copyright are relied upon to
form a governing mechanism over online gaming. This relationship is dramatically weighted in favour of the
game developer, as is to be expected. However, that is beginning to change as users are seeking to
challenge the dominance of the contractual agreement they are required to consent to. The issues that arise
out of the relationship between copyright law and contract law will be discussed below.
4. What is a MMORPG?
A MMORPG is an online game that involves interaction with a vast number of other players spread across
the world. A precise definition of online games is difficult to agree upon because each game has different
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5. Types of Game
There are several types of online game. The distinctions are important in that they relate to property rights.
MMOG or Massively Multiplayer Online Game is the generic term given to online games. This heading is all-
inclusive and makes no attempt to distinguish between the different categories of game. MMORPGs - as
discussed above - are one kind of online game. The other main category is Virtual Worlds. Whilst these are
both categories of online game, they are distinct from one another. MMORPGs and Virtual Worlds share
most of the main characteristics but need to be differentiated from one another. The most important
distinction rests on the nature of a virtual world. MMORPGs are scripted environments whereas Virtual
Worlds are unscripted environments. [33][34]
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subsequent downloads, users are accessing additional licensed material. Developers however, attempt to
bind users in the first contractual agreement to licenses for all of the materials, including such things as
Viewers which may be subsequently downloaded. In this way, developers attempt to secure all of their
contractual protections in one document.
The use of one contractual agreement to cover both the rights and obligations of the parties and the license
agreements for using online content is another difficult area. Kim suggests that there should be a split
approach, recognising that part of the agreement relates to the sale, download and license of software
whereas the other agreement relates to the rights and obligations of the parties involved with the MMORPG
or Virtual World. [49] Splitting the contractual document into two would be a step forward. There is a
difference between the license to use software and the rights and obligations under a contract. It is perhaps
practical to compile the two into one document. However, they should at the very least be split so that users
are able to recognise that they are contracting for two different things. This would simplify the situation
somewhat and allow for greater clarity.
Further difficulties arise when adhesion contracts are agreements between the user and the developer. As
such, they are one-to-one contracts rather than one-to-many or many-to-many agreements. This would not
necessarily prove to be problematic but the doctrine of privity of contract (subject to its many exceptions)
states that a contract can only be binding upon those that are a party to it. Moreover the freedom to
contract [50] also presents difficulties in this area because people cannot be stopped from entering into
agreements, even if agreements are bad bargains. [51] Given that users are free to contract with whoever
they like, and only parties to a contract are bound by its terms, users can only rely upon a EULA against a
game developer or platform provider. [52]There is no express contractual agreement between one user and
all other users of a MMORPG or Virtual World. As such, if a user has a dispute with another, reliance will
have to be placed on third party rights, rather than the EULA. This is far from desirable when it is likely that a
dispute between users could arise more easily than between a user and developer. Moreover, given that
most EULAs expressly state users have no property rights, how can a user enter a dispute to something he
is contractually stated not to own? These difficulties highlight the unsatisfactory nature of property rights and
the interdependence of copyright and contract in EULAs.
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The second clause relating to property in the MMORPG World of Warcraft is taken from the Terms of Use
Agreement. [56] It too clearly states that the game developers will not recognise any transfer or sale of game
property or items. This clause repeats that the users are not entitled to any of the property rights arising from
the game play.
World of Warcraft Terms of Use Agreement:
‘Ownership/Selling of the Account or Virtual Items.
Blizzard does not recognize the transfer of World of Warcraft Accounts or BNET Accounts (each an Account’).
You may not purchase, sell, gift or trade any Account, or offer to purchase, sell, gift or trade any Account, and
any such attempt shall be null and void. Blizzard owns, has licensed, or otherwise has rights to all of the content
that appears in the Game. You agree that you have no right or title in or to any such content, including without
limitation the virtual goods or currency appearing or originating in the Game, or any other attributes associated
with any Account.’ [57]
The two clauses from the contractual documents of World of Warcraft clearly indicate that as far as the
developers are concerned, there are no rights or property interests in the game content that will belong to the
users. These clauses are contained within the contractual documents that each and every user must consent
to in order to access the full game. Whilst this position protects the investment and infrastructure that the
developers have created, it does little to recognise the effort, commitment and investment made by users.
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to stop such activity so it would appear that they are endorsing the claims of users that they do have property
rights. Sony however, did take action to prevent its EverQuest II users engaging in such activity by listing
items on eBay. Sony entered into an agreement with eBay that no listings of game property would
appear. [63] Sony instead established its own online exchange that deals exclusively
in EverQuest items. [64] Accordingly, the actions of users and inaction of Blizzard Entertainment seemingly
supersede the provisions of the EULA to which both are parties, and can be rectified easily as demonstrated
by Sony.
It is clear from the two clauses taken from the contractual agreements that the scripted
environment [65] standardised position is that users are not entitled to property rights in the game or game
property. Scripted environments do not allow for user creation and therefore seek to retain all property rights.
This position is in stark contrast to some of the unscripted environments. [66]
You retain any and all Intellectual Property Rights you already hold under applicable law in Content you
upload, publish, and submit to or through the Servers, Websites, and other areas of the Service, subject to
the rights, licenses, and other terms of this Agreement, including any underlying rights of other users or
Linden Lab in Content that you may use or modify.’ [68]
The Second Life clause clearly states that users retain the rights in content that is used in and submitted to
the world. In addition to this, it also expressly contradicts clauses that appear in some online games which
require users to waive their rights to property that they have generated outside of a game and uploaded into
a game. By doing so in Second Life, users will retain their rights rather than lose them, which would occur
in Lineage II for example. [69] This position reflects the unscripted nature of the Virtual World which
encourages users to create their own objects and add to the virtual environment with which they interact.
Equally, there are no restrictions on the sale of content to other users for either real currency or for the
currency of Second Life; the Linden Dollar. If users have created items through the process of scripting, they
are free to set limits on the object and reproduce or sell them as they please. Equally, users are able to lock
the items to specific areas or users. This freedom to create reflects the fact that unscripted environments
have no restrictions on what users are able to do.
The contents of the EULA reflect the litigation commenced by Marc Bragg in 2007 in the USA. [70] Bragg
had a Second Life account and had been accessing an auction website where he was able to purchase
virtual land at a fraction of the price it would fetch on the market in Second Life. His account was
subsequently suspended, blocked and his property lost. Bragg had been developing fireworks that he could
sell to other avatars within Second Life. [71] He filed suit in the USA to regain access to his property under
the clause in the EULA stating that property rests with users. [72] The case was never heard in court; the
parties reached a settlement, the contents of which are kept private but it resulted in Marc Bragg having his
game account and property restored to him.
The Terms of Service Agreement of Second Life differs to the EULA of World of Warcraft but this is
unsurprising because the two EULAs reflect the differences between unscripted and scripted environments.
They also reflect the relationship between contract and intellectual property rights.
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This case is a clear example of developers attempting to claim rights that are not theirs to claim: in this case,
Blizzard tried to claim the right to prohibit cheating. The case is very important for showing the relationship
and reliance of contract and copyright on one another. It also highlights the potential problems with this area
of law, and how the users are often disadvantaged.
9. Alternatives to EULAs?
Given the dominance of EULAs, and the extent to which they are favoured as regulatory mechanisms by
platform providers, it is potentially difficult to foresee a suitable alternative that will be well received by
developers. Equally, given the interdependence of copyright and contract in providing EULAs to regulate
rights, responsibilities and interaction of online interactive spaces, developers have almost free reign as to
the contents of their terms and conditions providing they are legal.
There are potential alternatives; the main one being Creative Commons style licensing. [82] This is highly
unlikely to be of an acceptable nature for developers in protecting their creative - and business - endeavours.
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Equally, there is potential for users and developers to be accorded collective rights in their joint endeavours
in creating a character or game items in a particular online environment. Again, it is probably unlikely that this
will be acceptable to developers because allocating collaborative rights between developers and users would
go against the standardised position presently adopted in EULAs.
Alongside the potential for altering the allocation of rights and licensing is the less extreme, but equally
radical option of providing for amended EULAs. There are - as has already been discussed - several
problematic clauses within the current EULAs. These could be redrafted and reconsidered so that they
reflect the input and creative efforts of users. The EULAs could also be reconsidered so as to contain
amendments that would allow detailed provisions for activities such as ‘nerfing’, ‘wizarding’, ‘sinking’ and
altering the levels of scarcity and so on. Of course, these game activities are incredibly difficult to regulate
because once the developers set out the game rules, they become suited to the environment. If the law
seeks to change the game by regulating gaming interaction where the rules state certain acts are acceptable
but the law disagrees, which should prevail? Such a problem is compounded by the issue of the contractual
governance. It is easy to say that such spaces are just games and should be left alone to be just games.
However, when users are investing time and money into developing their online experiences they are
seeking redress for what they consider to be unfair. Such users are turning to the law. The law is however,
unprepared for the questions and therefore the situation remains unsatisfactory.
In conjunction with redrafting or reconsidering some of the terms and conditions in the EULAs, the UK could
follow the example set by South Korea and adopt a Contracts Review Commission to deal with aspects of
EULAs that are unsatisfactory. Whilst this is one option, and it may prove cheaper than litigation for the
parties involved, there remains a question mark over the potential costs implications, and who would bear
the burden of such a system. Such a commission could also potentially be tasked with alternative dispute
resolution roles so as to alleviate the litigious nature of contractual disputes, or the potentially
unconscionable terms requiring users to consent to prescribed forms of mediation. [83]
There is one other potential alternative that ought to be mentioned: virtual law. At present there are rules,
regulations and even statutes that apply to elements of online interactivity and virtual existences. However,
this does not encompass a body of virtual law. Equally, each game and virtual world also has its own sets of
rules and terms and conditions, which may be referred to as ‘the law of the game.’ This is also not virtual law.
To attempt to circumvent the EULA problem, a system of virtual law can be considered. This is obviously a
significant consideration to make, and includes problems of its own but may be worth contemplating given
the ways in which modern life relies upon the internet and digital interaction, especially in light of the
apparent dissatisfaction with, and unsuitability of analogue intellectual property rights when applied to virtual
interactivity and productivity. [84]
10. Conclusion
Many of the issues relating to online games and virtual worlds are concerned with the adhesion contracts
which are heavily relied upon by the game developers and platform providers. Other issues relate to the
inherent tensions in property rights and how they are divided between users and developers. The
interrelationship between copyright and contract works heavily in favour of game developers, as is to be
expected. However, users are beginning to challenge what has long been the status quo with regards to
property rights.
The role of copyright as the dominant intellectual property right is adequate for developers. However, given
the pressures on it from technology and the ever greater demands it is expected to meet, it would be prudent
to examine alternative rights that could be deployed to protect rights in cyberspace. The distinction between
MMORPGs and Virtual Worlds is quite clear and needs recognition before reform is contemplated.
These issues are part of a wider problem. Online gaming has long been overshadowed by other industries
that have been able to gain greater attention. The law is not yet prepared for the challenges online games
and Virtual Worlds will bring. It is prudent to give gaming the attention - and respect - it deserves. Changing
the inter-reliance of copyright and contract will change the sphere of gaming, and perhaps even reflect the
reality of RMT instead of the alleged position according to the EULAs. Change for the sake of change ought
to be discouraged; change for the better ought to be considered.
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[1] First draft presented at the 26th BILETA Conference, April 2011, Manchester Metropolitan University.
[2] LLB (Hons), LLM, PhD Candidate, Aberystwyth University. E-mail: [email protected]
[3] Massively Multiplayer Online Role Playing Games
[4] Bragg v Linden Research Inc. (487 F.Supp 2d 593 E.D. Penn) [2007]
[5] BlackSnow Interactive v Mythic Entertainment Inc, No 02-00112 (C.D. Calif.) [2002]
[6] Hernandez v Internet Gaming Entertainment, U.S. Dist. Ct. Southern District of Florida, Case No:07-CIV-
21403-COHN/SELTZER [2007]
[7] MDY Indus., LLC v. Blizzard Entertainment, Inc., 2010 WL 5141269, 97 U.S.P.Q.2d (BNA) 1001 (9th Cir.
Dec. 14, 2010).
[8] Department for Culture, Media and Sport, ‘Skills Review of Video Game and Visual Effects Industries’
(DCMS News) 1 February 2011, available
online: http://www.culture.gov.uk/news/news_stories/7754.aspx accessed 13 March 2011
[9] Blizzard Entertainment, ‘World of Warcraft’ available online at: http://eu.battle.net/wow/en/ accessed 12
June 2010
[10] Blizzard Entertainment, ‘World of Warcraft subscriber base reaches 12 million worldwide’ (Blizzard
Entertainment Press Release) 7 October 2010, available online: http://us.blizzard.com/en-
us/company/press/pressreleases.html?101007 accessed 9 March 2011
[11] NC Interactive, ‘Aion,’ available online at: http://www.aiononline.com/ accessed 27 May 2011
[12] NC Interactive, ‘Lineage II - Chaotic Thrones’ available online at: http://www.lineage2.com/ accessed 27
May 2011
[13] Sony Entertainment, ‘EverQuest II’ available online at: http://everquest2.com/ accessed 27 May 2011
[14] I van Geel, ‘MMOData Charts v3.2’ (MMOData.net) 25 December 2010, available
online: http://mmodata.net accessed 9 March 2011
[15] See for example, the Digital Economy Act 2010 provisions relating to illegal file-sharing
[16] R v Mitchell (unreported), February 2011, Herald Express, ‘Zynga hacker faces jail for $12 million theft’
available online: http://www.thisissouthdevon.co.uk/news/HACKER-ADMITS-STEALING-12m-POKER-
CHIPS/article-3170994-detail/article.html accessed 20 February 2011, see below
[17] Zynga, ‘FactSheet - About Zynga’ available online: http://www.zynga.com/about/facts.php accessed 27
May 2011
[18] i.e. the idea-expression dichotomy; S Ang, ‘The Idea-Expression Dichotomy and Merger Doctrine in the
Copyright Laws of the US and the UK’ (1994) 2 Int’l J.L. & Info Tech Vol 2(2) 111
[19] Copyright, Designs and Patents Act 1988 s3(1)(b)
[20] See I Stamatoudi, Copyright and Multimedia Works (CUP, Cambridge 2002)
[21] See below at 6; ‘End User License Agreements ‘
[22] Jeremy Vine, BBC Panorama, ‘Addicted to Games?’ First broadcast 6 December 2010.
[23] Jeremy Vine, BBC Panorama, ‘Addicted to Games?’ First broadcast 6 December 2010.
[24] Ung-Gi Yoon, ‘Real Money Trading in MMORPG Items From a Legal and Policy Perspective’ Journal of
Korean Judicature, Vol. 1, pp. 418, 2008
[25] Or EULAs
[26] See below at 6; ‘End User License Agreements’
[27] R Kennedy, ‘Virtual Rights? Property in Online Game objects and Characters’ (June 2008) Information &
Communication Technology Law Vol 17(2), 95
[28] M Bell, ‘Toward a Definition of ‘Virtual Worlds’ JVWResearch 1(1) 2008
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[56] World of Warcraft Terms of Use, (Blizzard Entertainment, 9 December 2010) Clause 1; available online
at: http://us.blizzard.com/en-us/company/legal/WoW_tou.html accessed 29 August 2011.
[57] World of Warcraft Terms of Use Agreement, Clause 8, 9 December 2010, available
online: http://us.blizzard.com/en-us/company/legal/wow_tou.html accessed 20 February 2011
[58] Or Gray Markets; hereafter RMT
[59] D Vincent, ‘China used prisoners in lucrative internet gaming work’ (25 May 2011) The Guardian,
available online at: http://www.guardian.co.uk/world/2011/may/25/china-prisoners-internet-gaming-
scam accessed 30 May 2011
[60] Hernandez v Internet Gaming Entertainment, U.S. Dist. Ct. Southern District of Florida, Case No:07-CIV-
21403-COHN/SELTZER [2007]
[61] Hereafter IGE
[62] World of Warcraft Terms of Use Agreement, Clause 8, 9 December 2010, available
online: http://us.blizzard.com/en-us/company/legal/wow_tou.html accessed 20 February 2011
[63] D Terdiman, ‘eBay Bans Auctions of Virtual Goods’ (29 January 2007) CNET
News http://news.cnet.com/2100-1043_3-6154372.html accessed 12 May 2010
[64] Sony StationExchange, available online
at: http://stationexchange.station.sony.com/livegamer.vm accessed 27 May 2011
[65] See earlier at 5; ‘Types of Game’
[66] See earlier at 5; ‘Types of Game’
[67] Linden Labs Inc, ‘Second Life Community Standards’ available online
at: http://secondlife.com/corporate/cs.php accessed 27 May 2011
[68] Second Life Terms of Service, Clause 7.1. 15 December 2010, available
online: http://secondlife.com/corporate/tos.php#tos12 accessed 20 February 2011
[69] NC Interactive, ‘Lineage II - Chaotic Thrones’ EULA, Clause 4b, available online
at: http://www.lineage2.com/ accessed 27 May 2011
[70] Bragg v Linden Research Inc. (487 F.Supp 2d 593 E.D. Penn) [2007]
[71] B T Duranske, Virtual Law: Navigating the Legal Landscape of Virtual Worlds (ABA Publishing, Chicago
2008) 368
[72] Second Life Terms of Service, Clause 7.1. 15 December 2010, available
online: http://secondlife.com/corporate/tos.php#tos12 accessed 20 February 2011
[73] SABIP, ‘The Relationship between Copyright and Contract Law’ (July 2010) available
online http://www.sabip.org.uk
[74] Copyright, Designs and Patent Act 1988
[75] Printing and Numerical Registering Co v Sampson (1875) LR 19 EQ 462 per Sir George Jessel
[76] C & P Haulage v Middleton [1983] 3 All ER 94; P Richards, Law of Contract (3rd edn, Pearson Education
Ltd, Harlow) 2009 p389
[77] MDY Indus., LLC v. Blizzard Entertainment, Inc., 2010 WL 5141269, 97 U.S.P.Q.2d (BNA) 1001 (9th Cir.
Dec. 14, 2010).
[78] See above at 7; ‘The Contractual Agreements - Property Clauses’
[79] World of Warcraft EULA, Preamble, (Blizzard Entertainment, 29 October 2010) Clause 1; available
online at: http://us.blizzard.com/en-us/company/legal/WoW_eula.html accessed 29 August 2011
[80] MDY Indus., LLC v. Blizzard Entertainment, Inc., 2010 WL 5141269, 97 U.S.P.Q.2d (BNA) 1001 (9th Cir.
Dec. 14, 2010), 19986
[81] MDY Indus., LLC v. Blizzard Entertainment, Inc., 2010 WL 5141269, 97 U.S.P.Q.2d (BNA) 1001 (9th Cir.
Dec. 14, 2010).
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[82] ‘Creative Commons’, available online at: http://www.creativecommons.org accessed 27 May 2011
[83] Bragg v Linden Research Inc. (487 F.Supp 2d 593 E.D. Penn) [2007]
[84] E.g. Gowers Review of 2006, Hargreaves Review of 2011 etc.
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