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In the digital world, rights can be tenuous

Washington Post via San Jose Merc: In the digital world, rights can be tenuous.

Veronica Brown is a hot fashion designer, making a living off the virtual lingerie and formalwear she sells inside the online fantasy world Second Life. She expects to have earned about $60,000 in the past year from people who buy her digital garments to outfit their animated self-images in this fast-growing virtual community.

But Brown got an unnerving reminder last month of how tenuous her livelihood is when a rogue software program that copies animated objects appeared in Second Life. Scared that their handiwork could be cloned and sold by others, Brown and her fellow shopkeepers launched a general strike and briefly closed the electronic storefronts where they peddle digital furniture, automobiles, hairdos and other virtual wares.

``It was fear, fear of your effort being stolen,'' said Brown, 44, whose online alter ego, Simone Stern, trades under the name Simone! Design.

Brown has reopened her boutique but remains uncomfortably aware that the issue of whether she owns what she makes -- a fundamental right underpinning nearly all businesses -- is unresolved.

As virtual worlds proliferate across the Web, software designers and lawyers are straining to define property rights in this emerging digital realm. The debate over these rights extends far beyond the early computer games that pioneered virtual reality into the new frontiers of commerce.

``Courts are trying to figure out how to apply laws from real life, which we've grown accustomed to, to the new world,'' said Greg Lastowka, a professor at Rutgers School of Law in Camden, N.J.. ``The law is struggling to keep up.'' ...

January 1, 2007 at 09:09 PM in Digital rights & copyright | Permalink | Comments (0) | Bookmark this entry on del.icio.us | blog comments on this post (0)

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