2005
DOI: 10.2139/ssrn.822385
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Napster's Second Life? - The Regulatory Challenges of Virtual Worlds

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Cited by 19 publications
(16 citation statements)
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“…The third section will tackle the question of whether social media's terms of service and the bills of rights of social media users represent mechanisms of constitutionalisation in the social media environment. This investigation will build on the existing scholarship which analysed private actors' self-regulation (Suzor 2016a;Mayer-Schönberger and Crowley 2006;Teubner 2012) and the bills of rights of social media users (Gill, Redeker, and Gasser 2015;Yilma 2017) from a constitutional perspective. In line with this literature, it will be argued that both instruments could theoretically perform the quintessential constitutional functions of protecting fundamental rights and balancing the powers involved.…”
Section: Introductionmentioning
confidence: 99%
“…The third section will tackle the question of whether social media's terms of service and the bills of rights of social media users represent mechanisms of constitutionalisation in the social media environment. This investigation will build on the existing scholarship which analysed private actors' self-regulation (Suzor 2016a;Mayer-Schönberger and Crowley 2006;Teubner 2012) and the bills of rights of social media users (Gill, Redeker, and Gasser 2015;Yilma 2017) from a constitutional perspective. In line with this literature, it will be argued that both instruments could theoretically perform the quintessential constitutional functions of protecting fundamental rights and balancing the powers involved.…”
Section: Introductionmentioning
confidence: 99%
“…Both Second Life ® and Entropia Universe ® can be considered successful virtual games in view of the observations made by Mayer-Schönberger and Crowley (2006) who concluded from the review of virtual games that four criteria are necessary for success: persistence (players can return to a shared virtual space after a time of offline), teleology (players can pursuit and complete concrete tasks), malleability (players have the ability to modify the world), and verisimilitude (players are in an immersive experience sufficiently resembling the reality). Song and Lee (2007) found similar criteria by examining what the players are valuing.…”
Section: Massively Multiplayer Online Role-playing Game: Second Life mentioning
confidence: 99%
“…Second Life ® and Entropia Universe ® exhibit all the necessary factors of a virtual games proposed by Mayer-Schönberger and Crowley (2006): persistence, teleology, malleability, and verisimilitude. Both games are now in the sustaining stage looking for further growth in new markets.…”
Section: The Technologymentioning
confidence: 99%
“…From the outset of Second Life's existence, Linden Lab,"…has portrayed itself as a common carrier and platform rather than as administrator or government, leaving dispute resolution to its residents and avoiding the creation of formal dispute resolution policy" (Mayer-Schönberger and Crowley, 2006). Despite the considerable powers it has attributed to itself in the Terms of Service, Linden has kept its interventions to minimum and at least passably fair (LGSG, 2007a).…”
Section: Governance In Second Lifementioning
confidence: 99%