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Regulating Virtual Behaviour: The Evolution of Law in Real and Virtual Spaces

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Regulating Virtual Behaviour: The Evolution of Law in Real and Virtual Spaces Lynne Hall University of Northumbria lynne.hall_at_unn.ac.uk Introduction This virtual life ... – PowerPoint PPT presentation

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Title: Regulating Virtual Behaviour: The Evolution of Law in Real and Virtual Spaces


1
Regulating Virtual Behaviour The Evolution of
Law in Real and Virtual Spaces
  • Lynne Hall
  • University of Northumbria
  • lynne.hall_at_unn.ac.uk

2
Introduction
  • This virtual life
  • Virtual Society
  • MUDs
  • Legal Structures in MUDs
  • Crime and Punishment

3
This virtual life
  • 6 out of 10 children have access to the net
  • Biggest growing user population women over 50
  • Increasing ubiquity of computer
  • Computer provides an alternative to traditional
    forms of home-based recreation
  • letter writing
  • telephones
  • games
  • reading

4
Living the virtual life
  • Web
  • Email
  • Chat
  • Gaming
  • Working
  • Shopping
  • Communicating
  • Interacting

5
Virtual does not mean alone
  • Raison detre of the net communication
  • Growing possibility to find others to communicate
    with.
  • Many small societies in many spaces on the net
  • interest groups
  • café society
  • village communities

6
Multi-User Dimensions
  • Text-based synchronous communication forums
  • Multi-user
  • Recreational
  • Communication not just limited to speech
  • Stable, well-used technology
  • Geographically bounded spaces
  • Immersive...

7
MUD Society
  • Occurs in context
  • MUD provides plot, storyline and landscape
  • Involves primarily violent activities
  • Tends to be highly stratified
  • deities / admin equivalent
  • known players (high level, long time)
  • mid-ranked players (approved of players)
  • low-ranked players (low-level or invisible)
  • newbies

8
Role Playing MUDs
  • Most typical sort of MUD
  • Fantasy / Sci-Fi genre most common
  • Players become a virtual character in an
    interactive novel
  • Gaming activities focus on gaining experience,
    money, possessions

9
The populace
  • Group identity often strong
  • race, guild, clan, city, church
  • Strong personal loyalty between players
  • Tendency to e-romance
  • High potential for conflict
  • between formal, identified groups
  • between informal player groups

10
Legal Systems
  • Common / case law
  • precedent
  • hierarchical judicial structure
  • adversarial
  • judge as neutral arbitrator
  • Code law
  • codified
  • permanent
  • inquisitorial

11
Legal Theories
  • Legal Formalism
  • scientific, positivist
  • Legal realism
  • law as action, judges as people
  • Natural Law
  • underlying fundamental moral principles

12
Basis of law in MUDs
  • Legal Formalism
  • scientific, positivist
  • Legal realism
  • law as action, judges as people
  • Natural Law
  • underlying fundamental moral principles

13
Deviant Behaviours?
  • Ownership
  • when is the object yours and when does it become
    public property?
  • Property
  • the right to private space
  • Acceptable interactions
  • what is acceptable in a RP MUD?

14
Law in Virtual Communities
  • Similar to real systems
  • based on wrongful acts
  • sources, enforcement agencies, penalties
  • But not like real -gt crimes committed, judged and
    punished in virtual space
  • Precedent for separating the real and the
    virtual.
  • LambdaMOOs Virtual Rape (Dibble)

15
Administration of Law
  • Games Admin as law providers
  • dictatorial / oligarchical control structures
  • codes of conduct
  • Players as law providers
  • tend to build on code of conduct
  • increases democracy and player loyalty
  • often highly successful, based on status in the
    MUD community

16
Crime
  • Harassment
  • most serious MUD crime
  • focused at the player not the character
  • Theft
  • often in-role
  • Malicious Intent to Harm
  • RP Muds rape, violent assault, murder
  • Social MUDs destruction of property, verbal
    attacks

17
Punishment
  • Needs to be appropriate to context
  • Varying degrees of severity
  • Site / Player banning
  • Toading
  • Imprisonment
  • Removal of status / experience
  • Removal / destruction of possessions

18
Virtual Law
  • Credible
  • within the context that it is applied (similar to
    nation / state based law)
  • Effective
  • has to be enforced to have an impact (similar to
    real world law)
  • Relevant
  • within any multi user environment deviance occurs
    and must be dealt with

19
Virtual Law
  • Incredible
  • its not real, why should there be any need for
    it?
  • Ineffective
  • has no effect, very easy to avoid enforcement
  • Irrelevant
  • it doesnt matter what people do in virtual space
    as this has no effect on the real

20
Summary
  • Sustained growth in computer supported
    co-operative recreation
  • Need for social framework to regulate behaviour
  • Crime and deviance do exist
  • Virtual and real is there a cross-over?
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