cyberlaw
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Regulating Virtual Behaviour:
The Evolution of Law in Real
and Virtual Spaces
Lynne Hall
University of Northumbria
lynne.hall@unn.ac.uk
Introduction
This virtual life
Virtual Society
MUDs
Legal Structures in MUDs
Crime and Punishment
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
Living the virtual life
Web
Email
Chat
Gaming
Working
Shopping
Communicating
Interacting
Virtual does not mean alone
Raison d’etre 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
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...
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
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
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
Legal Systems
Common / case law
precedent
hierarchical judicial structure
adversarial
judge as neutral arbitrator
Code law
codified
permanent
inquisitorial
Legal Theories
Legal Formalism
scientific, positivist
Legal realism
law as action, judges as people
Natural Law
underlying fundamental moral principles
Basis of law in MUDs
Legal Formalism
scientific, positivist
Legal realism
law as action, judges as people
Natural Law
underlying fundamental moral principles
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?
Law in Virtual Communities
Similar to real systems
based on wrongful acts
sources, enforcement agencies, penalties
But not like real -> crimes committed,
judged and punished in virtual space
Precedent for separating the real and the
virtual.
LambdaMOOs Virtual Rape (Dibble)
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
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
Punishment
Needs to be appropriate to context
Varying degrees of severity
Site / Player banning
“Toading”
Imprisonment
Removal of status / experience
Removal / destruction of possessions
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
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 doesn’t matter what people do in virtual
space as this has no effect on the real
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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