Virtual Property, Real Law: The Regulation of Property in Video Games 77
Members can upload to and create content on our servers in
required to obtain or build much virtual property.
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various forms, such as in selections you make and characters
From the video game developer’s point of view, pur-
and items you create for the Game(s), and in bulletin boards
chasers of virtual property otherwise would have had to
and similar user-to-user areas (‘‘Member Content’’). By sub-
spend money on subscription fees.
mitting Member Content to or creating Member Content
on any area of the Service, you acknowledge and agree that
EULAs can be implemented to protect the video
such Member Content is the sole property of NC Interac-
game developer’s expectation of maintaining a subscrip-
tive.
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tion-based avenue to profits. They allow video game
Through the EULA, video game developers attempt to
developers not to have to ‘‘assert their exclusive rights to
avoid conflict over claims of rights in the virtual property
protect the revenue streams they expect from their
created by individual players.
works’’.
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By vesting and reserving all rights in virtual
property with the video game developer, EULAs gener-
Avoiding Potential Liability
ally prohibit the real-world sale and/or transfer of virtual
property amongst players: ‘‘if the [players] don’t own
If new property rights are ever recognized as
what they are selling, they can’t (legally) sell it’’.
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More-
existing within virtual property, the EULA can serve as a
over, some EULAs specifically prohibit the transfer of
tool to help video game developers avoid potential lia-
virtual property:
bility.
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Some video game developers have now begun to
include clauses in EULAs ‘‘incorporating an express
You may not transfer, sell or auction, or buy or accept any
offer to transfer, sell or auction (or offer to do any of the
waiver of the right to assert a claim against the developer
foregoing), any content appearing within the Game environ-
for loss of’’ virtual property.
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Moreover, a common tactic
ment, including without limitation characters, character
employed by video game developers is to insert a grant
attributes, items, currency, and objects, other than via a per-
of rights clause whereby the user agrees to transfer any
mitted Character Transfer as described in section 3 above.
You may not encourage or induce any other person to
rights in virtual property that could be recognized by
participate in such a prohibited transaction. The buying,
law:
selling or auctioning (or any attempt at doing so) of charac-
To the extent that NC Interactive cannot claim exclusive
ters, character attributes, items, currency, or objects, whether
rights in Member Content by operation of law, you hereby
through online auctions (such as eBay), newsgroups, post-
grant (or you warrant that the owner of such Member Con-
ings on message boards or any other means is prohibited by
tent has expressly granted) to NC Interactive and its related
the EULA and a violation of CCP’s proprietary rights in the
Game Content Providers a non-exclusive, universal, per-
Game.
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petual, irrevocable, royalty-free, sublicenseable right to exer-
EULAs thus provide a tool by which developers can try
cise all rights of any kind or nature associated with such
Member Content, and all ancillary and subsidiary rights
to stop the monetization of virtual property by players in
thereto, in any languages and media now known or not
the real world.
currently known.
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These types of clauses will help in instances where, for
Enforceability of the EULA?
example, a developer shuts down a virtual world or a
force beyond the control of the developer causes the
Validity of EULAs
virtual world’s server to cease functioning. Although the
Strictly speaking, EULAs are enforceable. In the
common EULA used for virtual worlds does not explic-
Ontario case of
Rudder v. Microsoft Corp.
,
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certain sub-
itly recognize virtual-property rights, it protects video
scribers of the Microsoft Network (‘‘MSN’’) service ques-
game developers if courts or legislatures ever legally rec-
tioned the enforceability of a specific clause in the MSN
ognize such rights by allowing video game developers to
online member agreement. As part of the sign-up rou-
retain ownership interests in all rights possibly inherent
tine, new customers were required to acknowledge their
in virtual property.
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acceptance of the agreement’s terms and conditions by
clicking on an ‘‘I Agree’’ button presented on their com-
Protecting Developers’ Investments in Virtual
puter screen at the same time as the agreement.
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The
Worlds
plaintiffs argued that individuals read only portions of
In addition to avoiding potential liability, EULAs
such contracts and therefore could not be bound to a
serve a useful function for video game developers by
provision of which they had no notice. It was held that
protecting the investment they make in their products.
the terms of the member agreement were unambiguous
Developers invest large amounts of money ‘‘in equip-
and were presented fairly. Thus, Canadian case law has
ment, capital, software and intellectual property’’ and are
upheld click-wrap agreements where the terms and con-
therefore generally ‘‘unwilling to abandon any assets of
ditions of the agreements were agreed to online by an
value, intangible or otherwise’’.
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They have an interest
end-user.
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in ‘‘capturing the value of virtual property’’ and in main-
taining the subscription fees that players pay in order to
Will EULAs Always Be Enforced?
partake in virtual worlds.
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However, real-world trading
of virtual property could ultimately reduce video game Although EULAs are generally enforceable, can they
developer profitability. The sale of in-game property per- be overcome? EULAs may not be enforceable in all cases,
mits purchasers to skip the time and effort that is especially where policy reasons point to reasons for not