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Copyright, Culture, and Community in Virtual Worlds

University of California, Irvine School of Law, Irvine, CA 92697-8000, USA
Academic Editor: Carys J. Craig
Received: 12 September 2016 / Revised: 17 October 2016 / Accepted: 17 October 2016 / Published: 2 November 2016
Full-Text   |   PDF [518 KB, uploaded 2 November 2016]   |  


Communities that interact on-line through computer games and other virtual worlds are mediated by the audiovisual content of the game interface. Much of this content is subject to copyright law, which confers on the copyright owner the legal right to prevent certain unauthorized uses of the content. Such exclusive rights impose a limiting factor on the development of communities that are situated around the interface content, as the rights, privileges, and exceptions associated with copyright generally tend to disregard the cultural significance of copyrighted content. This limiting effect of copyright is well illustrated by examination of the copying of content by virtual diaspora communities such as that formed around the game Uru: Ages of Myst; thus, the opportunity for on-line communities to legally access the graphical elements on which those communities are built is fraught with potential legal liability. This presents the reciprocal situation from efforts to protect the cultural properties of indigenous communities as traditional knowledge. Reconsideration of current copyright law would be required in order to accommodate the cohesion of on-line communities and related cultural uses of copyrighted content. View Full-Text
Keywords: copyright; fair use; Uru; Myst; fan fiction; traditional knowledge; computer game; diaspora; user generated content; UGC copyright; fair use; Uru; Myst; fan fiction; traditional knowledge; computer game; diaspora; user generated content; UGC

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Burk, D. Copyright, Culture, and Community in Virtual Worlds. Laws 2016, 5, 40.

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