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2 November 2016

Copyright, Culture, and Community in Virtual Worlds

University of California, Irvine School of Law, Irvine, CA 92697-8000, USA
This article belongs to the Special Issue Intellectual Property Law in the New Technological Age: Rising to the Challenge of Change?

Abstract

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.

1. Introduction

Computer gaming and related ventures constitute one of a number of industries that depend on producing and commodifying cultural content, which is generally to say, content that is adopted into the general industrialized culture ([1], pp. 44–45). There exists a direct relationship between copyright and such cultural industries. The express purpose of copyright law is to foster the development of art, music, literature, movies, and other cultural creations. Successful copyrighted works add to the fund of cultural content and practice, but generally through the mechanism of commodification, such that ownership and sale of copyrighted content is intended to provide a monetary reward to spur cultural creation. Indeed, copyright holders frequently target their creative and distributive efforts toward cultural adoption, and profit from the promulgation of their works as part of popular culture.
Consequently, given the goal of fostering new cultural content, the copyright system has been criticized with some frequency for failing to make allowances for access and re-interpretation of cultural materials [2,3]. Graphical, musical, audiovisual, and literary works constitute key components of shared culture. Full participation in society is impossible without access to such works, but access is controlled by an unsympathetic copyright regime. Some types of participation, such as criticism, commentary, and parody, are privileged under exemptions such as the fair use doctrine. But many, indeed most, types of participatory re-creation of such works are not contemplated within either fair use or other copyright exemptions.
This failure of the copyright system holds as true for participation in virtual communities as for society generally; indeed, given that virtual communities are largely mediated by copyrighted media, it poses a particular problem for such communities. In this article I illuminate this problem by means of a case study, by following the migration of copyrighted content away from the defunct on-line game Uru: Ages of Myst to Second Life to other venues. Copyrighted graphics from the Uru game were reproduced by departing players attempting to maintain their distinctive virtual community and culture through shared iconic images. The unauthorized appropriation of content from the Uru game was crucial to maintenance of the virtual community but, as I show here, almost certainly constituted copyright infringement. I relate this problem to other aspects of cultural consumption that have received intense recent attention, but show that the question of consumption by virtual communities raises its own unique and distinctive issues.

2. The Uru Diaspora

Among the more striking examples of gaming community and culture is that of the Uru diaspora, which has been studied in detail by [4]. Pearce describes the unique gaming community that formed around the virtual environment of Uru: Ages Beyond Myst game, an on-line extension of the popular Myst and Riven desktop computer games. The on-line game proved unprofitable and was shut down by the provider. Although not a financial success, the game attracted a highly devoted cadre of players, who, in the face of the game’s imminent closure, determined to retain and foster the community they had developed during their virtual association. In advance of the game closure, they identified and eventually colonized other virtual worlds where they could continue their community, importing with them into the alternative computer venues the distinctive design motifs of the architecture and artifacts from the Uru game world.
As a result, Second Life, There.com, and other on-line environments acquired regions of virtual territory, constructed by Uru migrants, that to a greater or lesser extent resembled the design of the Uru graphical interface. Uru look-alike images comprising buildings, fountains, and other distinctive architectural icons began to appear in these colonized virtual worlds. For example, Figure 1 shows a distinctive fountain that was copied from the Uru game and reappeared in diaspora communities in Second Life and There.com.
Figure 1. Uruvian Diaspora Fountain.
In the interim the Uru game itself has undergone a series of incarnations under a variety of proprietors. The game has reopened under a new sponsor on new servers, subsequently closed again, been hosted on player-maintained servers, and the game code has been promised to its users for maintenance as an open source project. During this period, some of the venues to which the Uru diaspora migrated, such as There.com, have themselves encountered financial difficulty and have also closed their servers, further displacing the migrant Uru communities that had settled there.
This saga of the Uru diaspora makes for provocative social and cultural study, but it hinges to a large extent on the appropriation of intellectual property. The culture carried by migrants from the initial Uru game ultimately revolves around copyrighted works, in the form of distinctive images and audiovisual works that they encountered on the initial server; their culture is ostensibly owned by the developer of the game where the community first formed. The reproduction of images from the Uru game in Second Life, There.com and elsewhere thus implicates copyright in the original game. The original images—and despite the spatial façade of the game interface, at the end of the day, the virtual “structures” are indeed images—were part of the Uru: Ages Beyond Myst game, both as the software of game and the audiovisual output of that software, and were owned by the developers of that game. Such intellectual property is transferable and devisable; it presumably passed via sale or bankruptcy to the new owners of the Uru game properties. But there is no apparent mechanism by which any similar interest would have vested in the players who diffused the images to new venues.

4. Failing Fair Use

If copyright poses an impediment to diaspora players’ use of Uru images, the question then becomes whether the Uru publisher’s copyright is subject to any strictures that might accommodate such use. Like other property rights, copyright is not absolute, but is subject to a variety of privileges, exceptions, and exemptions that limit or curtail the exclusive rights of the copyright holder, often in particular contexts or situations. The exemptions differ from nation to nation, but the majority of them in any nation are narrow and specific and unlikely to apply to cultural appropriations such as those considered here, or for that matter to other takings for purposes of cultural or communal meaning.
In the United States, the best known of these user privileges or exemptions is likely the statutory fair use provision, which allows context specific uses of the protected work without authorization of the copyright owner [19]. A handful of other countries have adopted the same or similar statutory exemptions. Often the first instinct when an unauthorized use seems compelling is to rely on the “fair use” provision to justify taking the protected content, and this might seem the natural justification to advance for the unauthorized community use of material from the Uru graphic interface. However, the fair use provisions were not necessarily intended to accommodate such takings, and have not necessarily been interpreted in a manner that would justify them.
The U.S. copyright statute indicates four factors that are to be weighed in deciding whether a given use is fair: first, the purpose for which the material is being taken; second, the type of work from which the material is taken; third, the extent of the material taken; and fourth, the impact of the taking on the market for the work from which the material is taken. Courts have at times given extra weight to the final factor. The Supreme Court has also suggested that fair use is one of the statutory features necessary to mediate between the constitutional demands of free speech and the exclusive rights to expression granted by copyright: although copyright constitutes a governmental constraint on speech, fair use provides a measure of activity free from the constraint [20]. Consequently, uses of copyrighted material for purposes of public discourse, such as criticism, commentary, and parody, are given particular preference when considering whether the use is fair.
Depending on the factual context of these criteria, it may be permissible to use some, all, or none of a copyrighted work in a given situation without authorization. The determination of fair use has both the virtue and the vice of being highly fact-specific. Such context specificity makes the provisions highly plastic, adaptable to a wide range of situations, including new and unforeseen situations; but at the same time, because the outcome varies with the context, the application of the provisions is often unpredictable. But however flexible it may be, fair use is like a rubber band: you can only stretch it so far before it snaps. Whether or not a use will be judged fair in a given situation is frequently a matter of some doubt until a court renders a verdict on the question. But certainly maintaining the cultural integrity of a virtual diaspora is not a use that courts would immediately recognize as fair.

4.1. Purpose and Character of the Use

In assessing the first factor, courts will tend to ask whether the unauthorized use is “transformative”, that is, whether the appropriated material is the basis for a new or altered work [21]. The transformativity test essentially constitutes an inquiry into whether the unauthorized use socially valuable use, at least in the dimension of originality. Uses that produce new works are favored; presumably if the goal of the use is simply to re-cycle or re-use the existing work, society is gaining little, and the courts assume that the appropriator could just as well seek the owner’s permission.
It is unclear how often the use of cultural icons, in a situation such as the Uru diaspora, will fit the transformativity test, as the test makes assumptions about unauthorized uses that are orthogonal to cultural or community uses. In some cases an image or motif will be incorporated into a new design or graphic representation, but just as often it will reproduce the initial image from which it was drawn. Indeed the diaspora uses may be intended to reproduce the previous image as faithfully as possible. Novelty is not at all the point of such takings, but fidelity. The goal in appropriation of a cultural icon is frequently not to transform it into something new, but rather to preserve its existing social meaning, even in a new context.

4.2. Nature of the Copyrighted Work

Neither is the second fair use factor likely to favor diaspora uses of copyrighted materials. The nature of a work determines the degree of copyright protection it receives, and so the severity of infringement in unauthorized use. Certain types of works receive “thin” or minimal copyright protection if the expressive content is sparse, and the majority of the content is unprotectable under copyright. For example, the copyright protection for factual compilations is typically “thin”, as the facts themselves cannot be protected by copyright, but only their original selection and arrangement. Unauthorized uses of minimally expressive works is more likely to be fair, as there is less protectable expression. More creative, expressive works receive more robust copyright protection, and so are reciprocally less amenable to fair uses.
The images taken in the Uru situation are not factual or minimally expressive. Quite the contrary, they are likely to be viewed as creative and original in the sense of copyright law—that is, the expression they contain originates with their authors. As fanciful works, drawn primarily from the creativity of their authors, they are likely to receive full copyright protection. They fall squarely within copyrightable subject matter, in the category of graphic works, and as components of audiovisual works; consequently analysis under this factor likely militates against a determination of fair use.

4.3. Amount and Substantiality of Material Used

A third question to be considered in fair use analysis is assessing how much of the protected work was taken. Assessing the weight of the portion taken from the copyrighted work immediately presents the problem of defining the work in question. As indicated above, an audiovisual work like a computer game comprises a constellation of individual copyrighted works, as well as constituting a copyrighted work in total. Thus, it is difficult to assess what the work at issue may be for purposes of fair use; the appropriation may be fractional or total, depending on the quantum chosen for analysis. For the most part, players in the Uru diaspora did not take the entire audiovisual work—although eventually they ran the full game on private servers, this was done with the acquiescence, and perhaps the formal permission, of the game publisher. Rather, players tended to appropriate particular images from the game for replication in other virtual worlds. One might argue that the relevant work is the game as a whole, and lifting a discrete image out of the entire game constitutes a minimal taking. On the other hand, the image itself may constitute a copyrighted work, and taking that image could constitute taking that work in its entirety.
Courts have also considered the qualitative dimension, rather than the quantitative dimension, of unauthorized takings for fair use. This type of scrutiny recognizes that different portions of a work have different degrees of significance, regardless of the amount of material. Even if the quantum of material taken from the copyrighted work is small, it may be that the material taken constitutes the “heart” or essential aspect of the work [20]. Unauthorized taking of essential material may be more intrusive on the rights of the copyright holder than would be a more extensive unauthorized taking of nonessential material. In such cases, even a relatively small taking may disfavor fair use.
Here again, when considering the qualitative aspects of this fair use factor in the Uru diaspora, the analysis may turn on the definition of the work under consideration. If the work at issue is the Uru game as a whole, then the copying of certain culturally evocative images or motifs hardly seems to go to the heart of the work. Certainly the players who were relocating to new servers were consciously trying to reproduce the “essence” of the game they had left, but this is probably not the kind of core feature that the fair use test is intended to assay; the test looks rather for the unauthorized taking of some feature that gives the copyrighted work its value. The images of buildings or architectural motifs that migrated with the Uru diaspora are probably not core features of the Uru game in this sense.
However, the analysis likely changes if the focus moves from the audiovisual work of the game to the individual components of the game, which as indicated above, constitute copyrightable works in their own right. If the works at issue are the particular images that comprise the visual features of the game, not only does the scale of the fair use comparison change, but perhaps also the level of significance for a given taking. A particular motif from an Uru image, copied to Second Life or elsewhere, might well constitute the “heart” or gist of that particular image, even if it were not the “heart” of the game as a whole.

4.4. Effect on the Market

The final statutory factor in the fair use analysis is the impact of the unauthorized taking on the market for the copyrighted work. Here again, the definition of the work at issue is critical, as is the definition of the market. Courts have in some cases tended—somewhat tautologically—to define the market in question for this factor as the market for licensing the portion taken [22]. And, of course, it follows from this definition that an unauthorized taking of material necessarily displaces sales in the market for licensing of that particular material, making damage to the market something of a foregone conclusion. This seemingly inevitable outcome is somewhat ameliorated by consideration of whether a mechanism exists to facilitate licensing in such a market—whether there exists a clearing house or intermediary or set of commercial practices that would allow potential licensees to find and negotiate with the copyright holder [23].
On the one hand, it might be argued that the appropriation of content from the Uru game is likely to have minimal impact on the market for the game. In the diaspora, there seems to be no market for the game; players appropriated the images because the market failed. Moreover, the reproduced images are not likely to be market substitutes for the Uru game; indeed, even the diaspora colonies incorporating the images would likely not constitute market substitutes for the game. Players would clearly have preferred to continue playing the original game were it available; images from the game were transferred to other venues only because the original was unavailable. No real mechanism is apparent by which former players could instead have licensed the game or its contents, suggesting that there was not even a market for the individual images.
At the same time, one can imagine scenarios in which the migration of the Uru content could be said to damage the actual or potential market for subscriptions to the original game or its successor. While some commentators have suggested that there cannot be a market for works with missing owners [24], bankruptcy may place the work into new hands. As described above, ownership and control of the Uru game passed through several different hands, with repeated attempts to re-launch the authorized version of the game. This is not particularly unusual; game providers come and go; they sometimes experience bankruptcies, and the assets of the company, including its content may well be acquired by a new owner. When a new owner attempts to re-launch a defunct game, or to attract players to refurbished content, the presence of copied alternates in other venues might prove a deterrent. Removal of copied content from Second Life or similar diaspora sites might encourage former players to return to the authorized version of the game if it becomes available once more.

6. Indigenous Communities

In this criterion of stability or cultural preservation, the deployment of virtual world designs as cultural icons to some extent inverts a long-standing conversation regarding cultural appropriation. The denizens of virtual worlds such as Uru Online necessarily appropriate copyrighted materials in building community; fan fiction writers, cosplay participants, and other devotees of popular media content do the same. But copyrighted material is not created ex nihilo; there is, as C. S. Lewis once observed, no human ability to create intellectual works de novo; rather the themes and tropes of new entertainment are always drawn from pre-existing cultural materials ([36], p. 203). Often what seems most novel or interesting about the content of popular entertainment is components that are unfamiliar to the present audience. And often inspiration for seemingly exotic or alien elements of commercial content is drawn from cultures that are geographically or socially removed from the target audience of the final work [37].
The search for novelty from geographically or conceptually foreign starting materials, coupled with the fact that much of the globe’s commercial copyright production is sited in developed countries, means that a likely source for inspiration or appropriation is often found in less developed regions or indigenous societies. Similarly, the basis for new commercial content may be drawn from the cultural creations of subordinated groups scattered among the larger consuming population—for example African-American jazz, blues, rock, and hip-hop music [38]. This strategy of mining less familiar cultures moves traditional handiwork or cultural icons into mainstream commercial entertainment. The ethnic groups or indigenous cultures from which such materials originate may in some cases complain that the materials were re-purposed without permission, or in some cases assert that the re-purposing distorts or denigrates the original meaning of the appropriated materials, or in some cases object if they do not participate in revenue generated from the materials. But the appropriated cultural materials are typically designated by copyright law as belonging to the public domain, and so are not subject to copyright or similar proprietary constraints that might prevent their incorporation into new copyrighted works [39].
Such commercial re-purposing of indigenous cultural icons is well illustrated by the widely debated incident regarding the incorporation of New Zealand Maori themes into the Bionicle products created by the Danish building brick toymaker Lego [40]. The Bionicle project attempted to market a new toy building assembly system by means of an accompanying elaborate narrative; stories incorporating heroes, villains, and designs from the Bionicle building system were promulgated by the Lego firm via videos, comic books, and a set of Internet web sites. A central feature of the Bionicle marketing plan was to build a user community around the fictional characters and storylines associated with the toys and physical products. This effort was fairly successful, as the product developed a devoted fan user base, who in turn developed their own websites, fan fiction, and discussion groups. Many of the user ideas and enhancements were incorporated by Lego back into the official Bionicle product.
However, in creating the product storyline, the Bionicle developers incorporated various names and terms that had been lifted from the Maori language, as well as some themes from Maori legend and history. Maori representatives complained to Lego about the use of the Maori terms, asserting that they had cultural significance that was degraded by use out of context, particularly by commercial use out of context. Maori representatives eventually met with Lego representatives to work out an agreement that removed many of the Maori terms from the Bionicle themed materials. The conflict has drawn attention for the somewhat ironic attempt to create a brand identification and a product community by using concepts appropriated from existing cultural communities, creating a clash between traditional and virtual communities [40].
Similar commercial borrowing, appropriation, and inspiration drawn from indigenous cultures occurs with some frequency. Were misappropriation to be an available claim under copyright, Lego’s use would very likely meet the fair use test—use of the Maori themes in Bionicle was transformative, and unlikely to constitute a market substitute for the original cultural materials. But because indigenous cultural icons are typically ineligible for copyright, protection for such materials comes under a wider and more inchoate international patchwork of protections for “traditional knowledge”—in some cases protection from appropriation is available under national statutes, or may be inferred from the texts of international treaties [41].
That route is not available for virtual communities such as that surrounding the Uru materials. Cultural though the materials may be, the images were generated by contemporary commercial ventures, and adopted by a decidedly non-traditional community, leaving them ineligible for inclusion within traditional knowledge. The player community may have in some sense been indigenous to their virtual world, but this is not the type of community traditional knowledge protection is oriented to protect. Indeed, having been appropriated by the community from a corporate entity, the Uru to some extent turns the usual problem of traditional knowledge on its head. Control over the materials via copyright is available to the industrial producer, but no countervailing right is available to the virtual indigenous community.

7. Conclusions

Virtual worlds do not occur by happenstance; they are technological artefacts created with a purpose, often a commercial purpose. The business entities that host such artefacts may fail; indeed there is evidence that they may be failing with some frequency, meaning that the Uru diaspora will not be an unusual occurrence [42]. In the actual Uru diaspora, the game publisher who holds the copyright to the appropriated content has been surprisingly indifferent to the unauthorized uses by former players [4]. But it need not have been, and other owners in other situations likely would not be. Additionally, as discussed above, the Terms of Service for most virtual worlds forbids infringing activity; even without copyright enforcement by the holder of the Uru copyrights the unauthorized uses of Uru graphics in Second Life and other diaspora could prompt action by owners of the diaspora venues to bar the Uru migrants from their new places of residence due to ToS violations.
Adoption of iconic graphic elements by on-line gaming communities presents something of a “Catch-22” situation. To the extent that the success of multiplayer games depends upon social networking, that network is necessarily built upon the sounds, graphics, and software that constitute the game, all of which are the subject of copyright. Yet this detailed analysis of the disposition of cultural icons in the Uru diaspora demonstrates the antipathy of copyright law to such unauthorized uses of material found in MMORPGs and similar virtual environments. The use of the iconic components of the game by the communities that are built upon those elements is restricted under the current copyright regime. Commentators have argued in favor of recognition of such communal and cultural uses of copyrighted works [33] but the legal system has yet to adopt such arguments, leaving control of virtual cultural icons entirely in the hands of developers, with little regard for the communities that adopt them.

Conflicts of Interest

The author declares no conflict of interest.

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