Monday, December 1, 2008

Lori Drew case raises profile of “terms of service” agreements

(St. Louis Post-Dispatch Via Acquire Media NewsEdge) Nov. 30–Next time you install a piece of software or visit a new website, pour yourself a cup of coffee and really dig into that arcane document labeled something along the lines of “terms of service.”
It’s your chance to do something few have ever done.These are the agreements that govern our relationships with virtually every company doing business on the Internet. They lay down the rules that users agree to follow. They say what can and cannot be done.
But for the most part, those rules exist in relative obscurity, ignored by users who never give them a second thought.At least, that was the case until a Los Angeles grand jury decided to indict Lori Drew on charges stemming from allegations that she violated rules set down by the social networking site MySpace.Drew, 49, of O’Fallon, Mo., was convicted Wednesday on three misdemeanor counts of accessing a computer without authorization for her role in the creation of a fake MySpace account that was used to harass Megan Meier, 13, of Dardenne Prairie. The jurors rejected more serious felony charges and were unable to reach a decision on a conspiracy charge.Prosecutors said Drew, her teenage daughter and Drew’s former employee created the fake account and pretended to be a 16-year-old boy named Josh Evans. Megan hanged herself in October 2006 after a heated exchange with the fictional Josh.As far as MySpace was concerned, the account never should have been created. The site’s “terms & conditions” agreement prohibits users from creating fictional accounts, using others’ pictures without permission and harassing other users. Witnesses said that Drew never read the terms, but prosecutors said that she should have known she was breaking at least some MySpace rules and possibly violating the law.Of course, as most users know, it’s a rule that’s routinely violated. Jae Sung, a vice president of customer care at MySpace, testified during the Drew trial that MySpace has roughly 100 million unique members and at least 400 million profiles. He said that there was no way to know how many profiles were created in violation of the rules.That MySpace does little to police fake accounts demonstrates an important aspect of service agreements. They don’t generally obligate a company to do anything, but they do preserve its right to take action if it wants to.”Basically, they are written to protect the companies you are dealing with,” said Greg Lastowka, an associate professor at the Rutgers School of Law.And as far as the legal system is concerned, these “terms of service” agreements count as binding contracts. Once you click the “accept” button, you have agreed to what’s in there, whether you read it or not. In many instances, legal experts say, you don’t even have to acknowledge your acceptance. Merely using a site such as ESPN.com, for example, signifies that you accept the site’s terms.SELDOM READThese types of contracts aren’t new. It’s just that they are more prevalent today, with so much of our world’s information, entertainment and interaction moving to the Internet.”This is just a new version of an old problem,” said Michael Carroll, visiting professor of law at
American University’s Washington College of Law. “Every time you go to a ball game, believe it or not, there is a little contract on the back of the ticket.”Legal experts advise against agreeing to any contract without first reading it. But those same legal experts also admit that they don’t spend much time poring over “terms of service” agreements.And considering these things usually are filled with dense, legal jargon, the average person wouldn’t gain much of an understanding of what they’ve agreed to, even if they did read one, said Catherine Dwyer, a computer science professor at Pace University in New York.”Could you imagine if the instructions for your GPS (device) were that obscure? You’d never get anywhere,” Dwyer said.In truth, most of what’s found in “terms of service” agreements is fairly mundane. Google users, for example, agree not to hold the company responsible for any “offensive, indecent or objectionable” content they come across while using the search engine.Still, it’s not unusual to find provisions that do matter:– Players of the popular online role playing game World of Warcraft promise not to sell any of their virtual property for real money. That gives the game’s owner, Blizzard Entertainment, the right to fight a growing problem for online gaming — a worldwide industry built around the buying and selling of virtual game items. Violators can be banned from the game.– MySpace users agree that the social networking site has the final say on deciding whether content posted by users violates a long list of regulations contained in the agreement. Also included is a rule against posting a photo of another person without his or her consent.– PayPal users agree that any lawsuit against the Internet-based payment service will be filed in Santa Clara, Calif., or Omaha, Neb.’I'M TRUSTING’Of course, few people will ever find themselves at odds with a company’s terms of service. That’s one of the reasons people like Bill Sachs, a computer programmer from Pacific, have no qualms about checking the “I agree” box.”I know this sounds stupid,” Sachs said. “But I guess I’m trusting that they’re not putting anything in there like me turning over all of my future earnings.”Could they even do something like that? Could everyone’s favorite search engine, for example, require you to name your next child “Google”?Not likely. Regardless of what you agree to, legal experts say the courts will intercede if any particular contract provision is deemed to be unreasonable.That’s what happened to PayPal in 2002, when a judge ruled against a provision in the company’s terms requiring arbitration to be handled in Santa Clara, regardless of where the customer lived. The judge said it was unreasonable to require customers to travel long distances for relatively small disputes — the average PayPal transaction at the time was estimated at $55.Companies also have been forced to change course regardless of whether they had the right to do something. Such was the case last year, when Facebook launched Beacon, a service that informed friends about each other’s buying habits.”As far as Facebook was concerned, they were just following the terms of service that everyone had agreed to,” said Lastowka, the Rutgers professor who is writing a book on virtual law.But users and privacy advocates were outraged, with more than 75,000 joining an anti-Beacon group. Eventually, the company relented and changed the program so that users had to opt in to participate in Beacon, rather than opt out to be left alone.The question now is whether the Drew case will change the way people treat terms-of-service agreements.Federal prosecutors in St. Louis looked at the Drew case and declined to file any charges, saying they could find no law that applied.Drew lawyer H. Dean Steward has filed a motion to dismiss the case, arguing repeatedly that prosecutors in Los Angeles over-reached and that Drew could only be prosecuted if she both read MySpace’s terms and knowingly and intentionally violated them. U.S. District Judge George H. Wu has appeared to lean towards granting that motion in court, although he has declined prior chances to do so. Steward also has filed a motion for a new trial, which could lead to a federal appeals court tossing out the case.Internet experts have expressed concern that the case, if successful, could have a chilling effect on a medium where anonymity is part of the landscape. But it also may prompt some people to give a little more thought before clicking “Yes.”Annette Carr, of East Alton, said she generally ignores those agreements, figuring she isn’t planning to do anything illegal or immoral. Now she wonders if it’s such a great idea to be too trusting.”The whole thing has made me think maybe that’s not so smart,” Carr said.Robert Patrick of the Post-Dispatch contributed to this report.
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Obama Appoints Gamer to Co-Chair FCC Transition Team

President-elect Barack Obama brings hope and the promise of change with him as he prepares for his transition into the White House, and some of it relates to issues we gamers care about. While it does involve one of my least favorite organizations, the FCC, the good news is that the team Obama has put together to review the FCC includes a WoW player. That’s right fellow gamers, one of us.
Obama’s team will “ensure that senior appointees have the information necessary to complete the confirmation process, lead their departments, and begin implementing signature policy initiatives immediately after they are sworn in.”
Basically, making sure everything goes as smoothly as possible. The two people Obama’s chosen to chair this transition are Kevin Werbach and Susan Crawford.
Kevin Werbach is the assistant professor of legal studies and business ethics at Wharton. Along with being a net neutrality advocate, Werbach is an outspoken World of Warcraft player. Back in 2006, Werbach wrote on his personal blog:
“I play Warcraft because it’s fun. It’s taking time away from watching TV, reading books, and other entertainment pursuits. But I’m also playing because I believe MMOGs will be one of the primary forms of social software for the next decade. Defined broadly, they may become the dominant form of social software. And you can’t understand games without experiencing them first-hand.”
Finally, somebody who gets it has some authority with the FCC. Although it’s not clear whether he plays
Alliance or Horde. You can view his original blog post here.
Don’t count out Werbach’s fellow co-chair and Obama’s other appointee, Susan Crawford. She teaches communications and internet law at the University of Michigan, and while she may not play WoW, she is also a net neutrality advocate and says she enjoys Second Life. More importantly, Crawford believes that internet access has become so necessary to our society that it should be a “utility.”
“[Internet access] is like water, electricity, sewage systems: Something that each and all Americans need to succeed in the modern era,” she said at a telecom policy conference back in March.
So if Crawford and Werbach have anything to say about it, everyone in the United States will soon be playing World of Warcraft ( Buy wow gold ). Okay, that may not be completely accurate, but I feel good knowing we’ve got people like them involved in this transition, especially when it comes to the FCC.
While the FCC is noble in their efforts to protect children from certain materials, many of their policies seem to do more to stifle creativity and take away parental responsibility, two things I greatly disagree with. I think Seth MacFarlane sang it best:
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Virtually addictive

Game’s newest world draws players deeper into fantasy

Every night, Dillard Raymer wields a sword, hunting wild boar and giant spiders and night elves. He meets his buddies, embarks on quests and occasionally finds himself in a battle.
He uses magic and trades in gold in the lands of Azeroth. Then he goes to bed at his
Valley Station home.
It’s another successful night inside the World of Warcraft ( Buy wow gold ).
“I enjoy playing the game, but I enjoy talking to people through the game even more,” said Raymer, 33. Indeed, Raymer isn’t one of those gamers in his parents’ basement; his wife, Rebecca, is also hooked.
The Raymers are among the 11 million players of “World of Warcraft,” the biggest and most successful “massively multiplayer online role-playing game.” Translation: A computer game where players interact in real time with other players through the Internet. They chat, band together on adventures, cross swords, barter fictional goods.
This month, the publisher of “World of Warcraft” — styled “WoW” by veterans — issued an expansion of the already massive virtual world. Titled “Wrath of the Lich King,” the computer software that retails for $39.99 became the fastest-selling PC game ever. Some 2.8 million copies sold in the first 24 hours, according to its publisher Blizzard Entertainment.
The “Lich King” expansion promises to be a hot-seller for this holiday season — you just might be standing in line at an electronics store to buy a copy now. With such arcane names and seemingly complicated gameplay, gift-buyers could be excused for not knowing exactly what it is.
If your teenager has it on his list this year, to put it simply, “World of Warcraft” is among the biggest things in gaming.
“I think you’re looking at a genuine cultural phenomenon, which doesn’t come very often in gaming,” said Sid Shuman, a senior editor for GamePro magazine.
In “WoW,” players create weapon-wielding avatars in a fantasy universe that’s always expanding. Characters can be members of the Alliance (good-guy characters such as humans and night elves) — or of the Horde (sinister trolls and orcs). The avatars typically band together in “guilds,” which can consist of real-life friends or people who’ve met through the game.
“I like the questing part of it,” Raymer said. “Me and my friends can get a group together and goof off while we’re playing.”
The avatar’s skill level improves as it navigates its way through the game, and can range from a newbie Level 1 to a superpowerful Level 80. Players can pursue whatever quests they prefer, or no quests at all, but hardcore gamers are drawn to continually improving their experience level and being the first to complete difficult tasks, said Frank Nelson, 39, a regular “World of Warcraft” player. It’s that one-ups-manship that keeps him in the game, and the camaraderie.
“There’s a lot of bragging rights that come with ‘World of Warcraft’ because there are so many people playing it,” said Nelson, who occasionally gathers with other real-life “WoW” enthusiasts to play the game together.
It’s easy to become enthralled in, maybe even addicted to, the fictional world — discovering new places and beasts, battling other players and meeting people through the game.
The game’s success since debuting in 2004 is unprecedented, GamePro’s Shuman said. The game immediately had a large fanbase because its publisher had a reputation for creating good games, Shuman said, making “WoW” an instant “It” game.
“World of Warcraft” requires a subscription — $14.99 monthly. Still, its number of players has only increased and the just-displaced top-selling PC game was the previous “WoW” update, “The Burning Crusade.”
“Blizzard keeps its fanbase very, very happy because the world is constantly changing,” he said. “It evolves — it’s an evolving organism.”
Its Web-based nature also insulates “World of Warcraft” from the recent bane of PC games, illegal Internet downloads, he added.
That players have real-life friends — some met, others only through the Internet — makes it difficult to quit, said Nelson, who added he’d quit the game if his friends also quit. The real-life relationships are perhaps the biggest reason behind the game’s success.
“People don’t want to leave behind the friends they’ve made in the game,” Shuman said. “You go to your favorite bar for 10 years, and, yeah, the drinks are watered down and the band is bad — but your buddies are there.”
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Death and taxes in virtual worlds

I wrote previously about China’s attempt to tax virtual goods and currency, and now the BBC reports that Sweden and South Korea have also moved to clarify the tax rules for virtual money.
In April 2008
Sweden’s tax office published a clarification to its tax laws which said that in-game transactions are taxable–in theory. I am sure Ben Franklin was referring to Linden dollars when he wrote”‘In this world nothing can be said to be certain, except death and taxes.”
The taxation subject seems to be case of what happens when virtual money turns into real money more than it does a question around virtual transaction. Second Life markets itself as a place to make actual money whereas World of Warcraft bans trades for real money.
I’m inclined to side with WoW that keeping real and virtual money seperate is the right thing to do. And it’s a bit to hard to fathom that a digital asset does anything but diminish or have a relative value to that specific game.
Besides, what happens if the game company goes out of business? It’s not like you get to take your special sword to the SpongeBob game if WoW suddely disappears.
The transaction volume of digital “assets” reached 9.36 billion yuan ($1.37 billion) in 2007 and is expected to hit 11.12 billion yuan in 2008, according to 5173.com, one of China’s major virtual-asset transaction platforms
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World of Warcraft: Wrath of the Lich King

An Activision Blizzard presentation of a game developed by Blizzard for the PC.

Expansion packs for the massive, and massively popular, “World of Warcraft” are an epic event in the videogame world. “Wrath of the Lich King” offers the game’s 11 million-plus players more of what they love, with new areas, quests and character types focused on frigid northern climes, all highly polished and designed to compel. But “Lich King” particularly stands out for the ways it welcomes less experienced players into the fold by making the best experiences easier for them to access immediately. The game has already sold more than 2.8 million units and will likely sell more as it welcomes even more players into “Warcraft’s” addictive embrace.
It’s been less than five years since “World of Warcraft ( Buy wow gold )” revolutionized the game business by turning the formerly niche genre of massively multiplayer online gaming, in which players form groups, socialize and go on quests in a persistent virtual fantasy world, into one with mass appeal. Since then, it has not only garnered a record number of paying subscribers around the world, but also has become one of the most financially successful entertainment products ever, leading to a recent merger of with Activision that valued its former parent company at more than $8 billion based almost entirely on Blizzard’s success.
“Lich King’s” story picks up a plot left dangling by
2002’s “Warcraft III” in which young prince Arthas, obsessed with defeating an undead villain, falls prey to ambition and becomes the Lich King, a towering villain pitched somewhere between Darth Vader and Sauron. Blizzard ably reworks genre tropes here, peppering the plot with pop culture references while injecting it with just enough new life to make the proceedings nicely balance the fresh and familiar.
Riffing on Arthas’ conversion to evil, the game gives the player a new character class called Death Knight who starts his or her afterlife in the service of the dark lord. The Death Knight’s versatility as a damage dealer, armored bruiser, magic user and necromancer will make it quite popular, especially to veteran players who have tried and tired of all the other classes. Their most attractive trait, however, is that they start their lives at level 55 (out of possible 80), letting experienced players skip over old content they probably don’t care to revisit.
Though it’s geographically larger than 2007’s “Burning Crusade,” the first “World of Warcraft” expansion, “Lich King” doesn’t feel quite as varied; its limited by the continent’s snowbound theme. It largely overcomes this shortcoming through sheer grandeur, however. Areas feel more sprawling and quests frequently allow players to take to the air atop dragons, airships and player-controlled fighter planes. The landscape appears more organic than in the past and new graphical flourishes like real-time shadows add emotional resonance, such as the imposing darkness that covers the player when a dangerous dragon soars overhead.
In the game’s early days, most “World of Warcraft” players experienced major plot points from the periphery only, toiling in obscurity while hardcore devotees earned the glory, witnessed the coolest content and reaped the greatest rewards. “Wrath of the Lich King” continues a recent trend away from that elitism, letting the average punter cross paths with the story’s major players and writing them into several run-ins with Arthas himself as they explore Northrend. Many early quests are story-driven set pieces that unfold in grand settings rather than mundane dungeon crawls. Many are consumable in pairs, rather than organized groups of five or 10, making them more accessible to players who haven’t yet joined organized guilds.
The hardcore, however, are still amply served. An entire new zone, Wintergrasp, is dedicated to massive player-vs.-player battles involving new siege weapons like catapults, steampunk tanks and player-piloted flying machines. Endgame dungeons like the floating necropolis of Naxxramas challenge 10- and 25-player teams with intricate, drawn-out boss battles. Perhaps inevitably, however, even these toughest challenges were conquered in just a few days by “Warcraft’s” most extreme players, leaving them already hungry for the game’s next expansion.
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