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  | |  | Second Life 's customers own the IP of their creatio ns | Second Life 's customers own the IP of their creatio ns 2003-11-25 - By Ren Reynolds
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Christer Enfors wrote
> In the online world, we don't sign anything - we click "I > agree". I've heard that it takes nothing less than a signed > contract to give away copyright on something.
I feel that the clicking "I agree" and continuing to play would be accepted as sufficient proof of agreement to the contract re-assignment (given a whole set of other assumptions e.g. that copyright does subsist, that the scope of the EULA adequately covers player created content and that there are not other policy reasons for limit of scope arguments).
There is indeed a lot of legal debate about the enforceability of so called 'click wrap' licenses so one could look to apply these argument here, I just don't think that these apply so strongly in this case (but I have not reviewed the text of the cases recently but when I did I don't remember feeling this was a strong line of argument). I don't however think that these arguments are based on one having to actually sign a piece of paper - a contract is just an agreement between two parties in general it does not even have to be written down, but of course is if one party wants to enforce it, it's a jolly good reason to write it down. I think that the click wrap cases are more about access to information before purchasing the product, which does apply here, but I guess you could take the box back, if however you keep playing and generate what you take to be your IPR then I think the argument would be hard to run.
Ren www.renreynolds.com __ ____ ____ ____ ____ ____ ____ ____ ____ ____ MUD-Dev mailing list MUD-Dev@(protected) https://www.kanga.nu/lists/listinfo/mud-dev
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