Please use this identifier to cite or link to this item: http://hdl.handle.net/10419/213990
Authors: 
Harbinja, Edina
Year of Publication: 
2014
Citation: 
[Journal:] Internet Policy Review [ISSN:] 2197-6775 [Volume:] 3 [Year:] 2014 [Issue:] 4 [Pages:] 1-12
Abstract: 
This article questions the preconceived notions that participants in virtual worlds are essentially consumers. Building on the existing scholarship around virtual worlds and notwithstanding the current character of virtual worlds, this paper explores aspects of End User Licence Agreements and notes the unfairness of their provisions, particularly the imbalance between user and developer interests governed by such contracts. It argues that the contracts cannot be regulated with consumer protection legislation, as interests such as property or intellectual property are beyond the scope of consumer protection regimes. Finally, recognising the phenomenon of constitutionalisation of virtual worlds, the article argues for stronger regulatory solutions in this domain, in order to strike a more appropriate balance between competing interests in virtual worlds.
Subjects: 
Virtual worlds
End User Licence Agreements
Consumer protection
Multi-User Dungeon (MUD)
Massively multiplayer online role-playing game (MMOPG)
Terms of service
Virtual asset
Persistent Identifier of the first edition: 
Creative Commons License: 
https://creativecommons.org/licenses/by/3.0/de/legalcode
Document Type: 
Article

Files in This Item:
File
Size





Items in EconStor are protected by copyright, with all rights reserved, unless otherwise indicated.