By now you will probably have heard of MMOG’s (massive multiplayer online games). Second Life is an example as is World of Warcraft. Some might scoff and relegate such things to the domain of the nerd and/or the teenage male. This would be a mistake.
MMOG’s such as Second Life are hugely popular, especially in Asia but increasingly so in North America. People have killed people over online theft. There are real life lawsuits underway. Recently a French right-wing political party set up its online headquarters in Second Life and a virtual firefight broke out over it. (The chap at right in the picture is firing a chain gun).
There are people who earn a real life living from what they do in a virtual world. Sweat shops in Eastern Europe employ people to play these games and then those sweat shops sell the virtual characters/equipment for real money.
This is where it really gets interesting. Virtual equipment/characters/stuff = real world money. Something that exists only as a series of ones and zeros is worth real money. Somewhat like patents in the sense that a patent is expressed on paper and yet, aside from the paper, it cannot be held. However, patents can be owned, bought and sold, acquired and disposed of. Why not virtual things?
This is the discussion right now and it is going to have a huge impact on you. No really, its true.
What is the stuff that people acquire in a virtual world? Some of the companies that run these MMOG’s explicitly state in their user agreements that you, the account holder, have no property rights in anything that goes on in their virtual world. Other companies state that you do, and indeed some of them will, for a fee, help you buy and sell things in that virtual world.
I see it all progressing to the point where a virtual sword will have the same substance/value as a real, tangible sword. Virtual real estate will appreciate or depreciate like “real” real estate. The situation is quite similar to the legal wrangling over whether a license is property such that a lender can take security in it or a trustee takes ownership in it if you go bankrupt.
In a recent Nova Scotia case, the courts had to look at this issue in the context of fishing licenses. The regulations under the Fisheries Act of Canada state quite explicitly that a fishing license is not property and no property rights accrue to the holder of such a license. Clearly however this does not accord with commercial reality as fishers buy and sell such licenses for substantial sums all the time. The case, which is on appeal to the Supreme Court of Canada, currently advances the proposition that licenses (like the virtual sword – property which is completely intangible – ie. you cannot hold it in your hand) are property (at least to a certain extent). Sooner or later it will be recognized generally that the same rights will exist in the virtual sword and the virtual real estate.
And where will this leave us? What is going to happen is that a parallel world is going to develop (some would say it is well and truly underway as we speak) and people and businesses are going to spend time and effort to operate in this world (more so than they already do). The virtual world is going to morph and change over time. Currently people generally access it from their desktop or a laptop. However, the technological advances we are experiencing will allow this world to be accessed everywhere and from virtually any device with a broadband connection to the Internet (in the next few years this will include almost all electronic devices and the coverage will be almost global).
Why am I going on about all this? First, because it is interesting. Second because the business opportunities for those who can see the angles will be huge. The people who are making money at it now are pre-adopters. Mark my words – this is going to be big, big stuff.

Recent Comments