'Second Life' faces threat to its virtual economy

Groups of Second Life content creators were gathering digitally Tuesday to protest the dissemination of a program they worry could badly damage the virtual world's nascent economy.

The controversy gathered steam Monday when Linden Lab, which publishes Second Life, posted a blog alerting residents of the virtual world to the existence of a program or bot called CopyBot, which allows someone to copy any object in Second Life. That includes goods such as clothing that people purchase for their in-world avatars, and even the virtual PCs that computer giant Dell announced Tuesday it is going to sell in the digital world.

Second Life users can purchase virtual items with a pretend currency called Linden dollars--named for game creator Linden Lab. But they use real-life currency to acquire that virtual coin. In fact, there's an exchange rate between the two: One U.S. dollar will buy 271 Lindens, enough to buy a basic outfit for an avatar, which is the digital representation of a person.

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Problem is, it's not clear yet if there's anything Linden Lab can do to stop people from using the bot. Linden Lab said Second Life content creators who had their wares stolen had few immediate options for stopping the thefts and that the best recourse for them could be to file a Digital Millennium Copyright Act complaint--in the real world--against offenders.

Some virtual entrepreneurs now worry their livelihoods are at stake, and some are threatening to shut down their in-world businesses before they get fleeced.

"The problem with the DMCA is that it takes many weeks," said Jim Mallon, a Second Life content creator who has been in the virtual world since its 2003 beta. "By that time, someone's work could be (copied and stolen) and distributed all over the grid. I am so surprised Linden Lab did not see this coming and stop it."

Second Life is an open-ended, 3D, digital virtual world in which members can create nearly anything they can imagine, and in which anyone owns the intellectual property rights to what they create. As a result, there are hundreds of businesses selling clothing, vehicles, furniture and the like, all for Linden dollars. A complex and stable economy has sprung up around such commerce.

"I am so surprised Linden Lab did not see this coming and stop it."
--Jim Mallon,
a Second Life
content creator

The reaction to CopyBot is not the first virtual revolt. Many Second Life residents recently complained when Linden Lab announced it was raising the price for the in-world "islands" it sells. As a result, the company said it would delay the price hikes for two weeks.

Residents have also complained about other issues, such as problems with the user interface and previous issues related to the security of created content.

On Tuesday afternoon, even as the controversy raged, Linden Lab posted a second blog entry addressing CopyBot and the resulting fallout.

Titled "Use of CopyBot and similar tools a (terms of service) violation," the post by Cory Ondrejka, Linden Lab's chief technology officer, attempted to ease concern that in-world merchants were at risk of having valuable goods stolen.

"Second Life needs features to provide more information about assets and the results of copying them," Ondrejka's post began. "Unfortunately, these are not yet in place. Until they are, the use of CopyBot or any other external application to make unauthorized duplicates within Second Life will be treated as a violation and may result in your account(s) being banned."

To "Baba Yamamoto," the Second Life name of one of the members of the group that created CopyBot, the uproar over the software is understandable but disappointing.

Yamamoto told CNET News.com that CopyBot was created as a tool for testing and demonstrations and was never intended to be used for illegal theft. But because the tool was created using an open-source license, some Second Life users have gotten hold of it and are now freely using and distributing it.

"It's not that the code is some kind of exploit," Yamamoto said. "It deals with legitimate client data that every client receives, but it takes that data and converts it to a packet and sends it back to the servers, duplicating the appearance of objects and avatars. It acts like an import/export tool."

CONTINUED: Out-of-control tool...
Page 1 | 2

See more CNET content tagged:
Second Life, virtual worlds, creator, economy, DMCA

Add a Comment (Log in or register) 35 comments (Page 1 of 3)
Virtual Economy
by jackrabbitslam November 15, 2006 6:16 AM PST
Hahahaha, They have a virtual crime wave, how pathetic your hard earned money, facing virtual inflation. It's a virtual Bear's market. Real estate prices will drop into nothing, a virtual 1929.
Reply to this comment
how sad
by UnhappyTroll November 15, 2006 6:23 AM PST
Still supprised nothing has yet been done after 48 hours.
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how sad - people are paying for this
by yacahuma November 15, 2006 6:44 AM PST
I am still surprise of how easily some people waste there money. What kind retarded mind(I apologize to anyone with this disability) pays for this?? You could send money to a charity, to people in need, buy food to a homeless, BUT NOO. Let's buy a virtual land, YEEE. Give me a break.
Reply to this comment View reply
how sad - people are paying for this
by yacahuma November 15, 2006 6:45 AM PST
I am still surprise of how easily some people waste there money. What kind retarded mind(I apologize to anyone with this disability) pays for this?? You could send money to a charity, to people in need, buy food to a homeless, BUT NOO. Let's buy a virtual land, YEEE. Give me a break.
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An Interesting Future
by Allan Ziskey November 15, 2006 7:04 AM PST
I'm curious to know how long it will take for a new copyfree economy to become accepted and what shape it will ultimately assume. It's interesting to see a virtual world struggle with a situation the real one has yet to face. When technology finally allows us to copy physical objects, how long will it take us to realize that a different economic model must replace the old one? Legal actions may slow the change and the benefits to society at large, but sooner or later the way in which we make a living will undergo a dramatic revision. Better yet, creators (artists) will create simply because they do (i.e. that is their nature) and also for the benefits to society. Truly, artists will create art for art's sake.
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This is Horrible!!!
by mssoot November 15, 2006 7:08 AM PST
I quess you'll have to get a fake life now, No Wait - you already have one. HTFC
Reply to this comment
This is Horrible!!!
by mssoot November 15, 2006 7:08 AM PST
I quess you'll have to get a fake life now, No Wait - you already have one. HTFC
Reply to this comment
If only someone invented something to stop copying
by sanenazok November 15, 2006 7:22 AM PST
Let's see, could that hypothetical invention be DRM? I'm sure it could easily be implemented into this virtual world. Every worthwhile object comes with a certificate from an in-world CA that allows the object to stick around. Only authentic creators get to assign certificates. Spam Spam Humbug Guess DRM and copyright protection isn't so bad after all. Guess no-body's going to complain about the DMCA after all
Reply to this comment
DRM will help all
by sanenazok November 15, 2006 7:27 AM PST
Let's see, could that hypothetical invention be DRM? I'm sure it could easily be implemented into this virtual world. Every worthwhile object comes with a certificate from an in-world CA that allows the object to stick around. Only authentic creators get to assign certificates. Spam Spam Humbug Guess DRM and copyright protection isn't so bad after all. Guess no-body's going to complain about the DMCA after all
Reply to this comment
And You Are Surprised?
by Len Bullard November 15, 2006 7:31 AM PST
And you are surprised? 1) The real world does face it. As long as there are speaker wires on stereos, music can be stolen. This is the digital VR equivalent. RIAA buys you nothing but trouble and legal fees. Good people buy; bad people steal. Good people deal and bad people learn. 2) A virtual economy is still a game and like online poker, it will be regulated eventually by the meatspace economy. Laws are passed, they are difficult to enforce, pirates load up and 'arggh matey' to that. It becomes a game of percentages just as shipping gold out of the devastation that was the Aztec kingdoms became a bet on getting enough stolen gold past the pirates ready to steal it again did. 3) The real danger to Linden Labs is pilfering of server logs for industrial chats. On the one hand, the Sun announcment and program could have used a utility that sends the chat log out as an Atom-formatted blog so that those without the high-speed connections required by SL could read the announcment. Companies hosting private events such as the kinds of design sessions held in the Jewel of Indra VRML worlds do can use those blogs for internal distribution. On the other hand, when security fails and someone outside the company either inside LL or outside LL gets and distributes those logs for sale or profit, LL will be sued for fiduciary abbrogation or some other neat legal and expensive cause. The VR market is still emerging as Eric Maranne notes on the www-vrml and X3D lists. VR is a message and real-time 3D is a medium. The medium can be used for many different kinds of messages and not just VR in communities. Companies and individuals interested in the technologies and not just LL's implementation will do well to study the open unencumbered standards for VR on the web, and real-time 3D for other applications. Don't confuse the houses with the bricks and the mortar. Meanwhile, LL is a snow plow uncovering the roads that VRML built ten years ago. They had the same problems of pilfering but responded for the most part in accepting that and insisting that pilfered code retain the copyright notices but otherwise in the interests of building an open virtual reality on the web, copy and learn. The artists on Linden Labs server farm are late to this party and now learning what the VRML artists accepted from the beginning. "Sorry 'bout that" is the standard answer; call it the price of risk management and the learning curve. CNet doesn't get this yet. It isn't news yet. When it is, they will be the first to report it and the last to know.
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