Tuesday, March 03, 2009

Online Games: The Intellectual Property War

Online games, especially MMORGPS, such as World of Warcraft and Ruinescape, have sophisticated in-game economies consisting typically using some currency as a method of bartering. In addition to money, the games have "item" or "equipment" that are used to better the user’s online character and afford the individual the ability to compete in harder parts of the game. Because these virtual items and currency are difficult to obtain, there is an inherent value placed upon them, one that people will pay actual real currency to obtain. Buying and selling items, currency, and actual MMORPG accounts has become a large and popular industry.

Companies such as Blizzard are attempting to combat and place restrictions on these types of transfers, putting clauses inside of the terms of service that prohibit other individuals from using another’s account, placing restrictions on selling accounts, items, gold, or characters.

Blizzard Entertainment does not recognize the transfer of any virtual property outside of World of Warcraft. You may not sell accounts, items, gold, or characters for "real" money or exchange these items for value outside of the game.


Blizzard is taking ramifications such as suspending and terminating accounts who do not comply with this rule. It seems there needs to be some limitations on how these "Terms of Use" are constructed. When does an online game enter the real realm of the economy where fair trade and capitalist theories are necessary? Why and how is Blizzard able to ban users for paying for a service for someone else to play World of Warcraft for him or her? In order to create a balance between the users rights of a game and the hard-line policies and interests put in place by the game provider, the courts must answer these questions.

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