Small Group Workshops

WORKSHOP 1: DIGITAL PROPERTY

Cory Ondrejka - Josh Fairfield - Ted Castronova


The increasing complexity of social interactions in virtual worlds has given rise to competing visions of the role of "real world" copyright law in fostering player creativity. Typically game companies assert an ownership right in everything that takes place on their servers. But this leads to treating everything that happens online as property, including those aspects of player interaction and creativity, including on-line identity and conversation that cannot be "owned" in the real world. An alternative model has been to allow players to retain intellectual property rights in their own digital creations. But this approach, while affording players greater ability to translate their virtual intellectual property into real world intellectual property, does not do much to help them control how their digital creations will be used within the virtual world. It gives rise to complexity in trying to administer the treatment of works created and used by numerous collaborators. Since many aspects of life in-world can be controlled by the computer code of that world, it becomes possible to envision alternative "digital property" arrangements which let players manage and run their own intellectual property permissions or, more radically, to stop thinking about a on-line creations as "property" at all. The aim of this workshop is to design a digital property system(s) for the virtual world to maximize player collaboration and creativity, minimize uncertainty and foster free expression in the metaverse. Any scheme created also needs to manage information flow between the digital and real worlds, account for artistic motivational biases of early adopters, and maybe even discuss whether moral rights have a place in the digital context.


 

WORKSHOP 2: DIGITAL IDENTITY

 

Ren Reynolds - Susan Crawford


As we move from the two-dimensional, text-based “web world” to more interactive and immersive social cyberspaces designed for human interaction, we must address how we will promote and protect the development of robust, persistent on-line identity. Social cooperation in any medium depends on trust. We need signals of commitment to support cooperative behavior. While, previously, cyberspace undermined our ability to create persistent, reliable and coherent measures of identity across a distance, the technology of virtual worlds holds out the promise for creating meaningful identity on-line. This workshop asks how we can use the interfaces and tools of virtual worlds to strengthen on-line identity and thereby produce social trust in cyberspace. We can create vivid, visual representations of personal identity independent of our off-line attributes and, at the same time we can create reputations independent of social identity in real space. The aim of this session is to develop a dynamic, player-managed social reputation system(s) for the metaverse.


WORKSHOP 3: COLLECTIVE ACTION

 

David Johnson - Clay Shirky


In groups we can do together what we cannot achieve alone. The group in its myriad forms is the basic unit of social and political organization. Social life is full of the groups and associations that Tocqueville lauded a century ago. Activism and organizing require the mobilization of communities of interest. Lawmaking demands collective decisionmaking and deliberation. Organizations of all kinds depend on the work of teams. This holds true in virtual worlds as much as the “real” world. Not only do games depend upon group play and the social organization of guilds and clans but even social worlds are witnessing the emergence of novel and purposive social groups. With networks and new computer-based tools now ordinary people can become a group even without the benefit of a corporation or organization. They can make decisions, own and sell assets, accomplish tasks by exploiting the available technology. They can exercise meaningful power in national, state and local -- indeed global -- contexts.. They can exercise meaningful power themselves about national, state and local – indeed global – issues. In this Workshop we address how to use the interfaces of virtual worlds most effectively to empower organized groups. The aim of this workshop is to design the “group avatar,” the collective fiction of the group in the metaverse.