Liabilities of virtual world developers as intermediary service providers: the case of Second Life

IF 0.4 4区 社会学 Q3 LAW
Batu Kinikoglu
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引用次数: 0

Abstract

Through a review of the EU and the US regulation and case law, this article discusses the extent to which virtual world developers can be held liable as intermediary service providers with regard to potentially infringing user-created and user-uploaded virtual items. Among many virtual worlds, this study focuses on Second Life, developed by Linden, as it allows user-created and uploaded contents, and offers services such as the Marketplace and LindeX exchange, which enable users and the developer to financially benefit from these contents. The article argues that, beyond mere game developers, virtual world developers such as Linden are intermediary service providers and may be liable with regards to user-created and uploaded content on their services. Within the scope of the EU regime, Linden is too active to benefit from the E-Commerce Directive’s safe harbors. However, it should not be considered as an online content-sharing service provider within the scope of the DSM Directive because Second Life does not compete with other online content services for the same audiences. According to the comprehensive protection brought by the DMCA in the US, Linden can benefit from the safe harbors if it takes the necessary steps after becoming aware of specific infringing activity and fulfills the procedural measures listed in the act.
虚拟世界开发者作为中介服务提供者的责任——以第二人生为例
通过对欧盟和美国法规和判例法的审查,本文讨论了虚拟世界开发者作为中介服务提供商对用户创建和用户上传的潜在侵权虚拟物品承担责任的程度。在许多虚拟世界中,本研究重点关注林登开发的第二人生,因为它允许用户创建和上传内容,并提供Marketplace和LindeX交换等服务,使用户和开发者能够从这些内容中获得经济利益。文章认为,除了游戏开发商之外,林登等虚拟世界开发商是中介服务提供商,可能对用户在其服务上创建和上传的内容负责。在欧盟制度的范围内,林登过于活跃,无法从《电子商务指令》的安全港中获益。然而,不应将其视为DSM指令范围内的在线内容共享服务提供商,因为第二人生不会与其他在线内容服务竞争相同的受众。根据美国DMCA带来的全面保护,如果林登在意识到具体侵权活动后采取必要措施并履行法案中列出的程序措施,它可以从安全港中受益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
0.80
自引率
0.00%
发文量
10
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