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Title:      CAN VIRTUAL WORLD PROPERTY BE CONSIDERED A DIGITAL GOOD?
Author(s):      Nicholas. C. Patterson, Michael Hobbs
ISBN:      978-972-8939-31-1
Editors:      Piet Kommers, Tomayess Issa and Pedro Isaías
Year:      2010
Edition:      Single
Keywords:      Digital goods, virtual property, virtual world environments, real money trading, virtual property theft, piracy
Type:      Full Paper
First Page:      33
Last Page:      40
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      What types of goods should be considered digital goods? This paper discusses the question of whether virtual property, such as items available in virtual world environments like Linden Lab’s Second Life and Blizzard’s World of Warcraft, should be considered a valid digital good. The makeup of a virtual property items are explored in this paper and their key features compared and contrasted with that of digital goods. Common examples of digital goods include: electronic books, software, digital music and digital movies. These goods are considered a tangible commodity, that is they have an unlimited supply and secondly they are in a digital/binary form (a sequence of 1’s and 0s’). When looking at why a virtual property items should be included in the category of ‘digital goods’, it is important to consider how items in a virtual world come to exist and how the availability of these items are often controlled by publishers and developers. The aim of this paper is show that digital goods should not be limited to the traditional views such as electronic books, software, music and movies; but in fact the term ‘digital good’ should also include the active market of virtual property items.
   

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