Abstract
In this chapter, we reflect on constructing legal frameworks which affect computer applications which are called three-dimensional online virtual worlds. The normative regulation of avatars is concerned. Non-game virtual worlds such as Second Life, developed by Linden Lab (https://secondlife.com/ ), are in the primary focus. About ‘serious’ virtual worlds—opposed to leisure-based—see a sco** study by Sara de Freitas (Serious virtual worlds: a sco** study. The Serious Games Institute, Coventry University Enterprises, JISC, 2008).
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Notes
- 1.
VirtualLife project “Secure, Trusted and Legally Ruled Collaboration Environment in Virtual Life”, 2008–2010, co-funded by EU FP7 ICT under DG INFSO Networked Media Systems, https://cordis.europa.eu/project/id/216064.
- 2.
“In real space, we recognize how laws regulate—through constitutions, statutes, and other legal codes. In cyberspace we must understand how a different “code” regulates—how the software and hardware (i.e., the “code” of cyberspace) that make cyberspace what it is also regulate cyberspace as it is” (Lessig 2006), p. 5.
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Cyras, V., Lachmayer, F. (2023). Legal Frameworks of Three-Dimensional Virtual Worlds. In: Essays on the Visualisation of Legal Informatics. Law, Governance and Technology Series, vol 54. Springer, Cham. https://doi.org/10.1007/978-3-031-27957-7_14
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