![]() Footnote 3 Most MMOGs require players to invest large amounts of time into the game and often charge monthly subscription fees. There are a number of popular MMOGs, such as World of Warcraft and Habbo Hotel. MMOGs enable players to cooperate and compete with each other on a large scale and sometimes allow players to interact meaningfully with many people around the world, thus increasing in popularity on a global scale. Footnote 2 They are played on the internet, though not necessarily through a computer, as many new game consoles can now access the internet. Part I: What is Second Life?Ī massively multiplayer online game (MMOG) is a video game “which is capable of supporting hundreds or thousands of players simultaneously”. Finally, Part IV briefly discusses business data practices within Second Life. As well, I examine how easily avatars can be traced to the identity of the person controlling the avatar and the potential for in-world surveillance. Part III suggests that avatars have privacy rights and examines how residents can protect their privacy in-world. Part II discusses the privacy of Canadians who register with Second Life, examining Linden Lab’s Terms of Service and Privacy Policy. Part I will describe Linden Lab, Second Life and activities that Second Life residents pursue in-world. This report will examine privacy in virtual worlds, focusing on Second Life. ![]() As people invest real time and money into virtual world, rights to virtual property will be no less important to many in the virtual world than in the real world. David Canton, a business lawyer in Canada, warns that virtual worlds will lead to more real world lawsuits and controversy, focusing on how real world laws apply to the virtual world. For some residents, Second Life is an opportunity to explore new interests, meet new people and experiment with new identities that they would not feel comfortable trying in real life.īut with virtual worlds come virtual problems. To its residents, Second Life is a virtual world where residents build a virtual life by using the platform to expand their current interests, strengthen existing real life relationships and explore real world venues. Due to its complex virtual economy and its integration with the real world economy, Second Life draws a diverse demographic of technologically-forward and entrepreneurial individuals who are not simply living in Second Life for the “game”. Second Life is one of several popular massive multi-player online games. ArchivedĬommissioned by the Office of the Privacy Commissioner of Canadaĭisclaimer: The opinions expressed in this report are those of the author(s) and do not necessarily reflect those of the Office of the Privacy Commissioner of Canada. Please contact us to request a format other than those available. It is not subject to the Government of Canada Web Standards and has not been altered or updated since it was archived. Information identified as archived is provided for reference, research or recordkeeping purposes. Collection of personal information on Second LifeĬonclusion: Future Work This page has been archived on the Web.The potential for in-world surveillance.No anonymity: connecting the avatar to the person behind the avatar.The avatar as the extension of a person.Principle 4.6: Accuracy of personal informationĪvatar privacy: privacy of Second Life residents.Principle 4.5: Limiting use, disclosure and retention of personal information.Ongoing collection of personal information from residents during their use of Second Life.Voluntarily establishing layers of trust by identity verification.Accessing areas designated to be “Mature”.Collection of additional personal information required in order to access certain features of Second Life.Collection of personal information required at registration in order to use Second Life. ![]()
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