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2016 Wis. L. Rev. Forward 79 (2016)
Regulating Virtual Property with EULAS

handle is hein.journals/wlron4 and id is 77 raw text is: 










COMMENT


    REGULATING VIRTUAL PROPERTY WITH EULAS

                       JAMES  BONAR-BRIDGES*

Introduction         ................................          ...... 79
I. The Virtual Property at Stake in MMORPGs             ............... 80
II. The End-User  License Agreement     ...............        ...... 81
       A. Minor  Parties                    .............................. 81
       B. Cheating  the System.       ...........       ............. 82
       C. Who  Owns  In-Game   Property Under  the EULA?   ............ 84
III. Are EULAs  the Best Tool for Regulating Virtual Worlds  and
       Virtual Property?                   .............................. 86
       A. Is the EULA  an Enforceable  Contract?          ............. 86
       B. Justifications for Using Contract Law over Property Law  .. 88
       C. Consumer   Protection Laws        ..................... 90
       D. Criminal Law  ............................... 90
Conclusion.         .................................         .....  91

                            INTRODUCTION

     Online games  like World of Warcraft and Second  Life are intensely
successful  products   that  have changed the face of modern
entertainment.  Part of their appeal  is that they are as  much   social
networks  as video games: players create online identities (or avatars) to
complete  quests, collect items, and interact with other avatars in a fully
realized digital world.  As   such, a  large  share  of their value  to
prospective  gamers   comes  from   what  other  users  are doing.'  In

     *     J.D. Candidate, 2016, University of Wisconsin Law School. The author
wishes to thank Professor Stephanie Tai, whose research project led to the earliest
version of this comment.
     1.    One only has to look to failed games of this genre with huge budgets and
familiar licenses to see how easy it is for games dependent on an online user-base to be
relegated to history. See, e.g., Neil Herndon, The Resounding Whimper of the 'Elder
Scrolls Online' Release, FORBES (July 20, 2015, 9:32 AM), http://www.forbes.com/
sites/archenemy/2015/07/20/the-resounding-whimper-of-the-elder-scrolls-online-
release/ (discussing the slow start of a game based in the popular Elder Scrolls
universe); Matt Purslow, Marvel Heroes: How Gazillion Reversed the Fate of their
Comic Book MMO,   PCGAMEsN  (Apr. 3, 2015), http://www.pcgamesn.com/marvel-
heroes-2015/marvel-heroes-how-gazillion-reversed-the-fate-of-their-comic-book-mmo
(explaining how the online game based on Marvel Comics characters-perhaps the
hottest license around-reversed its disastrous launch by focusing more on its
community).

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