Tag Archives: second life

Content & Licensing in Virtual Worlds

We are seeing an increase of something that we find disturbing on many levels: self-created licenses for content.

The reasons we find these licenses is disturbing are many: in general, content creators are not lawyers, nor do they seek legal counsel in developing their license agreements.  These agreements are often poorly framed or worded. The agreements do not indicate what legal jurisdiction and what laws of what country govern them.  And, scariest of all, some of these licenses attempt to ‘reverse engineer’ previous licensing agreements.

Any software developer will understand why licenses cannot be changed after something has been issued.  Others will have used that original bit of code issued under one license, which has its own unique set of requirements and restrictions.  These users may have even created a product that incorporates the original bit of code.  If coders were allowed to change their original license terms, that means that anything created with that original bit of code would also be subject to these new terms, which might be more restrictive than the initial license agreement. Trouble, heartache and grief and legal strife lies that way, and so once something has been released under one license, that is the license that governs its use for all time.

Likewise, content creators can’t change their license terms after the fact.  We see this increasingly with content creators who have been developing for Second Life®, where they are suddenly changing their terms of agreement for previous purchasers.  Unfortunately, licensing doesn’t work that way. If you license content under one agreement, you cannot legally to make a unilateral change in the licensing agreement unless you have included language to this effect in the original license.

It’s just like the coders with their software licenses: if they were allowed to change the license type, that change would create a legal and administrative nightmare and no one would use their code as a result.   Users would be afraid to, since they wouldn’t know if they had to try to track everywhere that code was used, in what products, and how the licensing might change the usefulness and applicability.

Since most of these licenses are not developed by actual lawyers, but by the content creators themselves, those agreements are missing certain critical and important terms…such as a clause enabling the content creator to make changes to the licensing agreement at will with appropriate notification to purchasers of that content going forward.

We have been working with a team of American Bar Association lawyers for the past 18 months, developing legal templates that content creators will be able to use as a ‘jumping off’ point for their own agreements.  These agreements are only suitable for organizations or individuals who are based in the United States, and of course, legal counsel should be sought to help further develop them. Towards the end of October, we will be publishing these legal templates for content creators to use in developing their own legal agreements for licensing.

We will also be publishing our legal primer for content creators, which is intended to help content creators navigate the murky waters of content creation and licensing for OpenSim-based worlds.

Content Creation and OpenSim

We have been working in and developing content on OpenSim since September 2007, when we first logged into what would become the OSGrid.  Fashion Research Institute is the oldest professional content creator on OpenSim.  Our current research collaboration with Intel Lab® is focused on content management and movement using the OpenSim-based ScienceSim as our test platform. With Linden Lab’s recent announcements about price changes and the closure of Teen Second Life grid, we are seeing increased interest from educators and other consumers of content, many of whom are confused about what they can and cannot do with content they ‘purchased’  in Second Life®, and where to go for content which they have a legal right to use in their pending OpenSim-based educational grids.

In the hope of helping to alleviate some of the confusion, we offer here some of the insight we have acquired over the years of working in OpenSim and the best practices we ourselves use in developing our content in OpenSim.

We started moving our content out of Second Life® a year or so ago, and closed our final avatar apparel line last Spring, after Linden Lab® made some ToS announcements.  Our area of expertise, as one may expect from the Fashion Research Institute, is avatar customization content. We needed a substantial catalog of content to outfit our avatar models on our Virtual Runway™  product.  We have also developed content libraries of PG-rated avatars and a well-tested orientation region for OpenSim for various organizations to use on their OpenSim-based grids such as ScienceSim. We now have a huge body of content available for licensing by those who need an orientation program or avatar customization content.

Although we finished backing up our content from Second Life®  six months ago, what follows is our ‘best practices’ from that process.

We had an extensive collection of avatar content we had developed over the years.  We found that the best tool to move this content was Stored Inventory. (aka Second Inventory)  It will move the contents of prim containers, including scripts, textures and other objects. Although the process itself is slow, it is also relatively mindless and can be performed in the background while other tasks are being accomplished, or given to an intern for completion.  All content brought in using Second Inventory should be checked for completeness, as it is prone to not completely backing up containers of content.

Please note that Stored Inventory will only allow the actual content creator to move his or her own content.  If a user licensed content within Second Life®, but they are not the content creator, they will not be allowed to move that content.

Something a content user should be concerned about is knowing the provenance of the content they are acquiring: who made it and is it original content.  Professional content developers will do business either under a business name, which should be registered and have a employer identification number of some sort, or as a real life individual who will also have some sort of  taxpayer identification number.  If a content creator refuses to provide such information you may wish to reconsider conducting business with them. There is no way for you to track them down if there proves to be a legal or other issue with content you may have licensed from them.

Of course, licensing or purchasing content that uses trademarks owned by real world organizations is also rife with issues. Most of the owners of these marks didn’t license them for use by Second life® or OpenSim developers, so you run the risk of legal liability.  Can your nonprofit, for profit, or school afford the legal fees to defend itself?  If not, be very careful about allowing licensed trade or service marks into your content.

A final bit of advice, when a content consumer decides to move their content from Second Life® into OpenSim, or decides to license new content from a creator, make sure you document all of your content, including any licensing information, and back up that up in a commonly accessible document management system so that everyone in your organization that handles content has access to it. Create a special OS region where all you do is bring your content in and curate that region. Have your admin make OAR files early and often: nothing is worse than losing hours of backup because the region failed to save to the server properly. When you are all done with the region, make sure you have some sort of record of what is contained within the region, and then link that record to your OAR file for back ups.

NOTE:  Due to the announcement today from Linden Lab regarding yet another change in the ToS, the Professional Virtua Designer Society will be holding a special session to discuss how these new terms can affect content creators.  For more information about the PVDS, visit http://bit.ly/bQydjR.

Virtua Society Kicks Off Weekly Speakers Series

We’re thrilled to kick-off our weekly speakers series at the Professional Virtua Designer Society this Friday, September 10th, 2010 at Noon PDT.

Join us as we welcome Callipygian Christensen, who will be addressing the  challenges and advantages of creating 2D art in a virtual world.

http://slurl.com/secondlife/21C%20Interactive/74/29/22/

Shooting a variety of subjects, Callipygian Christensen uses SL snapshots  to document her view of the Second Life® we lead. Calli displays some unretouched images, but also uses post-processing to create photographic art – removing ugly angles and texture blurs caused by SL animation and movement, and to enrich the depth and tone of SL colors.

Calli presents images in many different styles, from portraits to landscapes, from the mundane to the erotic, and  has won Best in Show awards in numerous juried SL arts contests and Fan Favorite ballots.

Professional Virtua Designers’ Society

The purpose of the Professional Virtua Designers’ Society is to promote and protect the social, economic and professional interests of its members.

The Society is committed to improving conditions for all digital artists designing and developing virtual goods and products intended to be used in virtual worlds.  It is also committed to raising standards for the entire emerging industry. The Society embraces digital artists at all skill levels and provides professional development to lift these special content creators to new levels of professionalism and skill.