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The controversy gathered steam Monday when Linden Lab, which publishes Second Life, posted a blog alerting residents of the virtual world to the existence of a program or bot called CopyBot, which allows someone to copy any object in Second Life. That includes goods such as clothing that people purchase for their in-world avatars, and even the virtual PCs that computer giant Dell announced Tuesday it is going to sell in the digital world.
Second Life users can purchase virtual items with a pretend currency called Linden dollars--named for game creator Linden Lab. But they use real-life currency to acquire that virtual coin. In fact, there's an exchange rate between the two: One U.S. dollar will buy 271 Lindens, enough to buy a basic outfit for an avatar, which is the digital representation of a person.
Problem is, it's not clear yet if there's anything Linden Lab can do to stop people from using the bot. Linden Lab said Second Life content creators who had their wares stolen had few immediate options for stopping the thefts and that the best recourse for them could be to file a Digital Millennium Copyright Act complaint--in the real world--against offenders.
Some virtual entrepreneurs now worry their livelihoods are at stake, and some are threatening to shut down their in-world businesses before they get fleeced.
"The problem with the DMCA is that it takes many weeks," said Jim Mallon, a Second Life content creator who has been in the virtual world since its 2003 beta. "By that time, someone's work could be (copied and stolen) and distributed all over the grid. I am so surprised Linden Lab did not see this coming and stop it."
Second Life is an open-ended, 3D, digital virtual world in which members can create nearly anything they can imagine, and in which anyone owns the intellectual property rights to what they create. As a result, there are hundreds of businesses selling clothing, vehicles, furniture and the like, all for Linden dollars. A complex and stable economy has sprung up around such commerce.
a Second Life
content creator
The reaction to CopyBot is not the first virtual revolt. Many Second Life residents recently complained when Linden Lab announced it was raising the price for the in-world "islands" it sells. As a result, the company said it would delay the price hikes for two weeks.
Residents have also complained about other issues, such as problems with the user interface and previous issues related to the security of created content.
On Tuesday afternoon, even as the controversy raged, Linden Lab posted a second blog entry addressing CopyBot and the resulting fallout.
Titled "
"Second Life needs features to provide more information about assets and the results of copying them," Ondrejka's post began. "Unfortunately, these are not yet in place. Until they are, the use of CopyBot or any other external application to make unauthorized duplicates within Second Life will be treated as a violation and may result in your account(s) being banned."
To "Baba Yamamoto," the Second Life name of one of the members of the group that created CopyBot, the uproar over the software is understandable but disappointing.
Yamamoto told CNET News.com that CopyBot was created as a tool for testing and demonstrations and was never intended to be used for illegal theft. But because the tool was created using an open-source license, some Second Life users have gotten hold of it and are now freely using and distributing it.
"It's not that the code is some kind of exploit," Yamamoto said. "It deals with legitimate client data that every client receives, but it takes that data and converts it to a packet and sends it back to the servers, duplicating the appearance of objects and avatars. It acts like an import/export tool."
See more CNET content tagged:
Second Life, virtual worlds, creator, economy, DMCA






- By the Way
- by Len Bullard November 15, 2006 9:32 PM PST
- I'm not endorsing stealing content clearly marked as owned. I'm saying that that is all DRM get you; a way to make it harder to steal and a way to prove it was indeed stolen. But you will pay a price for that defense in legal fees and if you carry it too far, in a lot of very pissed off customers who did pay for it and consider it theirs to use as they will. They will do as I saw my son did today with a game that he purchased in a store and after bringing it home, found he had to log on to the Internet and download more stuff just to play it. That kind of thing is ********.<br /><br />You want protection. My point about what the VRMLers did was that without a binary, they found they couldn't protect anything and as a result, their community went into a tailspin without profits to show for legitimate hard work. So they coped as best as they could and now they are about to put their work in binaries if they so choose. That won't protect it; it will just make it a bit more inconvenient to steal.<br /><br />But it is the closed system that is SecondLife that makes it possible to sell content there and it is the selling of content that makes it attractive to steal: it has value. So you live with the big bad world when you make stuff to sell. If LindenLabs can't protect it, find another place to sell it but be aware that the same scenario will repeat.<br /><br />I didn't say that was a good thing; it's just Life Among the Mammals. Deal.
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