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LIFE, LIBERTY, AND THE PURSUIT OF SWORDS AND<br />

ARMOR: REGULATING THE THEFT OF VIRTUAL GOODS<br />

INTRODUCTION<br />

Courts <strong>and</strong> legislatures cannot continue to ignore virtual worlds. The legal<br />

regulation <strong>of</strong> online video games has become a pressing issue because people<br />

<strong>and</strong> companies increasingly spend more time <strong>and</strong> resources within virtual<br />

worlds. 1 Echoing <strong>the</strong>se sentiments, scholar Jack Balkin posits that if<br />

developers “encourage real world commodification <strong>of</strong> virtual worlds,<br />

encourage people in <strong>the</strong>se worlds to treat virtual items like property, <strong>and</strong> allow<br />

sale <strong>and</strong> purchase <strong>of</strong> <strong>the</strong>se assets as if <strong>the</strong>y were property, <strong>the</strong>y should not be<br />

surprised if courts, legislatures, <strong>and</strong> administrative agencies start treating<br />

virtual items as property.” 2 There is no longer a bright line between<br />

Massively-Multiplayer Online Role-Playing Games (MMORPGs) <strong>and</strong> reality.<br />

The more that virtual-world activities affect real-world economics <strong>and</strong> property<br />

interests, <strong>the</strong> more that virtual worlds will require legal regulation. 3<br />

A MMORPG is an online role-playing game in which a large number <strong>of</strong><br />

players interact with one ano<strong>the</strong>r within a virtual-world setting. 4 In <strong>the</strong>se<br />

games, a player assumes <strong>the</strong> role <strong>of</strong> a fictional character, taking control over<br />

many <strong>of</strong> that character’s actions. 5 Unlike single-player or small multiplayer<br />

games, 6 MMORPGs provide a persistent world, 7 usually hosted by <strong>the</strong> game’s<br />

publisher, that continues to exist <strong>and</strong> evolve even while <strong>the</strong> player is away<br />

from <strong>the</strong> game. 8<br />

1 Jack M. Balkin, Law <strong>and</strong> Liberty in Virtual Worlds, 49 N.Y.L. SCH. L. REV. 63, 63 (2004).<br />

2 Id. at 78.<br />

3 Id.<br />

4<br />

MARK J.P. WOLF & BERNARD PERRON, THE VIDEO GAME THEORY READER 87 (2003).<br />

5 See generally MATTHEW WILLIAMS, VIRTUALLY CRIMINAL: CRIME, DEVIANCE AND REGULATION<br />

ONLINE 2 (2006) (describing virtual worlds).<br />

6 Online casino tables are a perfect example <strong>of</strong> small multiplayer games. See, e.g., Nelson Rose,<br />

Gambling <strong>and</strong> <strong>the</strong> Law: The Future <strong>of</strong> Internet Gambling, 7 VILL. SPORTS & ENT. L.J. 29, 32 (2000).<br />

7 See Wikipedia, Persistent World, http://en.wikipedia.org/wiki/Persistent_world (last visited Mar. 2,<br />

2007).<br />

8 Michael Meehan, Virtual Property: Protecting Bits in Context, 13 RICH. J.L. & TECH. 7 1 (2006),<br />

http://law.richmond.edu/jolt/v13i2/article7.pdf.


1302 EMORY LAW JOURNAL [Vol. 57<br />

A distinguishing feature <strong>of</strong> MMORPGs is that players not only interact<br />

with one ano<strong>the</strong>r but also collect items—traditionally <strong>swords</strong>, <strong>armor</strong>, potions,<br />

food, jewelry, or o<strong>the</strong>r accessories—that enhance <strong>the</strong> character’s ability to<br />

fight, cast spells, or move within <strong>the</strong> virtual world. 9 These virtual items<br />

enhance game play: virtual goods can make characters stronger or more<br />

powerful, or can ease a player’s capacity to progress through <strong>the</strong> game <strong>and</strong><br />

achieve higher levels. 10 Many <strong>of</strong> <strong>the</strong>se powerful items, however, are not easy<br />

to acquire, sometimes taking hours or days to locate <strong>and</strong> seize. 11<br />

Because virtual items enhance character attributes 12 but require time to<br />

obtain, 13 <strong>the</strong>y have become objects <strong>of</strong> value to players. These items, in turn,<br />

have generated an outside market for <strong>the</strong>ir acquisition. 14 This outside market,<br />

termed Real Money Trading (RMT), allows players to buy virtual goods with<br />

real financial currency through websites like eBay 15 <strong>and</strong> IGE. 16 RMT has<br />

become a pr<strong>of</strong>itable industry: 17 industry analysts estimate that trade in virtual<br />

goods ranges from $200 million to $2 billion a year. 18 In 2003, <strong>the</strong> internet<br />

9 Id. at 2.<br />

10 Id.<br />

11 See Wikipedia, Camping, http://en.wikipedia.org/wiki/Camping_(computer_gaming) (last visited Mar.<br />

2, 2007).<br />

12 Attributes can include, but are not limited to, strength, stamina, intelligence, clarity, wisdom, agility,<br />

<strong>and</strong> dexterity. See The Norrathian Scrolls: A Study <strong>of</strong> EverQuest, http://www.nickyee.com/eqt/lexicon.html<br />

(last visited Feb. 29, 2008).<br />

13 See, e.g., Tobold’s MMORPG Blog, http://tobolds.blogspot.com/2006/05/have-we-lost-patience.html<br />

(May 10, 2006, 10:26 EST) (describing how certain plants on EverQuest take twenty-five minutes to spawn).<br />

14 Economic Activity in Virtual Worlds, TNL.net Weblog, (July 31, 2006), http://www.tnl.net/blog/2006/<br />

07/31/economic-activity-in-virtual-worlds/.<br />

15 eBay, http://www.ebay.com (last visited Mar. 2, 2007). The sale <strong>of</strong> MMORPG virtual goods began on<br />

eBay, where virtual good prices ranged from a few cents to several thous<strong>and</strong> <strong>of</strong> dollars. TNL.net Weblog,<br />

supra note 14. However, eBay recently banned <strong>the</strong> sale <strong>of</strong> all virtual goods, except for <strong>the</strong> virtual goods <strong>of</strong><br />

crowdsourcing MMORPGs. See Daniel Terdiman, eBay Bans Auctions <strong>of</strong> Virtual Goods, NEWS.COM, Jan. 29,<br />

2007, http://news.com/eBay+bans+auctions+<strong>of</strong>+virtual+goods/2100-1043_3-6154372.html; see also infra note<br />

46 (defining “crowdsourcing MMORPGs”).<br />

16 IGE, http://www.ige.com (last visited Apr. 7, 2007). IGE provides a network for <strong>the</strong> buying <strong>and</strong><br />

selling <strong>of</strong> virtual currency <strong>and</strong> virtual assets <strong>of</strong> MMORPGs. See id.<br />

17 Because <strong>the</strong> trades on eBay were largely unregulated, Sony, one <strong>of</strong> <strong>the</strong> largest MMORPG providers,<br />

set up its own exchange system to allow its subscribers to buy <strong>and</strong> sell virtual goods through a regulated<br />

system. Daniel Terdiman, Sony Scores with Station Exchange, NEWS.COM, Aug. 25, 2005, http://news.com.<br />

com/Sony+scores+with+Station+Exchange/2100-1043_3-5842791.html. During Station Exchange’s first<br />

thirty days <strong>of</strong> operation, Sony saw more than $180,000 in transactions <strong>and</strong> reported that <strong>the</strong> average Station<br />

Exchange participant spent more than $70. Id. Realizing <strong>the</strong> potential for pr<strong>of</strong>it, o<strong>the</strong>r third-party websites set<br />

up <strong>the</strong>ir own exchanges to allow for <strong>the</strong> sale <strong>and</strong> purchase <strong>of</strong> virtual goods <strong>of</strong> various MMORPGs. E.g.,<br />

Internet Game Exchange, http://www.igxe.com (last visited Mar. 2, 2007); IGE, supra note 16; Massive<br />

Online Gaming Sales, http://www.mogs.com (last visited Mar. 2, 2007).<br />

18 Daniel Terdiman, Virtual Goods, Real Scams, NEWS.COM, Sept. 12, 2005, http://news.com.com/<br />

Virtual+goods,+real+scams/2100-1043_3-5859069.html; see also Noah Robischon, Station Exchange: Year


2008] REGULATING THEFT OF VIRTUAL GOODS 1303<br />

gaming section <strong>of</strong> eBay alone experienced more than $9 million in trades <strong>of</strong><br />

gaming virtual goods. 19<br />

Not only are virtual goods valuable enough to be sold for real money, <strong>the</strong><br />

time spent acquiring <strong>the</strong>se goods is valuable as well. Overseas, “sweatshops”<br />

employ people to play <strong>and</strong> to acquire virtual goods that are <strong>the</strong>n put up for<br />

sale. 20 For example, Chinese workers get paid between $75 <strong>and</strong> $250 per<br />

month to work twelve-hour shifts playing in World <strong>of</strong> Warcraft to harvest<br />

artificial gold coins <strong>and</strong> o<strong>the</strong>r virtual goods. 21<br />

Recognizing <strong>the</strong> real-world value <strong>of</strong> virtual goods, Congress’s Joint<br />

Economic Committee is creating a report on in-game economies to determine<br />

whe<strong>the</strong>r <strong>the</strong> government should tax <strong>the</strong> purchases <strong>and</strong> sales <strong>of</strong> virtual goods. 22<br />

A Senior Economist for <strong>the</strong> Joint Economic Committee commented that “to a<br />

certain degree <strong>the</strong> law has fallen (behind) because you can have a virtual asset<br />

<strong>and</strong> virtual capital gains, but <strong>the</strong>re’s no mechanism by which you’re taxed on<br />

this stuff.” 23 The U.S. government’s newfound interest in video-game<br />

economies demonstrates virtual property’s growing relevance.<br />

Unfortunately, <strong>the</strong> growth <strong>of</strong> <strong>the</strong> virtual goods market has a dark side as<br />

well—it has led to an increase in virtual crime, 24 particularly <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual<br />

goods. According to one study, <strong>the</strong> majority <strong>of</strong> online-gaming crime is <strong>the</strong>ft<br />

One (Jan. 19, 2007) (unpublished manuscript), available at http://www.gamasutra.com/features/<br />

20070207/SOE%20Station%20Exchange%20White%20Paper%201.19.doc. This study found that 9,042 video<br />

gamers spent a total <strong>of</strong> $1.87 million on virtual goods between June 2005 <strong>and</strong> June 2006 on Station Exchange<br />

alone. Id. at 3. Each video gamer spent an average <strong>of</strong> $91.55, with some items costing $2,000. Id. at 6. The<br />

study fur<strong>the</strong>r reports that most sellers make between $200 <strong>and</strong> $500 a month; however, some sellers earn up to<br />

$37,000 a year from <strong>the</strong> sale <strong>of</strong> virtual goods. Id. at 10. The most recent study, conducted by Tuukka<br />

Lehtiniemi, estimates that <strong>the</strong> worldwide RMT market is at $2.09 billion. Tuukka Lehtiniemi, How Big Is <strong>the</strong><br />

RMT Market Anyway?, VIRTUAL ECON. RES. NETWORK, Mar. 2, 2007, http://virtual-economy.org/blog/how_<br />

big_is_<strong>the</strong>_rmt_market_anyw.<br />

19 Chinese Gamer Sentenced to Life, BBC NEWS, June 8, 2005, http://news.bbc.co.uk/2/hi/<br />

technology/4072704.stm.<br />

20 David Barboza, Ogre to Slay? Outsource It to China, N.Y. TIMES, Dec. 9, 2005, at A1. According to<br />

this article, “By some estimates, <strong>the</strong>re are well over 100,000 young people working in China as full-time<br />

gamers, toiling away in dark Internet cafes, ab<strong>and</strong>oned warehouses, small <strong>of</strong>fices <strong>and</strong> private homes.” Id.<br />

21 Id.<br />

22 Adam Pasick, Virtual Economies Attract Real-World Tax Attention, YAHOO!NEWS, Oct. 16, 2006,<br />

http://news.yahoo.com/s/nm/20061016/wr_nm/<strong>life</strong>_second<strong>life</strong>_tax_dc.<br />

23 Id.<br />

24 Some scholars have found that <strong>the</strong> growth <strong>of</strong> virtual economies has led to <strong>the</strong> rise <strong>of</strong> virtual crime in<br />

general, beyond just <strong>the</strong>ft. See F. Gregory Lastowka & Dan Hunter, Virtual Crimes, 49 N.Y.L. SCH. L. REV.<br />

293, 294–95 (2004).


1304 EMORY LAW JOURNAL [Vol. 57<br />

(73.7 percent) <strong>and</strong> fraud (20.2 percent), 25 <strong>the</strong> average value <strong>of</strong> <strong>the</strong> online<br />

gaming loss is about $459, 26 <strong>and</strong> 34.3 percent <strong>of</strong> criminal loss is between $100<br />

<strong>and</strong> $300.” 27 Similarly, statistics from <strong>the</strong> National Police Administration <strong>of</strong><br />

Taiwan show that Taiwanese police prosecuted 3,983 criminals for 3,553 cyber<br />

crime cases during 2002; more than 1,300 <strong>of</strong> <strong>the</strong>se cases concerned<br />

MMORPGs. 28 Additionally, Korea’s Cyber Terror Response Center (KCTRC)<br />

reports that cyber crime increases exponentially every year: “[i]n 2000 <strong>the</strong>re<br />

were only 675 cases; in 2001 <strong>the</strong>re were 2,193; in 2002 <strong>the</strong>[re] . . . [were]<br />

8,250 [cases;] <strong>and</strong> in 2003 <strong>the</strong> total number <strong>of</strong> cyber crimes was 10,187.” 29<br />

KCTRC concluded that seventy percent <strong>of</strong> cyber crimes relate to item-trade<br />

fraud. 30 Although no study has analyzed <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods in <strong>the</strong><br />

United States, 31 Taiwan <strong>and</strong> Korea’s numbers alone illustrate <strong>the</strong> potential<br />

prevalence <strong>of</strong> <strong>the</strong>se <strong>the</strong>fts. 32<br />

Despite <strong>the</strong> daily occurrence <strong>of</strong> <strong>the</strong>ft within MMORPGs, this type <strong>of</strong> <strong>the</strong>ft<br />

remains unregulated in <strong>the</strong> United States. 33 This Comment takes <strong>the</strong> position<br />

that not only should <strong>the</strong> United States prosecute <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods under<br />

current <strong>the</strong>ft penal statutes but also that such an approach is desperately<br />

needed, given <strong>the</strong> economic prominence <strong>of</strong> virtual goods 34 <strong>and</strong> <strong>the</strong> increasing<br />

rise <strong>of</strong> virtual good <strong>the</strong>fts. 35<br />

25 Ying-Chieh Chen et al., An Analysis <strong>of</strong> Online Gaming Crime Characteristics, 15 INTERNET RES. 246,<br />

251 (2005).<br />

26 Id. at 252.<br />

27 Id. at 246.<br />

28 George Yee et al., Towards Designing Secure Online Games, 2006 NAT’L RESEARCH COUNCIL CAN. 2,<br />

available at http://www.iit-iti.nrc-cnrc.gc.ca/iit-publications-iti/docs/NRC-48457.pdf.<br />

29 Ian MacInnes et al., Virtual World Governance: Digital Item Trade <strong>and</strong> Its Consequences in Korea 17<br />

(2004) (unpublished paper presented at <strong>the</strong> Telecommunications Policy Research Conference), available at<br />

http://web.si.umich.edu/tprc/papers/2004/382/ppr%20Korea%2008%20TPRC%20final%20revised.pdf.<br />

30 Id.<br />

31 Second Life maintains a police blotter. See Second Life, Community: Incident Management Report,<br />

http://second<strong>life</strong>.com/community/blotter.php (last visited Mar. 2, 2007). During a two-week period, Linden<br />

Labs reported fifty-two regulatory actions, none <strong>of</strong> which involved <strong>the</strong>ft. Among those reported, <strong>the</strong> most<br />

prevalent virtual crimes included assault, sexual harassment, disturbance <strong>of</strong> <strong>the</strong> peace, <strong>and</strong> use <strong>of</strong> repetitive<br />

content. Id.<br />

32 A Newsweek reporter estimates that one million dollars in virtual goods are stolen every year. Silvia<br />

Spring, Games: Virtual Thievery, NEWSWEEK INT’L, Dec. 11, 2006, at 10.<br />

33 See, e.g., Earnest Cavalli, Police Refuse to Aid in Virtual Theft Case, WIRED, Feb. 4, 2008,<br />

http://blog.wired.com/games/2008/police-refuse-t.html (“After <strong>the</strong> loss <strong>of</strong> almost $4,000 USD in virtual goods<br />

<strong>and</strong> currency, Final Fantasy XI player Ge<strong>of</strong>f Luurs brought his case before <strong>the</strong> Blaine, Minnesota police<br />

department only to be refused any kind <strong>of</strong> aid.”).<br />

34 See supra text accompanying notes 14–21.<br />

35 See supra text accompanying notes 24–32.


2008] REGULATING THEFT OF VIRTUAL GOODS 1305<br />

The argument proceeds as follows. Part I describes <strong>the</strong> mechanics <strong>of</strong><br />

playing an MMORPG <strong>and</strong> how <strong>the</strong>ft <strong>of</strong> virtual goods might occur in virtual<br />

settings. Part II demonstrates how <strong>the</strong> current United States legal system could<br />

classify <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods as legally cognizable <strong>the</strong>ft, while considering<br />

(1) whe<strong>the</strong>r virtual goods can be considered property; (2) if virtual goods are<br />

property, what property rights players need to protect virtual goods from <strong>the</strong>ft;<br />

<strong>and</strong> (3) whe<strong>the</strong>r existing legal provisions are sufficient to protect <strong>the</strong> <strong>the</strong>ft <strong>of</strong><br />

virtual goods, taking into account arguments against <strong>the</strong>ir application. Finally,<br />

Part III considers whe<strong>the</strong>r o<strong>the</strong>r regulatory schemes, including those <strong>of</strong> o<strong>the</strong>r<br />

countries, would better address <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods <strong>and</strong> concludes that<br />

current penal statutes would regulate <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods most<br />

effectively.<br />

I. THE MECHANICS OF MMORPGS AND THE THEFT OF VIRTUAL GOODS IN<br />

THE CONTEXT OF AN ONLINE VIDEO GAME<br />

Almost nonexistent in <strong>the</strong> late 1990s, MMORPGs now represent one <strong>of</strong> <strong>the</strong><br />

video game industry‘s fastest growing segments. 36 As <strong>of</strong> July 2006, thirteenmillion<br />

people subscribed to some form <strong>of</strong> MMORPG. 37 Nielsen Interactive<br />

Entertainment, 38 in a study performed in 2006, found that among <strong>the</strong> estimated<br />

117 million U.S. video gamers, fifty-six percent play some form <strong>of</strong> multiplayer<br />

online video game. 39<br />

MMORPGs are “graphically represented three-dimensional virtual reality<br />

online social spaces that form part <strong>of</strong> <strong>the</strong> internet.” 40 To play an MMORPG, a<br />

player must first buy <strong>the</strong> game <strong>and</strong> install it on her personal computer. 41 After<br />

installation, <strong>the</strong> player must connect to <strong>the</strong> Internet to play within an online<br />

virtual world managed by <strong>the</strong> game’s publisher. 42 Once in <strong>the</strong> game, a<br />

36 Adam Fifield, Fair Game? For Some Fans <strong>of</strong> Online Interactive Play, Entertainment Can Become a<br />

Dangerous Addiction—One that May Need Treatment, PHILA. INQUIRER, Nov. 2, 2006, at D01.<br />

37 Bruce Sterling Woodcock, MMOGCHART.com, http://www.mmogchart.com/Chart1.html (last visited<br />

Mar. 2, 2007).<br />

38 Nielsen Media Research, http://www.nielsenmedia.com (last visited Mar. 2, 2007).<br />

39 PRNewswire.com, Nielsen Entertainment Study Shows Video Gaming is Increasingly a Social<br />

Experience, http://www.prnewswire.com/cgi-bin/stories.pl?ACCT=109&STORY=/www/story/10-05-2006/<br />

0004446115&EDATE (last visited Mar. 2, 2007). This study does not specify whe<strong>the</strong>r all fifty-six percent <strong>of</strong><br />

video gamers are engaged in MMORPGs or video games in general.<br />

40<br />

WILLIAMS, supra note 5, at 5; see also ROBERT A. RICE, JR., MMO EVOLUTION 1–8 (2006); JASON<br />

RUTTER & JO BRYCE, UNDERSTANDING DIGITAL GAMES 172–73 (2006).<br />

41<br />

WILLIAMS, supra note 5, at 5.<br />

42 Id.


1306 EMORY LAW JOURNAL [Vol. 57<br />

graphical window allows <strong>the</strong> player to see herself as an avatar, a threedimensional<br />

persona with particular physical traits chosen by <strong>the</strong> player. 43<br />

Through a series <strong>of</strong> comm<strong>and</strong>s, <strong>the</strong> player can make this avatar explore areas,<br />

join a group <strong>of</strong> players on quests (typically to exterminate monsters), or<br />

perform more menial tasks, such as cooking, harvesting, fishing, mining, or<br />

sewing. 44 In many new games, technology advancements have improved<br />

player control: in <strong>the</strong>se games, players can design <strong>and</strong> live within <strong>the</strong>ir own<br />

homes, ride <strong>the</strong>ir own customized horses, <strong>and</strong> even take boats to o<strong>the</strong>r<br />

continents populated by different races. 45<br />

Players’ increased control 46 over avatars <strong>and</strong> virtual goods has had both<br />

positive <strong>and</strong> negative consequences. Players now can exchange virtual goods<br />

as gifts <strong>and</strong> even sell <strong>the</strong>ir items both within <strong>and</strong> outside <strong>the</strong> game. 47 However,<br />

this increase in control over avatars <strong>and</strong> virtual goods has opened up <strong>the</strong><br />

opportunity for virtual <strong>the</strong>ft.<br />

There are various ways that a thief can steal a MMORPG virtual good.<br />

Inside <strong>the</strong> game, a player may be vulnerable to <strong>the</strong>ft when, upon finding a<br />

valuable item, she realizes her bags are full <strong>and</strong> she cannot carry any more<br />

goods. Faced with this dilemma, she might ask one <strong>of</strong> her party members 48 to<br />

hold <strong>the</strong> newly discovered item while she discards less-valuable goods to make<br />

room in her bags. But an unscrupulous party member might embezzle <strong>the</strong> item<br />

instead <strong>of</strong> holding on to it, ei<strong>the</strong>r for his own use or to sell it for pr<strong>of</strong>it.<br />

43 Id.<br />

44 Meehan, supra note 8, at 1–2.<br />

45 See, e.g., Vanguard: Saga <strong>of</strong> Heroes, http://www.joinvanguard.com/ (last visited Mar. 2, 2007); World<br />

<strong>of</strong> Warcraft, http://www.world<strong>of</strong>warcraft.com/index.xml (last visited Mar. 3, 2008).<br />

46 Video game players can choose to play one <strong>of</strong> two types <strong>of</strong> MMORPGs: “crowdsourcing” MMORPGs<br />

<strong>and</strong> “controlled” MMORPGs. Jeff Howe, The Rise <strong>of</strong> Crowdsourcing, WIRED, June 14, 2006, http://www.<br />

wired.com/wired/archive/14.06/crowds.html (coining <strong>the</strong> phrase “crowdsourcing”). In crowdsourcing<br />

MMORPGs, developers, like Linden Labs <strong>of</strong> Second Life, delegate responsibility to <strong>the</strong>ir users, instead <strong>of</strong><br />

hiring pr<strong>of</strong>essional help, to develop some <strong>of</strong> <strong>the</strong> game’s content, quests, <strong>and</strong> virtual goods. Gwyn’s Home,<br />

http://gwynethllewelyn.net/article76visual1layout1.html (July 22, 2006, 9:20 EST). In contrast, in controlled<br />

MMORPGs, such as World <strong>of</strong> Warcraft <strong>and</strong> EverQuest, <strong>the</strong> developer creates all <strong>of</strong> <strong>the</strong> game’s content.<br />

None<strong>the</strong>less, a player can still utilize <strong>the</strong> developer’s content to customize her avatars, homes, <strong>and</strong> accessories<br />

to fit her personality <strong>and</strong> needs. This Comment treats virtual goods from crowdsourcing <strong>and</strong> controlled<br />

MMORPGs equally.<br />

47 In 2004, analysts valued <strong>the</strong> market for buying <strong>and</strong> selling virtual goods at $880 million dollars. Jason<br />

A. Archinaco, Virtual Worlds, Real Damages: The Odd Case <strong>of</strong> American Hero, The Greatest Horse that May<br />

Have Lived, 11 GAMING L. REV. 21, 25 (2007).<br />

48 F. Gregory Lastowka & Dan Hunter, The Laws <strong>of</strong> Virtual Worlds, 92 CAL. L. REV. 1, 26–27 (2004)<br />

(defining party membership <strong>and</strong> guild formation in MMORPGs).


2008] REGULATING THEFT OF VIRTUAL GOODS 1307<br />

Players also use deceit to steal virtual goods. 49 A thief may <strong>of</strong>fer to trade<br />

virtual goods with an unsuspecting victim <strong>and</strong> <strong>the</strong>n trick <strong>the</strong> victim in to<br />

leaving <strong>the</strong> item unattended. 50 Thereafter, <strong>the</strong> thief walks away with <strong>the</strong><br />

victim’s virtual good, without ever giving <strong>the</strong> victim something in exchange. 51<br />

In rarer instances, deceit gives way to robbery: one player might use an<br />

unbeatable bot—a type <strong>of</strong> computer program executed to perform automated<br />

tasks—to beat up o<strong>the</strong>r players’ characters to acquire <strong>the</strong>ir goods. 52<br />

Outside <strong>the</strong> actual game world, hackers resort to phishing 53 scams to obtain<br />

a video gamer’s login data. 54 In this type <strong>of</strong> scam, hackers send an e-mail to a<br />

video gamer typically stating that (1) <strong>the</strong> video gamer’s account has been<br />

suspended due to unusual activity <strong>and</strong> (2) <strong>the</strong> video gamer must click on <strong>the</strong><br />

enclosed link to regain access. 55 Once <strong>the</strong> unsuspecting gamer clicks on <strong>the</strong><br />

link, <strong>the</strong> hackers have access to <strong>the</strong> login information (which is required to sign<br />

in to <strong>the</strong> account) <strong>and</strong> can grab all virtual items <strong>of</strong> value in <strong>the</strong> account. 56<br />

Similarly, some hackers embed hacking programs into websites that secretly<br />

infect <strong>the</strong> computer <strong>of</strong> an Internet user when she visits <strong>the</strong>se websites. 57 These<br />

programs <strong>the</strong>n find that user’s login names <strong>and</strong> pas<strong>swords</strong> for various<br />

MMORPGs <strong>and</strong> send this information back to <strong>the</strong> hacker via e-mail. 58<br />

49 Posting <strong>of</strong> Darnoc to http://forums.diabloii.net/showthread.php?t=388625 (Sept. 21, 2005, 21:00 EST).<br />

The most common <strong>the</strong>ft by deceit scams include: (1) “Trade Window Switch,” where <strong>the</strong> thief attempts to pass<br />

a valueless item as valuable only because it is graphically similar to a valuable item; (2) “Anni Scam (muling<br />

scam),” which can occur only when <strong>the</strong> items cannot be traded through a trade window, but instead must be<br />

dropped on <strong>the</strong> ground <strong>and</strong> left for anyone to pick up; (3) “Guess Who Scams,” where <strong>the</strong> thief pretends to<br />

know <strong>the</strong> player (or makes an account name similar to one <strong>of</strong> <strong>the</strong> player’s friend accounts) only to ask for an<br />

item loan; <strong>and</strong> (4) <strong>the</strong> “Item Switch Scam,” where <strong>the</strong> player, after a trade, receives an item less valuable than<br />

she anticipated. Id.<br />

50 Id.<br />

51 Id.<br />

52 Posting <strong>of</strong> Jenifer Guevin to BLOGMA, http://news.com.com/2061-11199_3-5840514.html (Aug. 20,<br />

2005, 10:00 PDT).<br />

53 “Phishing victims are typically sent [a] fraudulent e-mail designed to trick <strong>the</strong>m into revealing personal<br />

information, like bank account numbers, user names, <strong>and</strong> pas<strong>swords</strong>.” Ruth Hill Bro, A Global View: U.S. <strong>and</strong><br />

E.U. Approaches to Data Privacy, 878 PRACTICING L. INST. 471, 483 (2006).<br />

54 Phishing scams can also occur inside <strong>the</strong> MMORPG virtual world. See Posting <strong>of</strong> Darnoc, supra note<br />

49 (describing how MMORPG players, through various deceit techniques, can convince a player to disclose<br />

her account name <strong>and</strong> password).<br />

55 Terdiman, supra note 18; see also Christophe Kagotani, Japan: MMOG Crime Rising, NEXT<br />

GENERATION: INTERACTIVE ENT. TODAY (Sept. 7, 2005), http://www.next-gen.biz/index.php?option=com_<br />

content&task=view&id=974&Itemid=2.<br />

56 Kagotani, supra note 55.<br />

57 GameShout.com, Chinese Video Gamers Involved in Mass Theft, Feb. 21, 2006, http://www.<br />

gameshout.com/news/022006/article3303.htm.<br />

58 A phishing scam victim writes:


1308 EMORY LAW JOURNAL [Vol. 57<br />

Thereafter, <strong>the</strong> hacker can use <strong>the</strong> victim’s information to log into her account<br />

<strong>and</strong> transfer all <strong>of</strong> her virtual goods to his own account. 59<br />

As described above, thieves can steal virtual goods both from within <strong>and</strong><br />

outside an MMORPG. 60 These virtual good <strong>the</strong>fts can involve<br />

embezzlement, 61 deceit, 62 or hacking scams. 63 Given that thirteen million<br />

people subscribe to some form <strong>of</strong> MMORPG <strong>and</strong> are vulnerable to virtual<br />

<strong>the</strong>ft, 64 it is imperative to analyze whe<strong>the</strong>r <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods should be<br />

legally cognizable <strong>the</strong>ft.<br />

II. THE THEFT OF VIRTUAL GOODS SHOULD BE LEGALLY COGNIZABLE<br />

THEFT<br />

The <strong>the</strong>ft <strong>of</strong> virtual goods in MMORPGs has received very little academic<br />

attention, despite its increasing frequency. 65 The fact that United States courts<br />

still have not determined whe<strong>the</strong>r to protect virtual goods through current <strong>the</strong>ft<br />

statutes could explain <strong>the</strong> lack <strong>of</strong> scholarly development in this field. 66 This<br />

Comment serves to fill this gap in <strong>the</strong> legal scholarship <strong>and</strong> answer <strong>the</strong><br />

question: should <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods be legally cognizable <strong>the</strong>ft?<br />

Scholars seem hesitant to allow criminal law doctrines to regulate crimes<br />

within MMORPGs. In particular, commentators posit that confusion <strong>and</strong><br />

category mistake is inevitable, rendering <strong>the</strong> application <strong>of</strong> criminal laws to<br />

For sure <strong>the</strong>re was a Trojan on my system. My WoW account password was changed. After<br />

phoning Blizzard to reset it, I was able to log in. All my characters were st<strong>and</strong>ing around naked<br />

in front <strong>of</strong> a mailbox with everything sell-able gone. A backpack with a hearthstone was all that<br />

was left. I had less than a newbie.<br />

Posting <strong>of</strong> Whatever to http://www.cosmosui.org/showthread.php?t=56006&page=2 (Feb. 4, 2007, 8:14 EST).<br />

59 Id.<br />

60 See supra text accompanying notes 47–59.<br />

61 See supra text accompanying notes 47–49.<br />

62 See supra text accompanying notes 49–52.<br />

63 See supra text accompanying notes 53–59.<br />

64 See Woodcock, supra note 37.<br />

65<br />

WILLIAMS, supra note 5, at 5.<br />

66 See Lastowka & Hunter, supra note 24, at 315 (noting that “time will tell” whe<strong>the</strong>r U.S. courts will<br />

acknowledge virtual crime). But see Game On, THE HOLLYWOOD REP., ESQ., June 26–July 29, 2007, at 1, 9<br />

(noting that Judge Richard A. Posner recently created an avatar in Second Life, demonstrating that some courts<br />

are aware <strong>of</strong> <strong>the</strong> existence <strong>and</strong> relevance <strong>of</strong> <strong>the</strong>se virtual worlds).


2008] REGULATING THEFT OF VIRTUAL GOODS 1309<br />

virtual <strong>the</strong>fts inefficient <strong>and</strong> pointless. 67 In essence, <strong>the</strong>se critics contend that it<br />

will be too difficult to apply criminal law to virtual <strong>the</strong>fts. 68 This Comment<br />

demonstrates how <strong>the</strong> current United States legal system could classify <strong>the</strong><br />

<strong>the</strong>ft <strong>of</strong> virtual goods as legally cognizable <strong>the</strong>ft without implicating <strong>the</strong>se<br />

concerns. In addressing this point, this Comment considers (1) whe<strong>the</strong>r virtual<br />

goods can be considered property; (2) if virtual goods are property, what<br />

property rights video gamers require to protect such goods from <strong>the</strong>ft; <strong>and</strong> (3)<br />

whe<strong>the</strong>r existing legal provisions are sufficient to protect <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual<br />

goods or whe<strong>the</strong>r new provisions are required.<br />

A. Are Virtual Goods Property?<br />

Determining whe<strong>the</strong>r property rights exist in virtual goods first requires an<br />

analysis <strong>of</strong> <strong>the</strong> term “property.” Opponents <strong>of</strong> regulating <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual<br />

goods argue that virtual goods are not property because <strong>the</strong>se goods are<br />

“simply ‘piles <strong>of</strong> data’ that ha[ve] no real-world value.” 69 They posit that<br />

much computer code is not property because it is non-rivalrous—that is, one<br />

person’s use <strong>of</strong> <strong>the</strong> code does not limit ano<strong>the</strong>r person’s use <strong>of</strong> <strong>the</strong> same code. 70<br />

If virtual goods are not considered property, a discussion about whe<strong>the</strong>r <strong>the</strong><br />

<strong>the</strong>ft <strong>of</strong> <strong>the</strong>se goods should be regulated becomes meaningless.<br />

While <strong>the</strong> government cannot deprive a person “<strong>of</strong> <strong>life</strong>, <strong>liberty</strong>, or property,<br />

without due process <strong>of</strong> law” under <strong>the</strong> Fifth 71 <strong>and</strong> Fourteenth Amendments, 72<br />

<strong>the</strong> definition <strong>of</strong> what constitutes property generally is left to <strong>the</strong> states. 73 Still,<br />

courts can reinterpret state definitions <strong>of</strong> property if those definitions<br />

contradict <strong>the</strong> Constitution or society’s dem<strong>and</strong>s. 74 Thus, property tends to be<br />

an amalgam <strong>of</strong> three definitional sources: common law doctrines, statutes, <strong>and</strong><br />

custom <strong>and</strong> practice.<br />

67 Ren Reynolds, Commodification <strong>of</strong> Identity in Online Communities 19 (Oct. 18, 2003) (unpublished<br />

manuscript written for <strong>the</strong> Association <strong>of</strong> Internet Researchers Conference), available at http://www.renreynolds.com/downloads/RReynolds_AoIR_2003.doc.<br />

68 Lastowka & Hunter, supra note 24, at 302.<br />

69 Jay Lyman, Gamer Wins Lawsuit in Chinese Court over Stolen Virtual Winnings,<br />

TECHNEWSWORLD.COM, Dec. 19, 2003, http://www.technewsworld.com/story/32441.html.<br />

70 Joshua A.T. Fairfield, Virtual Property, 85 B.U. L. REV. 1047, 1048–49 (2005).<br />

71 U.S. CONST. amend. V.<br />

72 Id. amend. XIV, § 1.<br />

73 Bd. <strong>of</strong> Regents v. Roth, 408 U.S. 564, 577 (1972); Michelle B. Bray, Personalizing Property: Toward<br />

a Property Right in Human Bodies, 69 TEX. L. REV. 209, 221 (1990).<br />

74 Id.


1310 EMORY LAW JOURNAL [Vol. 57<br />

1. Defining Virtual Goods as Property Through Common Law Doctrines:<br />

Cases Concerning MMORPGs<br />

Federal <strong>and</strong> state courts in <strong>the</strong> United States have yet to determine whe<strong>the</strong>r<br />

MMORPG virtual goods are property, <strong>and</strong> if so, what type. Although state<br />

courts have had <strong>the</strong> opportunity to determine virtual property’s fate twice thus<br />

far, virtual property remains undefined as a result <strong>of</strong> procedural complications.<br />

The first opportunity arose in 2002, when a plaintiff filed suit over players’<br />

rights to sell virtual property—such as <strong>armor</strong> <strong>and</strong> weapons—acquired in an<br />

online game. 75 In BlackSnow Interactive v. Mythic Entertainment, Inc., <strong>the</strong><br />

plaintiff hired workers to play Mythic Entertainment Inc.’s virtual game to<br />

obtain virtual goods to later resell to o<strong>the</strong>r players, <strong>and</strong> sought to affirm,<br />

through <strong>the</strong> lawsuit, his right to sell his virtual property. 76 The court, however,<br />

never ruled on this claim because <strong>the</strong> lawsuit was withdrawn pursuant to a<br />

clause in <strong>the</strong> End-User Agreement requiring players to arbitrate all disputes. 77<br />

More recently, in Bragg v. Linden Research, Inc., 78 a former video game<br />

player sued Second Life for conversion, fraud, unjust enrichment, <strong>and</strong> breach<br />

<strong>of</strong> contract. Linden Research allegedly seized Bragg’s virtual plot <strong>of</strong> l<strong>and</strong> <strong>and</strong><br />

video-game account because he bought an unused parcel <strong>of</strong> l<strong>and</strong> by starting an<br />

unauthorized auction. 79 This case is currently pending, but its outcome could<br />

potentially advance current legal underst<strong>and</strong>ing on virtual property.<br />

2. Defining Virtual Goods as Property Through Common Law Doctrines:<br />

Cases Concerning Intangible Property in General<br />

Although federal <strong>and</strong> state courts have not explicitly determined whe<strong>the</strong>r<br />

virtual goods in MMORPGs constitute property within criminal law, state<br />

courts have considered whe<strong>the</strong>r intangible property in general is protectable<br />

75 BlackSnow Interactive v. Mythic Entertainment, Inc., No. 02-00112 (C.D. Cal. filed 2002); see also<br />

Sheri Qualters, A Suit over L<strong>and</strong> that Exists in a Computer, NAT’L L.J., Oct. 23, 2006, at 6.<br />

76 Qualters, supra note 75.<br />

77 Blacksnow Interactive: The Documents, VIRTUAL ECON. RES. NETWORK, http://virtual-economy.org/<br />

blog/blacksnow_interactive_<strong>the</strong>_docu (last visited Mar. 3, 2007). O<strong>the</strong>r scholars claim that Blacksnow<br />

Interactive did not have <strong>the</strong> funding to see <strong>the</strong> case through. See Mat<strong>the</strong>w Lee, Online Role Play Games—The<br />

Legal Response, 4 HERTFORDSHIRE L.J. 72, 74 (2006).<br />

78 Bragg v. Linden Research, Inc., 487 F. Supp. 2d 593 (E.D. Pa. 2007).<br />

79 Qualters, supra note 75. Linden Labs claims that Bragg exploited a vulnerability in <strong>the</strong> game. Id.


2008] REGULATING THEFT OF VIRTUAL GOODS 1311<br />

under tort law doctrines. 80 State courts across <strong>the</strong> various jurisdictions treat <strong>the</strong><br />

protection <strong>of</strong> intangible goods differently. 81<br />

Aside from those jurisdictions that ei<strong>the</strong>r protect all intangible property 82 or<br />

none at all, 83 a jurisdiction’s willingness to protect intangible property under<br />

<strong>the</strong> doctrine <strong>of</strong> conversion appears to hinge on that jurisdiction’s definition <strong>of</strong><br />

<strong>the</strong> merger doctrine. 84 Generally, courts find merger when intangible property<br />

rights merge into a document that effectively represents <strong>the</strong>se rights. 85 If <strong>the</strong><br />

intangible property merges into this document, most jurisdictions are willing to<br />

protect this intangible property. 86<br />

To make <strong>the</strong> concept <strong>of</strong> merger operational, <strong>the</strong> Ninth Circuit in Kremen v.<br />

Cohen 87 developed a three-pronged merger test: “First, <strong>the</strong>re must be an<br />

interest capable <strong>of</strong> precise definition; second, it must be capable <strong>of</strong> exclusive<br />

possession or control; <strong>and</strong> third, <strong>the</strong> putative owner must have established a<br />

legitimate claim to exclusivity.” 88 Using that test, <strong>the</strong> Kremen court held that<br />

“electronic documents will suffice for <strong>the</strong> merger doctrine.” 89 Scholars now<br />

argue that o<strong>the</strong>r jurisdictions should follow Kremen’s merger test to “allow<br />

conversion to continue on its expansive path <strong>and</strong> allow electronic <strong>and</strong> digital<br />

‘documents’ to satisfy any common-law-imposed merger requirement or pro<strong>of</strong><br />

<strong>of</strong> right to possession.” 90 Although no jurisdiction has gone as far as <strong>the</strong> Ninth<br />

Circuit, various jurisdictions have adopted some form <strong>of</strong> <strong>the</strong> Kremen test. 91<br />

80 Allen Chein, A Practical Look at Virtual Property, 80 ST. JOHN’S L. REV. 1059, 1073–76 (2006).<br />

81 See infra notes 82−86 <strong>and</strong> accompanying text.<br />

82 Jurisdictions in this category include Alabama, Arkansas, California, <strong>the</strong> District <strong>of</strong> Columbia, Florida,<br />

Indiana, Maine, Massachusetts, Nebraska, <strong>and</strong> Pennsylvania. Courtney W. Franks, Comment, Analyzing <strong>the</strong><br />

Urge to Merge: Conversion <strong>of</strong> Intangible Property <strong>and</strong> <strong>the</strong> Merger Doctrine in <strong>the</strong> Wake <strong>of</strong> Kremen v. Cohen,<br />

42 HOUS. L. REV. 489, 517 n.197 (2005).<br />

83 States in this category are Oklahoma, Nevada, <strong>and</strong> Tennessee. Id. at 522 n.233.<br />

84 These states include Ohio, Maryl<strong>and</strong>, Missouri, Virginia, Connecticut, New York, Minnesota, Rhode<br />

Isl<strong>and</strong>, Colorado, Michigan, Georgia, Iowa, Illinois, <strong>and</strong> Pennsylvania. Id. at 519 n.205, 520 n.217.<br />

85<br />

RESTATEMENT (SECOND) OF TORTS § 242 (1965). Jurisdictions vary on <strong>the</strong> definition <strong>of</strong> merger. See<br />

Franks, supra note 82, at 518–21.<br />

86 See RESTATEMENT (SECOND) OF TORTS § 242, supra note 85.<br />

87 337 F.3d 1024 (9th Cir. 2003) (holding that intangible property, such as a domain name, is a form <strong>of</strong><br />

property, subject to conversion).<br />

88 Id. at 1030 (quoting G.S. Rasmussen & Assocs., Inc. v. Kalitta Flying Serv., Inc., 958 F.2d 896, 903<br />

(9th Cir. 1992)).<br />

89 Franks, supra note 82, at 519 (citing Kremen v. Cohen, 337 F.3d 1024 (9th Cir. 2003)).<br />

90 Id. at 493.<br />

91 Id. at 518–21. These jurisdictions have adopted one <strong>of</strong> four approaches: (1) those that find that <strong>the</strong><br />

merger doctrine can be “satisfied by any media,” such as Missouri, see Lucas v. Lucas, 946 F.2d 1318, 1323–<br />

24 (8th Cir. 1991), Maryl<strong>and</strong>, see Allied Inv. Corp. v. Jasen, 731 A.2d 957, 965 (Md. 1999), <strong>and</strong> New York,<br />

see Astroworks, Inc. v. Astroexhibit, Inc., 257 F. Supp. 2d 609 (S.D.N.Y. 2003); (2) those that “require


1312 EMORY LAW JOURNAL [Vol. 57<br />

Outside <strong>of</strong> those jurisdictions that do not allow conversion protection for<br />

intangible property, it appears that virtual goods in MMORPGs could be<br />

defined as protectable property, even in jurisdictions with merger<br />

requirements. First, virtual goods can be precisely defined. 92 Second, virtual<br />

goods are capable <strong>of</strong> exclusive possession or control. 93 And third, a putative<br />

owner can establish a legitimate claim to exclusivity. 94 If virtual goods <strong>of</strong><br />

MMORPGs are protectable as property under <strong>the</strong> common law <strong>of</strong> tort, 95 <strong>the</strong>n<br />

virtual goods should be protectable under <strong>the</strong> parallel criminal law system, as<br />

long as virtual goods fit within “property” as defined in penal code statutes.<br />

3. Defining Virtual Goods as Property Under <strong>the</strong> Model Penal Code <strong>and</strong><br />

State Penal Codes<br />

The American Law Institute’s completion <strong>of</strong> <strong>the</strong> Model Penal Code (MPC)<br />

in 1962 had a substantial impact on <strong>the</strong> American criminal law system. 96 Two<br />

decades after <strong>the</strong> publication <strong>of</strong> <strong>the</strong> MPC, “more than two-thirds <strong>of</strong> <strong>the</strong> states<br />

undertook to enact new codifications <strong>of</strong> <strong>the</strong>ir criminal law, <strong>and</strong> virtually all <strong>of</strong><br />

those used <strong>the</strong> [MPC] as a starting point.” 97 Thus, this Comment utilizes <strong>the</strong><br />

some . . . connection between <strong>the</strong> right <strong>and</strong> something tangible to represent it—<strong>the</strong> document need not embody<br />

<strong>the</strong> right itself,” such as Illinois, see Conant v. Karris, 520 N.E.2d 757, 763 (Ill. App. Ct. 1987), Pennsylvania,<br />

see Umbenhauer v. Woog, No. CIV. A. 90-5534, 1993 WL 134761, at *4 (E.D. Pa. Apr. 28, 1993), <strong>and</strong><br />

Delaware, see Res. Ventures, Inc. v. Res. Mgmt. Int’l, Inc., 42 F. Supp. 2d 423, 439 (D. Del. 1999); (3) those<br />

that require “<strong>the</strong> intangible rights be merged into or identified with <strong>the</strong> tangible document that evidences title,”<br />

such as Virginia, see United Leasing Corp. v. Thrift Ins. Corp., 440 S.E.2d 902, 906 (Va. 1994), Connecticut,<br />

see Holmes v. Golub, No. 50 49 31, 1991 WL 188668, at *1–3 (Conn. Super. Ct. Sept. 13, 1991), Minnesota,<br />

see Calabrese Found., Inc. v. Inv. Advisors, Inc., 831 F. Supp. 1507, 1515 (D. Colo. 1993) (applying<br />

Minnesota law), Rhode Isl<strong>and</strong>, see Montecalvo v. M<strong>and</strong>arelli, 682 A.2d 918, 929 (R.I. 1996), Colorado, see<br />

Univ. <strong>of</strong> Colo. Found., Inc. v. Am. Cyanamid, 880 F. Supp. 1387, 1394–95 (D. Colo. 1995), aff’d in part <strong>and</strong><br />

vacated in part on o<strong>the</strong>r grounds, 196 F.3d 1366 (Fed. Cir. 1999), Michigan, see Big Time Worldwide Concert<br />

& Sport Club, LLC v. Marriott Int’l, Inc., 236 F. Supp. 2d 791, 806–07 (E.D. Mich. 2003), Georgia, see<br />

Decatur Auto Ctr. v. Wachovia Bank, N.A., 583 S.E.2d 6, 7–9 (Ga. 2003), <strong>and</strong> Iowa, see Pioneer Hi-Bred<br />

Int’l, Inc. v. Holden Found. Seeds, Inc., Civ. No. 81-60-E, 1987 WL 341211, at *33–36 (S.D. Iowa Oct. 30,<br />

1987); <strong>and</strong> (4) those that require “<strong>the</strong> actual document embodying <strong>the</strong> rights be converted,” such as Texas, see<br />

Express One Int’l, Inc. v. Steinbeck, 53 S.W.3d 895, 901 (Tex. App. 2001). Id.<br />

92 See supra notes 9–13 <strong>and</strong> accompanying text.<br />

93 See supra notes 46–59 <strong>and</strong> accompanying text.<br />

94 However, whe<strong>the</strong>r <strong>the</strong> player or <strong>the</strong> MMORPG publisher is <strong>the</strong> legitimate virtual good owner under<br />

current contracts is still subject to debate. See generally Theodore J. Westbrook, Note, Owned: Finding a<br />

Place for Virtual World Property Rights, 2006 MICH. ST. L. REV. 779, 803–04; see also generally infra notes<br />

194–219 <strong>and</strong> accompanying text.<br />

95 See supra notes 80–94 <strong>and</strong> accompanying text.<br />

96 Gerard E. Lynch, Towards a Model Penal Code, Second (Federal?): The Challenge <strong>of</strong> <strong>the</strong> Special<br />

Part, 2 BUFF. CRIM. L. REV. 297, 297 (1998).<br />

97 Id. at 297.


2008] REGULATING THEFT OF VIRTUAL GOODS 1313<br />

language <strong>of</strong> <strong>the</strong> MPC to determine whe<strong>the</strong>r virtual goods could be properly<br />

protected under state penal codes <strong>and</strong> criminal law doctrines embedded <strong>the</strong>rein.<br />

Property is defined in <strong>the</strong> MPC as “anything <strong>of</strong> value, including . . .<br />

tangible or intangible personal property.” 98 The MPC Commentary, clarifying<br />

this definition, characterizes property as “anything that is part <strong>of</strong> one person’s<br />

wealth <strong>and</strong> that ano<strong>the</strong>r person can appropriate.” 99 Under this definition,<br />

virtual goods in online video games are protectable property because <strong>the</strong>y<br />

possess value (as determined by external markets such as eBay), are intangible<br />

personal property, <strong>and</strong> can be appropriated by ano<strong>the</strong>r person.<br />

Originally, only tangible property was subject to criminal <strong>the</strong>ft under <strong>the</strong><br />

common law. 100 But recent state criminal statutes, modeled after <strong>the</strong> MPC,<br />

define property as “anything <strong>of</strong> value,” including both tangible <strong>and</strong> intangible<br />

property. 101<br />

In interpreting <strong>the</strong>se statues, courts, for <strong>the</strong> most part, have found that<br />

computer code, although intangible, is <strong>of</strong> value <strong>and</strong> thus subject to <strong>the</strong>ft<br />

statutes. 102 In Hancock v. State, for example, a Texas appellate court held that<br />

codes <strong>of</strong> computer programs were subject to <strong>the</strong>ft because, under <strong>the</strong> Texas<br />

<strong>the</strong>ft statute, “‘property,’ as used in relation to <strong>the</strong> crime <strong>of</strong> <strong>the</strong>ft, includes . . .<br />

all writings <strong>of</strong> every description, provided such property possesses any<br />

ascertainable value.” 103 Intangible virtual goods fit nicely within <strong>the</strong> Hancock<br />

classification <strong>of</strong> property because <strong>the</strong>y consist <strong>of</strong> computer code. Thus, under<br />

that premise, intangible virtual goods should be protected under state <strong>the</strong>ft<br />

98 MODEL PENAL CODE § 223.0(6) (2006) (emphasis added).<br />

99 MODEL PENAL CODE COMMENTS § 223.2 cmt., at 167 (1985).<br />

100 Stuart P. Green, Plagiarism, Norms, <strong>and</strong> <strong>the</strong> Limits <strong>of</strong> Theft Law: Some Observations on <strong>the</strong> Use <strong>of</strong><br />

Criminal Sanctions in Enforcing Intellectual Property Rights, 54 HASTINGS L.J. 167, 210 (2002).<br />

101 Franks, supra note 82, at 503 n.99. According to Franks, <strong>the</strong> following penal statutes classify property<br />

as “anything <strong>of</strong> value,” even if intangible: ALA. CODE § 13A-8-1(10) (1994); ARIZ. REV. STAT. ANN. § 13-<br />

1801(A)(12) (West 2001); ARK. CODE ANN. § 5-36-101(7) (Michie Supp. 2003); FLA. STAT. ANN.<br />

§ 812.012(4)(b) (West Supp. 2005); IND. CODE ANN. § 35-41-1-23(a)(1) to (3) (Michie 1998); KAN. STAT.<br />

ANN. § 21-3110(16) (1995); ME. REV. STAT. ANN. tit. 17-A § 352(1)(B) (West 1983); MO. ANN. STAT.<br />

§§ 556.063(13), 570.010(10); MONT. CODE ANN. § 45-2-101(60)(k) (2003); NEB. REV. STAT. § 28-509(5)<br />

(1995); N.H. REV. STAT. ANN. § 637:2(I) (1996); N.J. STAT. ANN. § 2C:20-1(g) (West Supp. 2004); N.M.<br />

STAT. ANN. § 30-1-12(F) (Michie 2004); OR. REV. STAT. § 164.005(5) (2003); 18 PA. CONS. STAT. ANN.<br />

§ 3901 (West 1983); S.D. CODIFIED LAWS § 22-1-2(35) (Michie Supp. 2003); TENN. CODE ANN. § 39-11-<br />

106(a)(28) (2003); TEX. PENAL CODE ANN. § 31.01(5)(B) (Vernon Supp. 2004–2005); UTAH CODE ANN. § 76-<br />

6-401(1) (2003); <strong>and</strong> WYO. STAT. ANN. § 6-1-104(a)(viii) (Michie 2003). Id.<br />

102 See, e.g., Hancock v. State, 402 S.W.2d 906, 908 (Tex. Crim. App. 1966).<br />

103 Id. (citing TEX. PENAL CODE ANN. tit. 17, ch. 8, art. 1418).


1314 EMORY LAW JOURNAL [Vol. 57<br />

statutes that include computer code <strong>and</strong> o<strong>the</strong>r forms <strong>of</strong> intangible property<br />

within <strong>the</strong>ir definition <strong>of</strong> property that can be stolen.<br />

4. Defining Virtual Goods as Property Through Custom <strong>and</strong> Practice<br />

Scholars disagree, however, on whe<strong>the</strong>r custom <strong>and</strong> practice requires<br />

defining virtual goods as protectable property. Specifically, one might argue<br />

that not everything that is <strong>of</strong> value can be protected against <strong>the</strong>ft. Thus,<br />

although a child can be stolen away from his parents <strong>and</strong> one’s sense <strong>of</strong> safety<br />

can be stolen by terrorists (both <strong>of</strong> which have value), nei<strong>the</strong>r <strong>the</strong> child nor<br />

one’s sense <strong>of</strong> safety can be classified as <strong>the</strong> sort <strong>of</strong> property that is protected<br />

by <strong>the</strong>ft statutes. 104 Although that is a valid point in those instances, virtual<br />

goods are produced specifically for use, whereas children <strong>and</strong> safety are not.<br />

Thus, many scholars argue that <strong>the</strong>ft protects only that which is<br />

“commodifiable”—that is, <strong>the</strong> thing stolen must be <strong>the</strong> sort <strong>of</strong> thing that can be<br />

bought or sold. 105 Yet, even under this modified definition <strong>of</strong> property, virtual<br />

goods within MMORPGs should still be considered property because virtual<br />

goods are bought <strong>and</strong> sold through auction <strong>and</strong> Internet sites.<br />

Still, one might claim that “<strong>the</strong> criminal law forum is an inadequate one in<br />

which to consider <strong>the</strong> policy implications <strong>of</strong> creating property rights in<br />

information,” because intangible property is amorphous. 106 In o<strong>the</strong>r words,<br />

because intangible property cannot be classified as a chattel, it should not be<br />

subject to property protection. 107 Using an example in which a neighbor copies<br />

a recipe, one scholar contends that intangible property should not be subject to<br />

criminal <strong>the</strong>ft statutes because (1) <strong>the</strong>ft <strong>of</strong> intangible property does not deny<br />

<strong>the</strong> plaintiff <strong>the</strong> right to possess, use, <strong>and</strong> enjoy <strong>the</strong> res—that is, although <strong>the</strong><br />

plaintiff may lose her exclusive right, she may still continue to use <strong>the</strong> recipe,<br />

<strong>and</strong> may even sell <strong>the</strong> recipe, though at a lower value; <strong>and</strong> (2) <strong>the</strong>ft <strong>of</strong><br />

intangible property only causes damage to <strong>the</strong> value <strong>of</strong> <strong>the</strong> property but does<br />

not deny <strong>the</strong> plaintiff actual possession <strong>and</strong> use <strong>of</strong> <strong>the</strong> property. 108<br />

104 Green, supra note 100, at 216. Stealing a child from his parents is prohibited under kidnapping, a<br />

different statute. See 18 U.S.C. §§ 1201, 1203 (2006).<br />

105 Green, supra note 100, at 217.<br />

106 Geraldine Szott Moohr, Federal Criminal Fraud <strong>and</strong> <strong>the</strong> Development <strong>of</strong> Intangible Property Rights in<br />

Information, 2000 U. ILL. L. REV. 683, 686.<br />

107 Id.; see also BLACK’S LAW DICTIONARY 251 (8th ed. 2004) (defining chattel as “[m]ovable or<br />

transferable property; personal property”).<br />

108 Moohr, supra note 106, at 692–93.


2008] REGULATING THEFT OF VIRTUAL GOODS 1315<br />

These observations, though correct when applied to “information,” do not<br />

apply well to intangible virtual goods <strong>of</strong> MMORPGs. When a sword in an<br />

MMORPG is stolen, <strong>the</strong> owner can no longer use, possess, or enjoy <strong>the</strong> sword.<br />

Moreover, <strong>the</strong> damage caused by <strong>the</strong> <strong>the</strong>ft <strong>of</strong> <strong>the</strong> virtual sword in an<br />

MMORPG is not limited to <strong>the</strong> loss <strong>of</strong> <strong>the</strong> value <strong>of</strong> <strong>the</strong> virtual good itself—<strong>the</strong><br />

player is deprived <strong>of</strong> both <strong>the</strong> benefits <strong>of</strong> using <strong>the</strong> virtual sword within <strong>the</strong><br />

game <strong>and</strong> <strong>the</strong> resale value <strong>of</strong> <strong>the</strong> sword, if she desires to sell it.<br />

These observations demonstrate that custom <strong>and</strong> practice would define<br />

virtual goods as a form <strong>of</strong> property that merits protection under current penal<br />

statutes. But if virtual goods are ever to be recognized as <strong>the</strong> type <strong>of</strong> property<br />

that should be protected from <strong>the</strong>ft, society must be convinced that virtual<br />

goods in MMORPGs deserve <strong>the</strong> property rights typically given to chattels<br />

ra<strong>the</strong>r than those associated with intellectual property, as <strong>the</strong> former receives<br />

protection under U.S. law more suitable to protect property from <strong>the</strong>ft.<br />

B. Property Rights Are Needed to Protect Virtual Goods from Theft<br />

Most scholars assume that virtual goods are <strong>the</strong> subject <strong>of</strong> intellectual<br />

property, ra<strong>the</strong>r than personal property. 109 Yet, as this Comment demonstrates:<br />

(1) virtual goods more closely resemble chattels than intellectual property; <strong>and</strong><br />

(2) only rights inherent to chattels can properly protect virtual goods from<br />

<strong>the</strong>ft.<br />

1. Virtual Goods Possess <strong>the</strong> Characteristics <strong>of</strong> Chattel Property<br />

Virtual goods more closely resemble chattels 110 than ideas. 111 Virtual<br />

goods fit <strong>the</strong> five characteristics <strong>of</strong> chattel property: <strong>the</strong> abilities to (1) possess;<br />

(2) use; (3) enjoy; (4) transfer; <strong>and</strong> (5) exclude o<strong>the</strong>rs (also defined as<br />

“rivalrousness”). 112 If a player possesses a particular virtual good, o<strong>the</strong>r people<br />

109 Andrew D. Schwarz & Robert Bullis, Rivalrous Consumption <strong>and</strong> <strong>the</strong> Boundaries <strong>of</strong> Copyright Law:<br />

Intellectual Property Lessons from Online Games, 10 INTELL. PROP. L. BULL. 13, 18 (2005). “Scholars, such<br />

as Greg Lastowka, Dan Hunter, Molly Stephens, <strong>and</strong> Joshua Fairfield have begun discussing <strong>the</strong> concept <strong>of</strong><br />

intellectual property . . . rights in a world in which a company creates every item, but <strong>the</strong>n allows for in-game<br />

commercial activity.” Id.; see also Fairfield, supra note 70, at 1096–97; Lastowka & Hunter, supra note 48, at<br />

40–42; Molly Stephens, Note, Sales <strong>of</strong> In-Game Assets: An Illustration <strong>of</strong> <strong>the</strong> Continuing Failure <strong>of</strong><br />

Intellectual Property Law to Protect Digital-Content Creators, 80 TEX. L. REV. 1513, 1519–28 (2002).<br />

110 See supra note 107.<br />

111 Cf. BLACK’S LAW DICTIONARY 761 (8th ed. 2004) (defining “idea-expression dichotomy”).<br />

112 See Pamela Samuelson, Information as Property: Do Ruckelshaus <strong>and</strong> Carpenter Signal a Changing<br />

Direction in Intellectual Property Law?, 38 CATH. U. L. REV. 365, 370 (1989); see also Fairfield, supra note<br />

70, at 1053.


1316 EMORY LAW JOURNAL [Vol. 57<br />

do not possess that same good. 113 If one person uses or enjoys a virtual good,<br />

o<strong>the</strong>r players cannot use or enjoy it simultaneously. A person can certainly<br />

transfer virtual goods to o<strong>the</strong>r players. Finally, a person can exclude o<strong>the</strong>rs<br />

from using her virtual goods.<br />

Virtual property also resembles chattels more closely than intellectual<br />

property on <strong>the</strong> dimensions <strong>of</strong> persistence <strong>and</strong> interconnectivity. Like personal<br />

property, virtual goods in MMORPGs are persistent—that is, <strong>the</strong>y “do[] not<br />

fade after each use, <strong>and</strong> [<strong>the</strong>y] do[] not run on one single computer.” 114 And<br />

like chattels, virtual goods in MMORPGs are interconnected, “although one<br />

person may control [<strong>the</strong>m], o<strong>the</strong>rs may experience [<strong>the</strong>m].” 115<br />

Given that virtual goods “share every relevant attribute <strong>of</strong> physical<br />

property, [although] <strong>the</strong>y are not really physical,” 116 it is unclear why scholars<br />

insist on characterizing virtual goods as intellectual property on <strong>the</strong> basis <strong>of</strong><br />

mere intangibility. Instead, “<strong>the</strong> same framework that adjudicates <strong>the</strong> rights <strong>of</strong><br />

those who want to sell used books, used cars, <strong>and</strong> used compact discs, [should<br />

be] used [for] digital <strong>swords</strong>.” 117<br />

2. Only <strong>the</strong> Property Rights Inherent to Chattels Can Protect Virtual Goods<br />

from Theft<br />

Why is it important to classify virtual goods as personal property as<br />

opposed to intellectual property? Intellectual property, specifically copyright<br />

as it would apply to virtual goods, only protects <strong>the</strong> author’s expression <strong>of</strong> his<br />

ideas, because it grants <strong>the</strong> author specific rights in his expression. 118 The right<br />

113 The ability to replicate virtual goods in MMORPGs does not diminish <strong>the</strong>ir possessive quality. Copies<br />

<strong>of</strong> virtual goods are available in MMORPGs. For example, two or more people can own <strong>the</strong> “Fungus Covered<br />

Scale Tunic” at any point in time in EverQuest. Yet, in real <strong>life</strong>, two or more people can also own a Ralph<br />

Lauren shirt. The ability to replicate <strong>the</strong> Ralph Lauren shirt does not diminish its possessive characteristic.<br />

114 Fairfield, supra note 70, at 1054.<br />

115 Id.; see also Charles Blazer, Note, The Five Indicia <strong>of</strong> Virtual Property, 5 PIERCE L. REV. 137, 141<br />

(2006) (“[T]he presence <strong>of</strong> secondary markets <strong>and</strong> value-added-by-users may serve as additional indicia <strong>of</strong> a<br />

virtual property interest worthy <strong>of</strong> legal protection.”).<br />

116 Schwarz, supra note 109, at 24.<br />

117 Id. But see Erez Reuveni, On Virtual Worlds: Copyright <strong>and</strong> Contract Law at <strong>the</strong> Dawn <strong>of</strong> <strong>the</strong> Virtual<br />

Age, 82 IND. L.J. 261, 261 (2007) (arguing “that copyright law can <strong>and</strong> should apply to artistic <strong>and</strong> literary<br />

creations occurring entirely in virtual worlds”); W. Joss Nichols, Painting Through Pixels: The Case for a<br />

Copyright in Videogame Play, 30 COLUM. J.L. & ARTS 101, 130 (2007) (arguing that video game play<br />

warrants copyright protection).<br />

118 See Susan A. Dunn, Defining <strong>the</strong> Scope <strong>of</strong> Copyright Protection for Computer S<strong>of</strong>tware, 38 STAN. L.<br />

REV. 497, 518 (1986).


2008] REGULATING THEFT OF VIRTUAL GOODS 1317<br />

<strong>of</strong> possession is not protected through intellectual property. 119 Yet <strong>the</strong> right <strong>of</strong><br />

possession, as it pertains to virtual goods in MMORPGs, is critical to protect<br />

such virtual goods against <strong>the</strong>ft.<br />

What constitutes personal property depends largely on <strong>the</strong> rights that attach<br />

to <strong>the</strong> item in question. There are various rights that may be attributed to<br />

chattels: (1) right to possess <strong>and</strong> own; (2) right to use; (3) right to manage how<br />

<strong>and</strong> by whom <strong>the</strong> property will be used; (4) right to income <strong>and</strong> pr<strong>of</strong>its<br />

generated by <strong>the</strong> property; (5) right to capital—that is, <strong>the</strong> right to alienate,<br />

consume, waste or destroy; (6) right to security—that is, immunity from<br />

involuntary transfer <strong>and</strong> expropriation; (7) right to transfer without limitation;<br />

(8) right to no durational limit to interest in property; <strong>and</strong> (9) right to any<br />

residuary interests emerging from <strong>the</strong> property. 120 In contrast, copyright law<br />

conveys <strong>the</strong> rights to: (1) adaptation; (2) distribution; (3) display; (4)<br />

reproduction; <strong>and</strong> (5) performance. 121<br />

The property rights to possess, use, enjoy, transfer, <strong>and</strong> exclude are exactly<br />

<strong>the</strong> sorts <strong>of</strong> protections that video gamers require to secure <strong>the</strong>ir virtual goods<br />

from <strong>the</strong>ft. Yet, intellectual property cannot secure <strong>the</strong>se rights for virtual<br />

goods. 122 Instead, <strong>the</strong>ft statutes 123 protect against interferences with use,<br />

enjoyment, <strong>and</strong> possession. 124 Once virtual goods are classified as personal<br />

property <strong>and</strong> video-game players are granted <strong>the</strong> right to use, possess, enjoy,<br />

<strong>and</strong> exclude o<strong>the</strong>rs from <strong>the</strong> use <strong>of</strong> such virtual goods, <strong>the</strong>n, <strong>and</strong> only <strong>the</strong>n, will<br />

current <strong>the</strong>ft statutes satisfactorily protect video gamers from <strong>the</strong> <strong>the</strong>ft <strong>of</strong> <strong>the</strong>ir<br />

virtual goods.<br />

119 Green, supra note 100, at 215–16 (2002) (asserting that “[c]opyright . . . is intended to provide<br />

economic incentives to create information <strong>and</strong> a shelter to develop <strong>and</strong> protect it, <strong>and</strong> it is limited in time <strong>and</strong><br />

scope by doctrines such as idea/expression, originality, <strong>and</strong> fair use”).<br />

120 See Samuelson, supra note 112, at 370; see also Timothy P. Terrell, ‘Property,’ ‘Due Process,’ <strong>and</strong><br />

<strong>the</strong> Distinction Between Definition <strong>and</strong> Theory in Legal Analysis, 70 GEO. L.J. 861, 869–70 (1982). Terrell<br />

limits <strong>the</strong> scope <strong>of</strong> property rights, arguing that property rights cannot be used in a manner harmful to o<strong>the</strong>rs<br />

<strong>and</strong> that <strong>the</strong> property owner is still subject to liability due to insolvency, taxes, <strong>and</strong> eminent domain. Id.<br />

121 Peter K. Yu, Intellectual Property <strong>and</strong> <strong>the</strong> Information Ecosystem, 2005 MICH. ST. L. REV 1, 16–17.<br />

122 Cf. William S. Byassee, Jurisdiction <strong>of</strong> Cyberspace: Applying Real World Precedent to <strong>the</strong> Virtual<br />

Community, 30 WAKE FOREST L. REV. 197, 214 (1995) (“The Court rejected <strong>the</strong> government’s <strong>the</strong>ory that<br />

equated copyright infringement with <strong>the</strong> ‘<strong>the</strong>ft, conversion, or fraud’ element, noting that <strong>the</strong> interests <strong>of</strong> those<br />

who own physical goods are distinct from <strong>the</strong> interests <strong>of</strong> copyright owners.”) (citing Dowling v. United<br />

States, 473 U.S. 207, 220–21 (1985)).<br />

123 Cf. Green, supra note 100, at 215–16 (demonstrating that <strong>the</strong>ft protects thick rights).<br />

124 Cf. Louis B. Schwartz & Dan M. Kahan, 4 ENCYCLOPEDIA OF CRIME AND JUSTICE Theft 1556 (Joshua<br />

Dressler ed., 2d ed. 2002) (explaining that <strong>the</strong> purpose <strong>of</strong> <strong>the</strong>ft law is to promote property security).


1318 EMORY LAW JOURNAL [Vol. 57<br />

C. Existing Criminal Legal Provisions Governing Property Are Sufficient to<br />

Regulate <strong>the</strong> Theft <strong>of</strong> Virtual Goods.<br />

A number <strong>of</strong> current statutory provisions recognize <strong>the</strong> <strong>the</strong>ft <strong>of</strong> a virtual<br />

item as legally cognizable <strong>the</strong>ft. This section discusses <strong>the</strong> various current<br />

statutory provisions that might be relevant or useful. First, this Comment<br />

looks at specific provisions to determine whe<strong>the</strong>r <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods<br />

could be regulated through <strong>the</strong>se existing provisions. Then, this Comment<br />

tackles <strong>the</strong> unique issues that arise when trying to apply any <strong>of</strong> <strong>the</strong>se model<br />

<strong>and</strong> penal statutes to virtual goods, such as jurisdiction, identification,<br />

transactional costs, contractual barriers, <strong>and</strong> privacy concerns.<br />

1. The Applicability <strong>of</strong> Current Statutory Provisions<br />

Having determined that virtual goods are protectable property <strong>and</strong> should<br />

be granted certain property rights, this Comment now attempts to fit <strong>the</strong> <strong>the</strong>ft<br />

<strong>of</strong> <strong>the</strong>se virtual goods within <strong>the</strong> following <strong>the</strong>ft provisions as provided by <strong>the</strong><br />

MPC: unlawful taking, <strong>the</strong>ft by deception, <strong>and</strong> embezzlement. Although each<br />

state has different <strong>the</strong>ft statutes, many states have modeled sections <strong>of</strong> <strong>the</strong>ir<br />

penal codes on <strong>the</strong> MPC. 125 Thus, this Comment limits its analysis to <strong>the</strong><br />

language <strong>of</strong> <strong>the</strong> MPC for <strong>the</strong> sake <strong>of</strong> clarity <strong>and</strong> efficiency. 126<br />

a. Unlawful Taking or Disposition<br />

Under <strong>the</strong> MPC, a person is guilty <strong>of</strong> <strong>the</strong>ft by unlawful taking or<br />

disposition if “he unlawfully takes, or exercises unlawful control over,<br />

movable property <strong>of</strong> ano<strong>the</strong>r with purpose to deprive him <strong>the</strong>re<strong>of</strong>.” 127<br />

Theoretically, this definition would fit <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods through<br />

phishing scams, where <strong>the</strong> hacker unlawfully takes or exercises unlawful<br />

control over <strong>the</strong> virtual goods <strong>of</strong> ano<strong>the</strong>r with <strong>the</strong> purpose <strong>of</strong> depriving <strong>the</strong><br />

lawful owner <strong>of</strong> his virtual good. This definition would also criminalize <strong>the</strong><br />

actions <strong>of</strong> a person who uses an unbeatable bot 128 to extract property from<br />

o<strong>the</strong>rs, 129 considering that <strong>the</strong> person using <strong>the</strong> bot is unlawfully taking or<br />

125 Lynch, supra note 96, at 297.<br />

126 For an explanation <strong>of</strong> <strong>the</strong> MPC’s definition <strong>of</strong> property, see supra text accompanying notes 97–101.<br />

127<br />

MODEL PENAL CODE § 223.2(1) (2006).<br />

128 See supra text accompanying note 52.<br />

129 It might be possible to argue that because force is used in this situation, robbery, instead <strong>of</strong> <strong>the</strong>ft, has<br />

occurred. See State v. Smalls, 708 A.2d 737 (N.J. Super. Ct. App. Div. 1998) (finding that crime <strong>of</strong> <strong>the</strong>ft<br />

becomes robbery, in part, when defendant inflicts bodily injury or uses force upon ano<strong>the</strong>r in course <strong>of</strong>


2008] REGULATING THEFT OF VIRTUAL GOODS 1319<br />

exercising unlawful control over <strong>the</strong> virtual goods <strong>of</strong> ano<strong>the</strong>r with <strong>the</strong> purpose<br />

<strong>of</strong> depriving <strong>the</strong> lawful owner <strong>of</strong> his virtual good.<br />

Defense attorneys, however, may question whe<strong>the</strong>r <strong>the</strong>fts <strong>of</strong> virtual goods<br />

constitute an “unlawful taking,” because unlawful taking requires <strong>the</strong><br />

prosecution to prove four elements. 130 First, under this statute, <strong>the</strong> thing stolen<br />

must be something <strong>of</strong> value. 131 This requirement could become problematic in<br />

<strong>the</strong> virtual-goods context because virtual goods do not obtain pecuniary value<br />

until <strong>the</strong>y are sold through secondary markets, like eBay. 132 If a defendant<br />

were caught stealing a good that had never been sold previously in a secondary<br />

market (to set a numerical dollar precedent), <strong>the</strong> prosecutor may have difficulty<br />

demonstrating that virtual good’s actual value. 133<br />

Valuation is a low hurdle for <strong>the</strong> prosecution. For example, courts have<br />

found that <strong>the</strong> time spent using a computer was <strong>of</strong> value, “sufficient upon<br />

which to predicate a legally sufficient indictment” for <strong>the</strong>ft. 134 Time as a<br />

commodity is considerably less tangible than virtual goods, yet <strong>the</strong> court still<br />

applies <strong>the</strong> traditional law <strong>of</strong> <strong>the</strong>ft to virtual goods. 135 Moreover, states could<br />

use an expert to overcome this hurdle; 136 <strong>the</strong> expert could use various valuation<br />

models to determine <strong>the</strong> virtual good’s value. 137<br />

Second, an “unlawful taking” requires that <strong>the</strong> person actually “takes” or<br />

“exercises control” over <strong>the</strong> stolen good. 138 The term “exercises unlawful<br />

control” over property refers to <strong>the</strong> moment when <strong>the</strong> criminal video-game<br />

committing <strong>the</strong>ft). However, applying robbery to <strong>the</strong> bot situation is difficult because <strong>the</strong> bot applies force to<br />

<strong>the</strong> video game character, ra<strong>the</strong>r to than <strong>the</strong> video game player.<br />

130<br />

MODEL PENAL CODE § 223.2(1).<br />

131 Green, supra note 100, at 219.<br />

132 The MPC, in defining <strong>the</strong>ft, asserts that <strong>the</strong>ft constitutes (a) a felony if <strong>the</strong> amount involved exceeds<br />

$500.00; (b) a misdemeanor if <strong>the</strong> amount involved is $500 or less; or (c) a petty misdemeanor if <strong>the</strong> amount<br />

involved is less than $50, unless taken from <strong>the</strong> person, or by threat, or by breach <strong>of</strong> fiduciary obligation.<br />

MODEL PENAL CODE § 223.1(2).<br />

133 David Rubenstein, eBay: The Cyber Swap Meet, 13 U. MIAMI BUS. L. REV. 1, 10–14 (2004).<br />

134 United States v. Sampson, 6 Computer L. Serv. Rep. 879, 880 (N.D. Cal. 1978).<br />

135 Joseph M. Olivenbaum, : Rethinking Federal Computer Crime Legislation, 27<br />

SETON HALL L. REV. 574, 639 (1997).<br />

136 Cf. Linda S. Eads, Adjudication by Ambush: Federal Prosecutors’ Use <strong>of</strong> Nonscientific Experts in a<br />

System <strong>of</strong> Limited Criminal Discovery, 67 N.C. L. REV. 577, 601–02 (1989) (asserting that <strong>the</strong> federal<br />

government uses expert testimony in criminal cases to value property); Todd H. Flaming, The National Stolen<br />

Property Act <strong>and</strong> Computer Files: A New Form <strong>of</strong> Property, a New Form <strong>of</strong> Theft, 1993 U. CHI. L. SCH.<br />

ROUNDTABLE 255, 288 (noting that courts rely on expert testimony to determine property value).<br />

137 Cf. Scott A. Nammacher, Financial Valuations for <strong>the</strong> Practicing Attorney, 1325 PRACTISING L. INST.<br />

647 (Aug. 2002) (describing <strong>the</strong> various models experts use to value goods <strong>and</strong> entities).<br />

138<br />

MODEL PENAL CODE § 223.2(1) (2006).


1320 EMORY LAW JOURNAL [Vol. 57<br />

player begins to use <strong>the</strong> virtual good in a manner beyond his authority. 139 This<br />

requirement <strong>of</strong> control could prove problematic, given <strong>the</strong> intangibility <strong>of</strong><br />

virtual goods. The defendant does not actually exert control over <strong>the</strong> sword;<br />

his avatar merely creates <strong>the</strong> illusion <strong>of</strong> control. In reality, <strong>the</strong> only action that<br />

takes place is <strong>the</strong> transfer from one player account to ano<strong>the</strong>r <strong>of</strong> computer code<br />

that represents that sword. Moreover, <strong>the</strong> argument could be made that a<br />

person never actually controlled <strong>the</strong> virtual goods, but instead that <strong>the</strong> avatar<br />

alone performed <strong>the</strong> act. 140<br />

Courts are divided on <strong>the</strong> issue <strong>of</strong> whe<strong>the</strong>r “intangibles” may be “taken.”<br />

While one court has held that “where no tangible objects were ever taken or<br />

transported, a court would be hard pressed to conclude that ‘goods’ had been<br />

stolen,” 141 many courts are willing to accept that a thing has been taken if <strong>the</strong><br />

rightful owner is denied possession, regardless <strong>of</strong> tangibility, thus creating <strong>the</strong><br />

presumption that <strong>the</strong> o<strong>the</strong>r party has asserted control over <strong>the</strong> good. 142 A video<br />

game player may not physically hold <strong>the</strong> virtual sword, but his avatar’s actions<br />

produce <strong>the</strong> consequences that would be produced by an actual taking: (a) <strong>the</strong><br />

original owner’s avatar no longer can possess or use <strong>the</strong> virtual sword; <strong>and</strong> (b)<br />

<strong>the</strong> thief’s avatar now possesses <strong>and</strong> may use <strong>the</strong> stolen virtual sword.<br />

Although <strong>the</strong> person controlling <strong>the</strong> avatar may not have taken <strong>the</strong> virtual<br />

sword per se, <strong>the</strong> avatar was only able to perform <strong>the</strong> action per <strong>the</strong> instruction<br />

<strong>of</strong> his master, making <strong>the</strong> distinction between <strong>the</strong> actions <strong>of</strong> <strong>the</strong> avatar <strong>and</strong><br />

those <strong>of</strong> <strong>the</strong> thief irrelevant.<br />

Third, <strong>the</strong> statute requires that <strong>the</strong> virtual good be “carried away”—that is,<br />

that <strong>the</strong> property was completely moved (however slightly) from <strong>the</strong> place it<br />

was taken. 143 This may present a problem because, although <strong>the</strong> sword<br />

graphically moves from one avatar to ano<strong>the</strong>r, <strong>the</strong> data entry for <strong>the</strong> sword<br />

139 See Green, supra note 100, at 223.<br />

140 Cf. Adam Faier, Digital Slaves <strong>of</strong> <strong>the</strong> Render Farms?: Virtual Actors <strong>and</strong> Intellectual Property Rights,<br />

2004 U. ILL. J.L. TECH. & POL’Y 321, 321–22 (arguing that <strong>the</strong>re is a conceptual distinction between <strong>the</strong><br />

actions <strong>of</strong> avatars <strong>and</strong> those <strong>of</strong> video game players).<br />

141 United States v. Bottone, 365 F.2d 389, 393 (2d Cir. 1966), cert. denied, 385 U.S. 974 (1966).<br />

142 Cf. People v. Perry, 864 N.E.2d 196, 222 (Ill. 2007) (holding that “<strong>the</strong> occupancy <strong>of</strong> a hotel room is<br />

‘property within <strong>the</strong> meaning <strong>of</strong> section 15-1 <strong>of</strong> <strong>the</strong> Criminal Code <strong>and</strong> that <strong>the</strong> taking <strong>of</strong> such property . . . can<br />

result in <strong>the</strong> owner’s being permanently deprived <strong>of</strong> its use or benefit’”); Bridgeport Harbor Place I, LLC v.<br />

Ganim, No. X06CV040184523S, 2006 WL 493352, at *8 (Conn. Super. Feb. 16, 2006) (finding that <strong>the</strong><br />

intangible contractual right to develop property can be taken by <strong>the</strong>ft); Staton Holdings, Inc. v. First Data<br />

Corp., No. Civ.A.3:04-CV-2321-P, 2005 WL 1164179, at *6 (N.D. Tex. May 11, 2005) (finding that a<br />

telephone number, though intangible, may be taken, if <strong>the</strong> rightful owner is deprived <strong>of</strong> its use).<br />

143 H.D.W., Annotation, What Amounts to Asportation Which Will Support a Charge <strong>of</strong> Larceny?, 144<br />

A.L.R. 1383 (1943) (defining asportation).


2008] REGULATING THEFT OF VIRTUAL GOODS 1321<br />

remains physically within <strong>the</strong> programmer’s network server. The only<br />

difference is that <strong>the</strong> sword’s computer code is assigned from <strong>the</strong> rightful<br />

owner’s account to <strong>the</strong> thief’s account.<br />

None<strong>the</strong>less, <strong>the</strong> requirement <strong>of</strong> “carrying away” may be overcome by <strong>the</strong><br />

fact that many courts rely on trespassory taking, which requires mere<br />

constructive possession ra<strong>the</strong>r than <strong>the</strong> existence <strong>of</strong> actual movement. 144 For<br />

example, one court found <strong>the</strong> act <strong>of</strong> moving electronic information over a<br />

telephone wire to be sufficient to constitute a taking. 145 Tangibility, in this<br />

sense, becomes irrelevant—like information transferred over telephone wires,<br />

<strong>the</strong> source code representing <strong>the</strong> virtual sword has traveled from one video<br />

game account to ano<strong>the</strong>r, <strong>and</strong> for all purposes <strong>of</strong> <strong>the</strong> statute, has been taken.<br />

This leads to <strong>the</strong> fourth requirement <strong>of</strong> <strong>the</strong>ft: <strong>the</strong> state must prove that <strong>the</strong><br />

defendant “unlawfully” intended to deprive <strong>the</strong> defendant <strong>of</strong> his property—<br />

which generally means deprivation without legal right. 146 “The general rule is<br />

that a defendant is not guilty <strong>of</strong> larceny (or <strong>the</strong>ft) unless he takes ano<strong>the</strong>r’s<br />

property with <strong>the</strong> [specific] intent to deprive <strong>the</strong> person permanently <strong>of</strong> that<br />

property—an intent referred to at common law as animus fur<strong>and</strong>i (intent to<br />

deprive).” 147 The intent may be proven by direct or circumstantial evidence—<br />

such as if <strong>the</strong> thief is counting on some “reward” or gain by <strong>the</strong> sale or return<br />

<strong>of</strong> <strong>the</strong> property—<strong>and</strong> at a minimum, by a substantial risk <strong>of</strong> permanent loss—<br />

that is, where <strong>the</strong> thief plans to eventually return <strong>the</strong> property, but <strong>the</strong> risk <strong>of</strong><br />

permanent loss is present. 148 Because MMORPGs are games, it may prove<br />

hard for <strong>the</strong> state to demonstrate that <strong>the</strong> accused actually intended to deprive<br />

<strong>the</strong> rightful owner <strong>of</strong> his property, unless <strong>the</strong> accused has sold <strong>the</strong> virtual good<br />

already. O<strong>the</strong>rwise, <strong>the</strong> accused could argue that he took <strong>the</strong> virtual sword in<br />

<strong>the</strong> spirit <strong>of</strong> role-playing, but that he never intended to permanently deprive <strong>the</strong><br />

original owner <strong>of</strong> his sword. Moreover, <strong>the</strong> accused could, utilizing <strong>the</strong> claim<strong>of</strong>-right<br />

defense, 149 assert that he was unaware that <strong>the</strong> virtual sword was in<br />

fact owned by <strong>the</strong> original owner, because <strong>the</strong> game does not establish clear<br />

ownership rights.<br />

144 See 50 AM. JUR. 2D Larceny § 18 (2007).<br />

145 United States v. Riggs, 739 F. Supp. 414, 420 (N.D. Ill. 1990).<br />

146<br />

MODEL PENAL CODE § 223.2(1) (2006).<br />

147 Green, supra note 100, at 221.<br />

148 Cf. John S. Baker, Jr., Criminal Law, 44 LA. L. REV. 279, 282–83 (1983) (stating that prosecutors<br />

<strong>of</strong>ten cannot prove intent through direct evidence, such as a confession, but instead must use circumstantial<br />

evidence).<br />

149 See Danielle R. Newton, Comment, What’s Right with a Claim-<strong>of</strong>-Right, 33 U.S.F. L. REV. 673, 673<br />

(1999) (defining <strong>the</strong> claim-<strong>of</strong>-right defense).


1322 EMORY LAW JOURNAL [Vol. 57<br />

The problem with proving intent may demonstrate <strong>the</strong> limitations <strong>of</strong><br />

criminal law as a tool to resolve <strong>the</strong>fts in general, but should not be seen as a<br />

barrier to <strong>the</strong> prosecution <strong>of</strong> virtual good <strong>the</strong>fts. Defendants tend to make<br />

similar arguments in regular <strong>the</strong>ft cases, <strong>and</strong> in such cases, juries are given <strong>the</strong><br />

power to decide <strong>the</strong> defendant’s credibility. 150 Thus, current unlawful taking<br />

<strong>the</strong>ft statutes could successfully be used to prosecute virtual good <strong>the</strong>ft<br />

criminals.<br />

b. Theft by Deception<br />

The MPC could also <strong>the</strong>oretically address <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods where a<br />

party-member, entrusted to hold an item while ano<strong>the</strong>r player empties his bags,<br />

runs <strong>of</strong>f with <strong>the</strong> item without returning it to <strong>the</strong> lawful owner. Under <strong>the</strong><br />

MPC, a person is guilty <strong>of</strong> <strong>the</strong>ft by deception if he purposely “creates or<br />

reinforces a false impression, including false impressions as to law, value,<br />

intention, or o<strong>the</strong>r state <strong>of</strong> mind.” 151 In <strong>the</strong> situation <strong>of</strong> a party member<br />

running <strong>of</strong>f with a video gamer’s virtual goods, <strong>the</strong> party member would be<br />

guilty <strong>of</strong> <strong>the</strong>ft by deception if he created <strong>the</strong> false impression that he intended<br />

to return <strong>the</strong> item or that his state <strong>of</strong> mind was to return <strong>the</strong> good. Prosecutors<br />

could also use <strong>the</strong>ft-by-deception statutes to prosecute a thief who used a<br />

scam 152 to obtain ano<strong>the</strong>r player’s virtual goods.<br />

Prosecuting under this statute, <strong>the</strong> state would need to prove that (1) <strong>the</strong><br />

accused obtained control over <strong>the</strong> property; (2) by means <strong>of</strong> a false statement<br />

or misrepresentation; (3) which deceived <strong>the</strong> victim; <strong>and</strong> (4) that <strong>the</strong> victim in<br />

whole or in part relied upon <strong>the</strong> false statement in relinquishing control <strong>of</strong> <strong>the</strong><br />

property to <strong>the</strong> accused. 153 Like unlawful-taking statutes, <strong>the</strong>ft-by-deception<br />

150 Cf. Hossein Nowbar, Admissibility <strong>of</strong> Prior Theft Convictions to Impeach Criminal Defendants in<br />

Washington State, 68 WASH. L. REV. 161, 178 (1993) (noting that juries naturally distrust defendants’ selfinterested<br />

testimony <strong>and</strong> that <strong>the</strong> testimony is subject to rigorous testing). While, without a sale, juries might<br />

be unable to sympathize with <strong>the</strong> victim (making successful prosecutions less likely), sympathy is not itself an<br />

element <strong>of</strong> <strong>the</strong> crime.<br />

151<br />

MODEL PENAL CODE § 223.3(1) (2006) (emphasis added); see Commonwealth v. Patterson, 390 A.2d<br />

784 (Pa. Super. Ct. 1978) The court found that if defendant stole a key to a safety deposit box from <strong>the</strong> owner,<br />

or said that he was taking it in order to make a duplicate for <strong>the</strong> owner’s use, <strong>and</strong> <strong>the</strong>n proceeded to steal a<br />

ruby from <strong>the</strong> box, that act constituted <strong>the</strong>ft by unlawful taking; if, however, defendant told <strong>the</strong> owner that he<br />

wanted to appraise <strong>the</strong> ruby, or to clean it, <strong>and</strong> she gave him <strong>the</strong> key so that he could take possession <strong>of</strong> <strong>the</strong><br />

ruby, <strong>and</strong> defendant sold <strong>the</strong> ruby <strong>and</strong> kept <strong>the</strong> proceeds, <strong>the</strong>n deception by which defendant obtained <strong>the</strong> key<br />

would be related to bringing about a transfer or purported transfer <strong>of</strong> legal interest in property <strong>and</strong> <strong>the</strong>ft by<br />

deception would be <strong>the</strong> appropriate charge. Id.<br />

152 See supra notes 49–51 <strong>and</strong> accompanying text.<br />

153 State v. Schultz, 850 P.2d 818, 838 (Kan. 1993).


2008] REGULATING THEFT OF VIRTUAL GOODS 1323<br />

statutes may create certain application problems when used in <strong>the</strong> virtual goods<br />

context, but prosecutors should be able to overcome <strong>the</strong>m.<br />

First, prosecutors may find it difficult to prove that <strong>the</strong> thief exerted control<br />

over <strong>the</strong> virtual good. After all, because virtual goods are intangible, <strong>the</strong><br />

defendant never actually controls <strong>the</strong> virtual good; instead, his avatar creates<br />

<strong>the</strong> illusion <strong>of</strong> control. As discussed above, prosecutors can prove that a thief<br />

exerted control over an intangible good. 154 If a person denies <strong>the</strong> rightful<br />

owner <strong>of</strong> possession <strong>of</strong> a virtual good, courts perceive <strong>the</strong> virtual good as taken<br />

<strong>and</strong> presume <strong>the</strong> right <strong>of</strong> control. 155 Thus, <strong>the</strong> state should be able to show that<br />

<strong>the</strong> virtual good has been taken if <strong>the</strong> rightful owner no longer possesses <strong>the</strong><br />

good.<br />

Second, <strong>the</strong> state may encounter problems demonstrating that <strong>the</strong> accused<br />

“creat[ed] or reinforce[ed] a false impression” by affirmatively holding on to a<br />

virtual good. 156 Deception is a broad term, requiring merely “<strong>the</strong><br />

misrepresentation <strong>of</strong> some existing fact . . . [as to] law, value, or intention.<br />

Thus, <strong>the</strong>ft by deception covers almost any type <strong>of</strong> deceptive practice used to<br />

obtain possession <strong>of</strong> ano<strong>the</strong>r person’s property.” 157 Under this statute, does<br />

one need to promise to give <strong>the</strong> virtual good back? Does tacitly accepting <strong>the</strong><br />

good automatically create a false impression, even if one does not explicitly<br />

promise to give it back?<br />

In reality, <strong>the</strong> video-game thief or his avatar may not have to say anything<br />

at all—in modern criminal law, “various forms <strong>of</strong> misleading nonverbal<br />

conduct” can be sufficient to constitute deceit. 158 Thus, circumstantial<br />

evidence should be sufficient to prove that a “false impression” was created or<br />

reinforced. 159<br />

Third, <strong>the</strong> definition requires <strong>the</strong> state to prove that <strong>the</strong> accused “purposely”<br />

created or reinforced a false impression at <strong>the</strong> time <strong>of</strong> inducement. 160 Thus, if<br />

<strong>the</strong> accused’s illegitimate purpose formed after he obtained possession <strong>of</strong> <strong>the</strong><br />

154 See supra text accompanying notes 140–43.<br />

155 See supra text accompanying note 142.<br />

156 MODEL PENAL CODE § 223.3.<br />

157 Theodore C. McCullough, Note, United States v. O’Hagan: Defining <strong>the</strong> Limits <strong>of</strong> Fraud <strong>and</strong><br />

Deceptive Pretext Under Rule 10b-5, 22 SEATTLE U. L. REV. 311, 325 (1998).<br />

158 Stuart P. Green, Lying, Misleading, <strong>and</strong> Falsely Denying: How Moral Concepts Inform <strong>the</strong> Law <strong>of</strong><br />

Perjury, Fraud, <strong>and</strong> False Statements, 53 HASTINGS L.J. 157, 182 (2001).<br />

159 See, e.g., State v. Hogrefe, 557 N.W.2d 871, 880 (Iowa 1996); Martinez v. State, 198 S.W.3d 36, 43–<br />

44 (Tex. App. 1996); Griffin v. State, 614 S.W.2d 155, 159 (Tex. Crim. App. 1981).<br />

160 MODEL PENAL CODE § 223.3.


1324 EMORY LAW JOURNAL [Vol. 57<br />

virtual good, he could not be guilty <strong>of</strong> this crime. This requirement,<br />

unfortunately, makes <strong>the</strong> prosecution <strong>of</strong> <strong>the</strong> scenario described above—where<br />

a party member runs <strong>of</strong>f with ano<strong>the</strong>r’s excess goods—applicable only to<br />

situations where <strong>the</strong> state is able to prove that <strong>the</strong> accused planned for <strong>the</strong><br />

situation. 161 None<strong>the</strong>less, prosecutors should still be able to utilize <strong>the</strong>ft-bydeception<br />

statutes to prosecute thieves who utilize a scam to obtain ano<strong>the</strong>r<br />

player’s virtual goods in those limited circumstances where <strong>the</strong> state has<br />

evidence that <strong>the</strong> accused planned <strong>the</strong> <strong>the</strong>ft in advance.<br />

Thus, current <strong>the</strong>ft-by-deception statutes could be used to prosecute virtualgood<br />

<strong>the</strong>ft criminals, but only in limited situations <strong>and</strong> with discovery-related<br />

difficulties. This statute, however, should prove useful to prosecute thieves<br />

who utilize scams to obtain virtual goods.<br />

c. Embezzlement<br />

Prosecutors should also be able to use embezzlement statutes to prosecute<br />

<strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods. To prove embezzlement under state penal statutes,<br />

prosecutors must show that <strong>the</strong>re was a knowing conversion 162 <strong>of</strong> property by<br />

one lawfully entrusted with its possession. 163 Embezzlement may prove a<br />

better tool than <strong>the</strong>ft by deception for <strong>the</strong> prosecution <strong>of</strong> virtual good <strong>the</strong>fts<br />

arising from situations where a party member, entrusted to hold a party<br />

member’s virtual goods, runs <strong>of</strong>f with such goods.<br />

Embezzlement statutes do not present <strong>the</strong> possession <strong>and</strong> control problems<br />

typically associated with <strong>the</strong> application <strong>of</strong> <strong>the</strong>se statutes to virtual goods 164<br />

because <strong>the</strong> courts recognize that embezzlement statutes may be properly<br />

161 It is possible that <strong>the</strong> defendant admitted to o<strong>the</strong>r players that he was anticipating <strong>the</strong> situation <strong>and</strong><br />

intended to deceive <strong>the</strong> victim. Prosecutors could obtain such chat records by accessing <strong>the</strong> developer’s<br />

servers, but this would implicate privacy concerns. Still, prosecutors could also obtain testimony from those<br />

players who witnessed <strong>the</strong> defendant’s admission.<br />

162 Conversion, within <strong>the</strong> meaning <strong>of</strong> embezzlement statutes, is <strong>the</strong> “fraudulent appropriation <strong>of</strong> a thing<br />

to one’s own use <strong>and</strong> beneficial enjoyment.” 29A C.J.S. Embezzlement § 16 (2007) (citing State v. Pietranton,<br />

84 S.E.2d 774 (W. Va. 1954)). Appropriation, however, is something more than mere possession <strong>of</strong> <strong>the</strong><br />

property. See State v. Barbossa, 384 A.2d 523, 525 (N.J. Super. Ct. App. Div. 1976).<br />

163 Paul C. Jorgensen, Embezzlement, 24 AM. CRIM. L. REV. 513, 513 (1987). “[E]mbezzlement statutes<br />

protect against knowing conversion <strong>of</strong> specific items or services which are in <strong>the</strong> possession <strong>of</strong> ano<strong>the</strong>r<br />

occupying a designated fiduciary relation . . . [<strong>and</strong> require] <strong>the</strong> prosecution [to] prove that an ownership<br />

interest is in someone o<strong>the</strong>r than <strong>the</strong> accused, <strong>and</strong> that <strong>the</strong>re has been a conversion <strong>of</strong> <strong>the</strong> property with<br />

fraudulent intent.” Id.<br />

164 See supra text accompanying notes 140–43.


2008] REGULATING THEFT OF VIRTUAL GOODS 1325<br />

applied to intangibles, even those that cannot be physically possessed. 165 In<br />

such cases, <strong>the</strong> analysis turns on whe<strong>the</strong>r “<strong>the</strong> victim’s interest in <strong>the</strong> subject<br />

matter is sufficiently important that defendant’s interference with it should be<br />

penalized.” 166 Moreover, timing <strong>of</strong> intent is easier to prove under<br />

embezzlement statutes because <strong>the</strong>se statutes allow for <strong>the</strong> intent to form after<br />

<strong>the</strong> thief takes possession <strong>of</strong> <strong>the</strong> good. 167<br />

Thus, if <strong>the</strong> state is able to demonstrate that <strong>the</strong> victim’s interest is<br />

sufficiently important <strong>and</strong> that actual conversion, as opposed to mere<br />

possession, has taken place, <strong>the</strong>n <strong>the</strong> state should be able to use embezzlement<br />

statutes to successfully prosecute certain virtual good <strong>the</strong>fts.<br />

2. Arguments Against <strong>the</strong> Application <strong>of</strong> Current Criminal Penal Codes<br />

Some scholars have argued that current criminal statutes should not be used<br />

to prosecute virtual-good <strong>the</strong>fts because it might prove too difficult, 168<br />

impractical, 169 or impossible. 170 This section seeks to dispel <strong>the</strong>se scholars’<br />

arguments by showing how <strong>the</strong> various states could overcome <strong>the</strong>se various<br />

barriers. First, this Comment looks at <strong>the</strong> issue <strong>of</strong> jurisdiction, especially given<br />

that MMORPGs are played by persons from across <strong>the</strong> world. Second, this<br />

Comment considers whe<strong>the</strong>r anonymity would make prosecution impossible.<br />

Third, this Comment addresses whe<strong>the</strong>r <strong>the</strong> transaction costs involved with <strong>the</strong><br />

prosecution <strong>of</strong> virtual <strong>the</strong>ft outweigh <strong>the</strong> benefits. Fourth, this Comment<br />

examines <strong>the</strong> barriers placed by End-User License Agreements. Finally, this<br />

Comment considers whe<strong>the</strong>r a prosecutor’s discovery procedures would<br />

constitute an invasion <strong>of</strong> privacy.<br />

a. Jurisdictional Concerns<br />

Certain scholars have posited that <strong>the</strong> criminal prosecution <strong>of</strong> virtual-good<br />

<strong>the</strong>ft would be difficult to implement due to jurisdictional obstacles. 171<br />

165 See, e.g., People v. Menagas, 11 N.E.2d 403 (Ill. 1937) (holding that larceny includes <strong>the</strong> taking <strong>of</strong><br />

electricity); Payne v. Elliot, 54 Cal. 339 (1880) (finding liability for conversion <strong>of</strong> shares <strong>of</strong> stock).<br />

166 Comment, Theft <strong>of</strong> Labor <strong>and</strong> Services, 12 STAN. L. REV. 663, 665 (1960).<br />

167 Cf. Jorgensen, supra note 163, at 515 (“[I]n cases where <strong>the</strong>re is no direct evidence <strong>of</strong> intent, <strong>the</strong><br />

appropriate focus is on <strong>the</strong> relationship between <strong>the</strong> defendant’s actions <strong>and</strong> his environment.”).<br />

168 Hunter, supra note 24, at 302.<br />

169 Reynolds, supra note 67, at 19.<br />

170 Lastowka & Hunter, supra note 24, at 307 (arguing that video games have <strong>the</strong>ir own set <strong>of</strong> internal<br />

rules, making criminal law inapplicable).<br />

171 Cf. James R. Hobbs & Amy R. Perry, Internet Gambling: Is It Worth <strong>the</strong> Risk?, 7 VILL. SPORTS &<br />

ENT. L.J. 1, 8–10 (2000) (noting how courts have addressed jurisdictional issues in Internet gambling cases).


1326 EMORY LAW JOURNAL [Vol. 57<br />

Unfortunately, “[j]urisdictional problems represent a major impediment to<br />

nation-states’ efforts to govern in cyberspace.” 172 Specifically, virtual-good<br />

<strong>the</strong>fts pose two potential jurisdictional dilemmas: (1) because <strong>the</strong> <strong>the</strong>ft occurs<br />

online, it is unclear in which territory <strong>the</strong> prosecution would have to establish<br />

<strong>the</strong> <strong>the</strong>ft took place; <strong>and</strong> (2) if <strong>the</strong> <strong>the</strong>ft is committed by a foreigner, it is<br />

unclear how <strong>the</strong> state would establish jurisdiction over <strong>the</strong> accused.<br />

Usually, state prosecutors are barred from initiating cases stemming from<br />

acts that are committed out-<strong>of</strong>-state because criminal law jurisdictional rules<br />

require a prosecutor to establish that <strong>the</strong> defendant intended to produce harm in<br />

<strong>the</strong> prosecutor’s state. 173 To counter this limitation in <strong>the</strong> Internet age, state<br />

legislatures have broadened <strong>the</strong>ir jurisdictional rules to accommodate <strong>the</strong><br />

nongeographical nature <strong>of</strong> <strong>the</strong> Internet; 174 thus, some state courts have held that<br />

states have criminal jurisdiction “when <strong>the</strong> alleged criminal activity has only<br />

one element—a cause, effect or intent <strong>of</strong> ei<strong>the</strong>r—within <strong>the</strong> boundaries <strong>of</strong> <strong>the</strong><br />

state.” 175 O<strong>the</strong>r courts “will allow jurisdiction when an <strong>of</strong>fense has a harmful<br />

impact in <strong>the</strong> forum, even though that result is not necessarily an element <strong>of</strong><br />

<strong>the</strong> <strong>of</strong>fense.” 176 Thus, as long as a prosecutor can show that <strong>the</strong> virtual-good<br />

172 Bruce L. Benson, The Spontaneous Evolution <strong>of</strong> Cyber Law: Norms, Property Rights, Contracting,<br />

Dispute Resolution <strong>and</strong> Enforcement Without <strong>the</strong> State, 1 J.L. ECON. & POL’Y 269, 329 (2005).<br />

173 Ryan P. Wallace, Adam M. Lusthaus & Jong Hwan (Justin) Kim, Computer Crimes, 42 AM. CRIM. L.<br />

REV. 223, 270 (2005).<br />

174 Laura Ann Forbes, A More Convenient Crime: Why States Must Regulate Internet-Related Criminal<br />

Activity Under <strong>the</strong> Dormant Commerce Clause, 20 PACE L. REV. 189, 212 (1999). Using New York as an<br />

example, Forbes shows:<br />

Under New York Criminal Procedure Law § 20.20, <strong>the</strong> state generally retains jurisdiction over<br />

<strong>of</strong>fenses in which:<br />

(1) Conduct occurring within a state establishes an element <strong>of</strong> <strong>the</strong> <strong>of</strong>fense, an attempt, or a<br />

conspiracy to commit <strong>the</strong> <strong>of</strong>fense; or<br />

(2) no conduct occurred in <strong>the</strong> state, but <strong>the</strong> <strong>of</strong>fense’s result was in-state, <strong>the</strong> effect was<br />

intended to be felt in <strong>the</strong> state, or attempt <strong>of</strong> conspiracy was meant to be in-state; or<br />

(3) <strong>the</strong>re was a crime <strong>of</strong> omission with effect in <strong>the</strong> state, whe<strong>the</strong>r or not <strong>the</strong> <strong>of</strong>fender is<br />

physically present in <strong>the</strong> state.<br />

Under § 20.60 “[a] person who causes by any means <strong>the</strong> use <strong>of</strong> a computer or computer service in<br />

one jurisdiction from ano<strong>the</strong>r jurisdiction is deemed to have personally used <strong>the</strong> computer or<br />

computer service in each jurisdiction.” This statute takes computer <strong>and</strong> Internet crime out <strong>of</strong> <strong>the</strong><br />

virtual world, <strong>and</strong> places it in a tangible location.<br />

Id. at 212–13 (citing N.Y. CRIM. PROC. §§ 20.20(1)–3), 20.60(1)–(3) (1997)).<br />

175 Id. at 212; see, e.g., Lane v. State, 388 So.2d 1022, 1027 (Fla. 1980) (applying a Florida jurisdictional<br />

statute that grants jurisdiction if an element <strong>of</strong> <strong>the</strong> crime, including <strong>the</strong> result, occurred in <strong>the</strong> forum).<br />

176 Terrence Berg, www.wildwest.gov: The Impact <strong>of</strong> <strong>the</strong> Internet on State Power to Enforce <strong>the</strong> Law,<br />

2000 B.Y.U. L. REV. 1305, 1345; see, e.g., People v. S<strong>and</strong>y, 666 N.Y.S.2d 565 (N.Y. App. Div. 1997)<br />

(holding that intent to have harmful impact in forum plus consequences in <strong>the</strong> forum confer jurisdiction under<br />

New York jurisdiction statute even where consequences—unavailability <strong>of</strong> evidence which had been


2008] REGULATING THEFT OF VIRTUAL GOODS 1327<br />

<strong>the</strong>ft has had an effect on a citizen <strong>of</strong> <strong>the</strong> state, under <strong>the</strong>se permissive<br />

jurisdictional rules, state courts should be able to claim jurisdiction over virtual<br />

good thieves, as long as <strong>the</strong>ir statutes take a permissive stance on <strong>the</strong>se<br />

jurisdictional issues. 177<br />

Moreover, courts have been willing to assert <strong>the</strong>ir jurisdictional prowess<br />

over international foreigners to stop cyber activities that violate U.S. law. 178<br />

The problem, however, lies in <strong>the</strong> application <strong>of</strong> <strong>the</strong>se rules. As one scholar,<br />

commenting on <strong>the</strong> prosecution <strong>of</strong> internet gambling, found, “[Persons] who<br />

hold no assets in <strong>the</strong> United States <strong>and</strong> never visit <strong>the</strong> United States can, in<br />

effect, avoid prosecution indefinitely. Moreover, <strong>the</strong> effective application <strong>of</strong><br />

transnational jurisdictional principles is dependent on <strong>the</strong> ‘respect <strong>and</strong><br />

cooperation among sovereigns <strong>and</strong> parties.’” 179 Ideally, <strong>the</strong> prosecution <strong>of</strong><br />

virtual-good <strong>the</strong>fts involving international players could succeed through<br />

international cooperation at <strong>the</strong> investigation <strong>and</strong> procurement-<strong>of</strong>-evidence<br />

levels, 180 <strong>and</strong> <strong>the</strong> use <strong>of</strong> extradition <strong>and</strong> extralegal methods to obtain custody<br />

over defendants. 181 Realistically, however, a lack <strong>of</strong> international cooperation<br />

<strong>and</strong> <strong>the</strong> need to maintain healthy international relationships may make <strong>the</strong><br />

prosecution <strong>of</strong> virtual good <strong>the</strong>fts involving international players too hard to<br />

effectuate. 182<br />

subpoenaed by <strong>the</strong> gr<strong>and</strong> jury—were not elements <strong>of</strong> <strong>the</strong> crime); State v. Miller, 755 P.2d 434 (Ariz. Ct. App.<br />

1988) (limiting effect <strong>of</strong> Arizona statute allowing jurisdiction if <strong>the</strong> “result” <strong>of</strong> an element <strong>of</strong> an <strong>of</strong>fense<br />

committed outside <strong>the</strong> state occurs within <strong>the</strong> state).<br />

177 This <strong>the</strong>ory only works in states, such as New York, that take a permissive jurisdictional stance on<br />

Internet crimes.<br />

178 Benson, supra note 172, at 331–32 (2005) (noting that agents <strong>of</strong> <strong>the</strong> U.S. government were permitted<br />

to arrest an employee <strong>of</strong> a Moscow-based computer company because he broke U.S. copyright law).<br />

179 Ronnie D. Crisco, Jr., Follow <strong>the</strong> Leaders: A Constructive Examination <strong>of</strong> Existing Regulatory Tools<br />

that Could Be Applied to Internet Gambling, 5 N.C. J.L. & TECH. 155, 159 (2003) (citing Antonia Z. Cowan,<br />

The Global Gaming Village: Interstate <strong>and</strong> Transnational Gambling, 7 GAMING L. REV. 251, 252 (2003)).<br />

180 See Ellen S. Podgor, International Computer Fraud: A Paradigm for Limiting National Jurisdiction,<br />

35 U.C. DAVIS L. REV. 267, 311 (2002) (“Countries need to be encouraged to pursue transgressions <strong>of</strong> <strong>the</strong> law,<br />

despite <strong>the</strong> fact that <strong>the</strong> results <strong>of</strong> <strong>the</strong> investigation may not produce a prosecution in <strong>the</strong> jurisdiction doing <strong>the</strong><br />

investigation.”).<br />

181 See Henry H. Perritt, Jr., Jurisdiction in Cyberspace, 41 VILL. L. REV. 1, 58 (1996) (explaining<br />

methods include kidnapping). This Comment, however, does not suggest that <strong>the</strong> prosecution <strong>of</strong> virtual-good<br />

<strong>the</strong>fts should trump good international relations. Thus, <strong>the</strong>se methods should only be used in very serious<br />

<strong>the</strong>fts.<br />

182 Cf. Crisco, supra note 179, at 159. However, this does not diminish <strong>the</strong> ability <strong>of</strong> state prosecutors to<br />

claim jurisdiction over United States defendants.


1328 EMORY LAW JOURNAL [Vol. 57<br />

b. Concerns About Identifying Perpetrators<br />

Even if <strong>the</strong> jurisdictional hurdles can be overcome, <strong>the</strong> anonymous nature<br />

<strong>of</strong> MMORPGs may present problems for prosecutors h<strong>and</strong>ling virtual-good<br />

cases. “Whereas a successful thief on terra firma must wear a mask, or be<br />

accompanied by o<strong>the</strong>rs, to complete his crime <strong>and</strong> avoid detection, in<br />

cyberspace, criminals <strong>and</strong> infringers, acting anonymously—or<br />

pseudononymously—can more easily avoid detection.” 183 The anonymous<br />

nature <strong>of</strong> MMORPGs presents <strong>the</strong> following two issues: (1) <strong>the</strong>ft is more likely<br />

to occur, because individuals feel shielded from accountability; <strong>and</strong> (2)<br />

detection is tougher to achieve, because criminals are shielded by <strong>the</strong><br />

intangible, amorphous nature <strong>of</strong> <strong>the</strong> Internet.<br />

A close working relationship between investigators <strong>and</strong> MMORPG<br />

developers, however, should help alleviate both concerns by increasing <strong>the</strong><br />

transparency <strong>of</strong> each player’s true identity. Ideally, MMORPG developers<br />

should be encouraged to keep good records <strong>of</strong> <strong>the</strong>ir users’ identities <strong>and</strong> also be<br />

willing to provide this information to state investigators upon request. 184<br />

Increased transparency between pseudonyms <strong>and</strong> real identities should lower<br />

crime rates, as MMORPG thieves become aware that <strong>the</strong>y are more likely to<br />

get caught. Transparency should also make it easier for prosecutors to<br />

determine <strong>the</strong> real identities <strong>of</strong> thieves. Thus, although <strong>the</strong> anonymous aspect<br />

<strong>of</strong> MMORPGs currently may present a problem for <strong>the</strong> prosecution <strong>of</strong> virtual<br />

good <strong>the</strong>fts, it is a problem that can be overcome by cooperation between<br />

MMORPG developers <strong>and</strong> state governments.<br />

c. Transaction Costs<br />

Fur<strong>the</strong>rmore, critics <strong>of</strong> <strong>the</strong> criminal law approach contend that <strong>the</strong><br />

resolution <strong>of</strong> virtual <strong>the</strong>fts through traditional legal frameworks may entail<br />

transaction costs 185 that exceed <strong>the</strong> actual costs <strong>of</strong> <strong>the</strong> claims. 186 These<br />

183 Ian C. Ballon, The Law <strong>of</strong> <strong>the</strong> Internet: Developing a Framework for Making New Law, CYBERSPACE<br />

L., Dec. 1997, at 12.<br />

184 Cf. Rubenstein, supra note 133, at 1–3 (arguing that current eBay procedures make it impossible for<br />

prosecutors to investigate stolen goods sold on eBay because <strong>of</strong> eBay’s lack <strong>of</strong> cooperation during<br />

investigations).<br />

185 “[T]ransactions costs arise as individuals attempt to create or protect property rights, because o<strong>the</strong>r<br />

individuals must ei<strong>the</strong>r be persuaded or induced to accept obligations to respect claimed rights. Effective<br />

property rights are likely to arise when <strong>the</strong> benefits <strong>of</strong> creating <strong>the</strong>m exceed <strong>the</strong> associated transactions costs.”<br />

Benson, supra note 172, at 273.<br />

186 Reynolds, supra note 67, at 19; see also Yannis Bakos & Chrysanthos N. Dellarocas, Cooperation<br />

Without Enforcement? A Comparative Analysis <strong>of</strong> Litigation <strong>and</strong> Online Reputation as Quality Assurance


2008] REGULATING THEFT OF VIRTUAL GOODS 1329<br />

scholars raise <strong>the</strong> concern that district attorneys will choose not to prosecute<br />

<strong>the</strong>se <strong>the</strong>fts because <strong>the</strong> benefits derived from prosecution would be too slight<br />

<strong>and</strong> state resources are limited. 187<br />

Such arguments presume that <strong>the</strong> prosecution <strong>of</strong> a <strong>the</strong>ft merely benefits <strong>the</strong><br />

victim. But, in fact, because <strong>of</strong> <strong>the</strong> general deterrent effect <strong>of</strong> criminal law, 188<br />

each prosecution can produce external effects on society as a whole by<br />

signifying <strong>the</strong> importance <strong>of</strong> <strong>the</strong> crime <strong>and</strong> notifying <strong>the</strong> public <strong>of</strong> enforcement<br />

priorities. 189 Hence, each prosecution diminishes <strong>the</strong> likelihood <strong>of</strong> future<br />

virtual-good <strong>the</strong>fts. 190 Moreover, <strong>the</strong> prosecution <strong>of</strong> virtual-good <strong>the</strong>fts will<br />

provide each victim with additional benefits, such as vengeance. 191 For <strong>the</strong>se<br />

reasons, district attorneys should have <strong>the</strong> ability to prosecute thieves <strong>of</strong> virtual<br />

goods when state priorities <strong>and</strong> resources deem it necessary, leaving <strong>the</strong><br />

remainder <strong>of</strong> cases to civil law, 192 much like regular <strong>the</strong>fts are h<strong>and</strong>led. 193<br />

Thus, though <strong>the</strong> prosecution <strong>of</strong> virtual-good <strong>the</strong>ft may appear cost<br />

inefficient, <strong>the</strong> benefits derived from <strong>the</strong> prosecution <strong>of</strong> virtual-good <strong>the</strong>fts may<br />

outweigh <strong>the</strong> administrative costs, given <strong>the</strong> extrinsic benefits <strong>of</strong> deterrence<br />

<strong>and</strong> retribution.<br />

Mechanisms (MIT Sloan Working Paper Group, Paper No. 4295-03, 2003), available at http://papers.ssrn.<br />

com/sol3/papers.cfm?abstract_id=393041.<br />

187 Cf. James H.A. Pooley et al., Underst<strong>and</strong>ing <strong>the</strong> Economic Espionage Act <strong>of</strong> 1996, 5 TEX. INTELL.<br />

PROP. L.J. 177, 220 (1997) (noting that states lack adequate resources to prosecute certain <strong>the</strong>ft crimes).<br />

188 See, e.g., JOHN KAPLAN ET AL., CRIMINAL LAW: CASES AND MATERIALS 46 (4th ed. 2000); WAYNE R.<br />

LAFAVE, CRIMINAL LAW 28–29 (4th ed. 2003); STEPHEN A. SALTZBURG ET AL., CRIMINAL LAW 102 (2d ed.<br />

2000).<br />

189 See Lawrence F. Young, Combating Unauthorized Internet Access, 35 JURIMETRICS J. 257, 258–59<br />

(1995).<br />

190 Id.<br />

191 Cf. David D. Friedman, Making Sense <strong>of</strong> English Law Enforcement in <strong>the</strong> Eighteenth Century, 2 U.<br />

CHI. L. SCH. ROUNDTABLE 475, 486 (1995) (noting that retribution was a possible motive <strong>of</strong> eighteenthcentury<br />

prosecutors).<br />

192 The application <strong>of</strong> civil law to <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods is beyond <strong>the</strong> scope <strong>of</strong> this Comment. See<br />

generally Farnaz Alemi, An Avatar’s Day in Court: A Proposal for Obtaining Relief <strong>and</strong> Resolving Disputes in<br />

Virtual World Games, 11 UCLA J.L. & TECH. 6 (2007), http://www.lawtechjournal.com/articles/2007/<br />

06_080130_alemi.php.<br />

193 Cf. Green, supra note 100, at 231 (2002) (arguing that prosecutors should have <strong>the</strong> discretion to<br />

distinguish among individual cases <strong>of</strong> <strong>the</strong>ft).


1330 EMORY LAW JOURNAL [Vol. 57<br />

d. Contracting out <strong>of</strong> Property Rights<br />

Scholars also argue that current contracts make <strong>the</strong> prosecution <strong>of</strong> virtual<br />

good <strong>the</strong>fts impossible. 194 Property rights are by nature alienable. A player<br />

can always give up her ownership rights over a virtual good through a<br />

contract. 195 In most MMORPGs, a player must sign an End-User Licensing<br />

Agreement (EULA) before beginning to play. 196 The language <strong>of</strong> <strong>the</strong>se<br />

contracts is simple: <strong>the</strong> MMORPG provider retains all intellectual <strong>and</strong> property<br />

rights in all objects in <strong>the</strong> game. 197<br />

194 Meehan, supra note 8, at 12–26. Essentially, scholars argue that <strong>the</strong>se games are licensed, not sold,<br />

<strong>and</strong> thus are immune from copyright’s first-sale doctrine, which allows “<strong>the</strong> owner <strong>of</strong> a particular copy . . .<br />

without <strong>the</strong> authority <strong>of</strong> <strong>the</strong> copyright owner, to sell or o<strong>the</strong>rwise dispose <strong>of</strong> <strong>the</strong> possession <strong>of</strong> that copy.”<br />

17 U.S.C. § 109(a) (2006). See generally MARK A. LEMLEY ET AL., SOFTWARE AND INTERNET LAW 322–23<br />

(3d ed. 2006) (describing that publishers license ra<strong>the</strong>r than sell <strong>the</strong>ir s<strong>of</strong>tware to retain control after resale).<br />

Yet,<br />

[h]istorically, <strong>the</strong> purpose <strong>of</strong> ‘licensing’ computer program copy use was to employ contract<br />

terms to augment trade secret protection in order to protect against unauthorized copying at a<br />

time, when, first, <strong>the</strong> existence <strong>of</strong> a copyright in computer programs was doubtful, <strong>and</strong>, later,<br />

when <strong>the</strong> extent to which copyright provided protection was uncertain.<br />

S<strong>of</strong>tman Prods. Co. v. Adobe Systems, Inc., 171 F. Supp. 2d 1075, 1083 (C.D. Cal. 2001). It could be argued<br />

that this purpose is not truly applicable to MMORPGs, thus making <strong>the</strong> extension <strong>of</strong> licensing protection—<strong>and</strong><br />

consequently <strong>the</strong> exclusion <strong>of</strong> <strong>the</strong> first-sale doctrine protection—to MMORPGs questionable. See id. at 1091<br />

(“[This] system <strong>of</strong> ‘licensing’ which grants s<strong>of</strong>tware publishers this degree <strong>of</strong> unchecked power to control <strong>the</strong><br />

market deserves to be <strong>the</strong> object <strong>of</strong> careful scrutiny.”).<br />

195 Cf. Shi-Ling Hsu, A Two-Dimensional Framework for Analyzing Property Rights Regimes, 36 U.C.<br />

DAVIS L. REV. 813, 868–69 (2003) (noting that alienability is a property right).<br />

196 See, e.g., World <strong>of</strong> Warcraft, End User License Agreement, http://www.world<strong>of</strong>warcraft.com/legal/<br />

eula.html (last visited Mar. 3, 2007); Station Pass, End User License Agrement, http://tanarus.station.sony.<br />

com/eula.jsp (last visited Mar. 3, 2007).<br />

197 For example, World <strong>of</strong> Warcraft’s Terms <strong>of</strong> Use state:<br />

Blizzard does not recognize <strong>the</strong> transfer <strong>of</strong> Accounts. You may not purchase, sell, gift or trade<br />

any Account, or <strong>of</strong>fer to purchase, sell, gift or trade any Account, <strong>and</strong> any such attempt shall be<br />

null <strong>and</strong> void. Blizzard owns, has licensed, or o<strong>the</strong>rwise has rights to all <strong>of</strong> <strong>the</strong> content that<br />

appears in <strong>the</strong> Program. You agree that you have no right or title in or to any such content,<br />

including <strong>the</strong> virtual goods or currency appearing or originating in <strong>the</strong> Game, or any o<strong>the</strong>r<br />

attributes associated with <strong>the</strong> Account or stored on <strong>the</strong> Service. Blizzard does not recognize any<br />

virtual property transfers executed outside <strong>of</strong> <strong>the</strong> Game or <strong>the</strong> purported sale, gift or trade in <strong>the</strong><br />

“real world” <strong>of</strong> anything related to <strong>the</strong> Game. Accordingly, you may not sell items for “real”<br />

money or o<strong>the</strong>rwise exchange items for value outside <strong>of</strong> <strong>the</strong> Game.<br />

World <strong>of</strong> Warcraft, Terms <strong>of</strong> Use, http://www.world<strong>of</strong>warcraft.com/legal/terms<strong>of</strong>use.html (last visited Mar. 3,<br />

2008). For a thorough analysis <strong>of</strong> MMORPG EULAs, see David P. Sheldon, Comment, Claiming Ownership,<br />

but Getting Owned: Contractual Limitations on Asserting Property Interests in Virtual Goods, 54 UCLA L.<br />

REV. 751 (2007).


2008] REGULATING THEFT OF VIRTUAL GOODS 1331<br />

Based upon <strong>the</strong> language <strong>of</strong> <strong>the</strong>se EULAs, MMORPGs publishers have<br />

sought to enforce <strong>the</strong>ir property rights 198 <strong>and</strong> to eliminate those <strong>of</strong> players. 199<br />

For instance, in 2000, Sony, <strong>the</strong> publisher <strong>of</strong> EverQuest, agreed with auction<br />

sites eBay <strong>and</strong> Yahoo! to ban <strong>the</strong> sale <strong>of</strong> EverQuest items <strong>and</strong> to remove any<br />

auctions from <strong>the</strong>ir sites. 200 Sony also banned individual players from<br />

EverQuest for alleged acts, such as item farming. 201 One MMORPG, Second<br />

Life, however, decided to grant players an ownership right to content <strong>the</strong>y<br />

create <strong>and</strong> trade within <strong>the</strong> virtual world, though this right is arguably<br />

limited. 202<br />

In general, United States courts have held that clickwrap 203 EULAs are<br />

valid <strong>and</strong> enforceable. 204 For this reason, most scholars remain under <strong>the</strong><br />

198 These rights are property rights, not intellectual property rights, <strong>and</strong> thus are not preempted by <strong>the</strong><br />

federal copyright statute’s preemption clause, because <strong>the</strong>y are not equivalent to <strong>the</strong> exclusive rights granted to<br />

copyright holders. See generally David Nimmer et al., The Metamorphosis <strong>of</strong> Contract into Exp<strong>and</strong>, 87 CAL.<br />

L. REV. 17, 40 (1999).<br />

199 See Game On, supra note 66, at 9 (stating that a player cannot claim property rights once he or she has<br />

agreed <strong>the</strong> EULA terms). In fact, <strong>the</strong> most recent lawsuit in <strong>the</strong> sale <strong>of</strong> virtual goods by third-parties<br />

demonstrates a MMORPG publisher’s right to limit <strong>the</strong> sale <strong>of</strong> <strong>the</strong>ir virtual goods. See Blizzard<br />

Entertainment, Inc. v. In Game Dollar, No. 8:07-cv-00589-JVS-AN (C.D. Cal. Dec. 17, 2007) (order granting<br />

permanent injunction pursuant to settlement between a third-party <strong>and</strong> a video-game publisher, essentially<br />

shutting down In Game Dollar’s selling <strong>of</strong> World <strong>of</strong> Warcraft’s virtual items), available at http://virtuallyblind.<br />

com/files/Peons_Injunction.pdf.<br />

200 Reynolds, supra note 67, at 15. Ironically, EverQuest players may sell virtual goods <strong>the</strong>y collect ingame<br />

for real-world money through Sony’s own marketplace, Station Exchange. See Terdiman, supra note 17.<br />

201 Item farming is <strong>the</strong> act <strong>of</strong> playing a game merely to collect virtual goods intended for resale. Terdiman,<br />

supra note 17.<br />

202 Second Life’s Terms <strong>of</strong> Service explicitly state: “[Y]ou will retain any <strong>and</strong> all applicable copyright <strong>and</strong><br />

o<strong>the</strong>r intellectual property rights with respect to any Content you create using <strong>the</strong> Service, to <strong>the</strong> extent you<br />

have such rights under applicable law.” Second Life, Terms <strong>of</strong> Service, http://second<strong>life</strong>.com/corporate/<br />

tos.php (last visited Mar. 2, 2007).<br />

203 A clickwrap agreement is an agreement that “allows <strong>the</strong> consumer to manifest its assent to <strong>the</strong> terms <strong>of</strong><br />

a contract by ‘clicking’ on an acceptance button on <strong>the</strong> website.” William J. Condon, Jr., Electronic Assent to<br />

Online Contracts: Do Courts Consistently Enforce Clickwrap Agreements?, 16 REGENT U. L. REV. 433, 435<br />

(2004).<br />

204 Gloria C. Phares, Copyright Licensing, 863 PRACTISING L. INST. 63, 224 (2006); see also ProCD, Inc.<br />

v. Zeidenberg, 86 F.3d 1447 (7th Cir. 1996) (finding that clickwrap EULAs are enforceable because <strong>the</strong><br />

purchaser can return <strong>the</strong> goods for a refund if <strong>the</strong> terms <strong>of</strong> <strong>the</strong> clickwrap are objectionable); Moore v.<br />

Micros<strong>of</strong>t Corp., 741 N.Y.S.2d 91, 92 (N.Y. App. Div. 2002) (“[T]he End User License Agreement . . .<br />

contained in <strong>the</strong> defendant’s s<strong>of</strong>tware program is a validly binding contract between <strong>the</strong> parties which bars <strong>the</strong><br />

plaintiff’s claims.”); America Online, Inc. v. Booker, 781 So. 2d 423, 425 (Fla. Dist. Ct. App. 2001) (holding<br />

that <strong>the</strong> choice <strong>of</strong> forum clause was valid <strong>and</strong> enforceable); Barnett v. Network Solutions, Inc., 38 S.W.3d 200,<br />

200 (Tex. Ct. App. 2001) (holding that <strong>the</strong> forum selection clause in <strong>the</strong> contract between an Internet domain<br />

name registrar <strong>and</strong> its customer was valid). Ironically, stores, such as Best Buy <strong>and</strong> Circuit City, do not allow<br />

purchasers <strong>of</strong> s<strong>of</strong>tware to return opened s<strong>of</strong>tware to <strong>the</strong> store for a full refund. Instead, purchasers <strong>of</strong> s<strong>of</strong>tware<br />

must contact <strong>the</strong> initial manufacturer <strong>of</strong> <strong>the</strong> s<strong>of</strong>tware for a full refund.


1332 EMORY LAW JOURNAL [Vol. 57<br />

impression that with EULA law as it st<strong>and</strong>s, players will remain without<br />

property rights in virtual goods. 205 And without property rights, a state’s <strong>the</strong>ft<br />

prosecution will fail.<br />

None<strong>the</strong>less, <strong>the</strong>re are many scholars who believe that certain sections <strong>of</strong><br />

MMORPG EULAs are invalid, making <strong>the</strong> EULAs unenforceable. 206 These<br />

scholars argue that EULAs should protect <strong>the</strong> developers’ intellectual property<br />

rights over virtual goods <strong>and</strong> nothing else, retaining for video game players <strong>the</strong><br />

right to use, possess, enjoy, <strong>and</strong> exclude virtual goods. 207 One scholar in<br />

particular argues that MMORPG EULAs place an unreasonable restraint on<br />

virtual goods, limiting <strong>the</strong> property to low-value uses 208 —a limitation not<br />

allowed by U.S. courts. 209 O<strong>the</strong>r scholars argue that <strong>the</strong> EULAs are<br />

substantially unconscionable—<strong>and</strong> thus invalid—because <strong>the</strong> terms unduly<br />

favor <strong>the</strong> developers, 210 <strong>the</strong> distribution <strong>of</strong> property falls outside <strong>the</strong> players’<br />

expectations, 211 <strong>the</strong>re is a lack <strong>of</strong> business necessity for such harsh terms, 212<br />

<strong>and</strong> <strong>the</strong> distribution <strong>of</strong> MMORPG s<strong>of</strong>tware should not involve licensing. 213<br />

Finally, ano<strong>the</strong>r scholar argues that if courts do not find EULAs unenforceable,<br />

<strong>the</strong>n public policy will force legislatures to step in <strong>and</strong> regulate both <strong>the</strong><br />

formation <strong>and</strong> enforceability <strong>of</strong> MMORPG EULAs. 214<br />

205 Chein, supra note 80, at 1090.<br />

206 See, e.g., Lastowka & Hunter, supra note 48, at 50 (arguing that EULAs place excessive restraints on<br />

product users).<br />

207 See Fairfield, supra note 70, at 1083–84; see also Schwarz & Bullis, supra note 109, at 25–28 (arguing<br />

that Sony’s virtual goods market exchange that excludes o<strong>the</strong>r third-party market sales may constitute an<br />

antitrust violation, thus invalidating its current EULA formulation).<br />

208 Fairfield, supra note 70, at 1083–84.<br />

209 See Glen O. Robinson, Personal Property Servitudes, 71 U. CHI. L. REV. 1449, 1480 n.111 (2004)<br />

(“The common law has invalidated restraints on alienation <strong>of</strong> property from time out <strong>of</strong> mind.”).<br />

210 Meehan, supra note 8, at 23.<br />

211 Id.; see also Bobby Glushko, Note, Tales <strong>of</strong> <strong>the</strong> (Virtual) City: Governing Property Disputes in Virtual<br />

Worlds, 22 BERKELEY TECH. L.J. 507, 527–30 (2007) (stating that developer-drafted EULAs favor developers<br />

<strong>and</strong> do not meet player expectations as to legal liability <strong>and</strong> enforcement); Steven J. Horowitz, Note,<br />

Competing Lockean Claims to Virtual Property, 20 HARV. J.L. & TECH. 443, 457–58 (2007) (arguing that<br />

while players operate under Lockean conceptions <strong>of</strong> property, operators <strong>of</strong> virtual worlds do not).<br />

212 Meehan, supra note 8, at 24.<br />

213 S<strong>of</strong>tman Prods. Co. v. Adobe Systems Inc., 171 F. Supp. 2d 1075, 1085 (C.D. Cal. 2001) (finding that<br />

<strong>the</strong>re was no license, but instead a sale, because “<strong>the</strong> purchaser . . . obtain[ed] a single copy <strong>of</strong> <strong>the</strong> s<strong>of</strong>tware,<br />

with documentation, for a single price, which <strong>the</strong> purchaser pay[ing] at <strong>the</strong> time <strong>of</strong> <strong>the</strong> transaction, . . . which<br />

constitute[d] <strong>the</strong> entire payment for <strong>the</strong> ‘license[]’ [<strong>and</strong>] [t]he license runs for an indefinite term without<br />

provisions for renewal”). If in fact licensing does not apply to MMORPGs, <strong>the</strong>n video game players could<br />

argue that <strong>the</strong>y have <strong>the</strong> freedom to buy <strong>and</strong> sell virtual goods because <strong>of</strong> <strong>the</strong> first sale doctrine. See supra<br />

note 194.<br />

214 Jack M. Balkin, Virtual Liberty: Freedom to Design <strong>and</strong> Freedom to Play in Virtual Worlds, 90 VA. L.<br />

REV. 2043, 2071–72 (2004). But see Westbrook, supra note 94, at 803–04 (arguing that public policy is not<br />

overwhelmingly opposed to current MMORPG EULA provisions).


2008] REGULATING THEFT OF VIRTUAL GOODS 1333<br />

If <strong>the</strong> courts reject <strong>the</strong> overextension <strong>of</strong> EULAs <strong>and</strong> hold that video game<br />

players retain property rights over virtual goods, <strong>the</strong>se contracts should no<br />

longer st<strong>and</strong> as a barrier to <strong>the</strong> application <strong>of</strong> criminal penal statutes to <strong>the</strong>fts <strong>of</strong><br />

virtual goods. Unfortunately, courts rarely invalidate contracts because <strong>the</strong>y<br />

run afoul <strong>of</strong> public policy. 215 Still, courts might find MMORPG EULAs<br />

suspect, given <strong>the</strong> oppressive boundaries <strong>of</strong> <strong>the</strong>se rules 216 <strong>and</strong> <strong>the</strong> lack <strong>of</strong> rights<br />

given to players. 217 Moreover, courts may find <strong>the</strong>se EULAs invalid because<br />

<strong>the</strong> contracts restrict players from trading <strong>and</strong> selling virtual goods yet <strong>the</strong><br />

structure <strong>of</strong> MMORPGs encourages <strong>the</strong> commodification <strong>of</strong> <strong>the</strong>se goods. 218 In<br />

<strong>the</strong> spirit <strong>of</strong> this proposition, Bragg dismissed Linden Labs’ motion to dismiss,<br />

finding that <strong>the</strong>ir EULA is, in fact, too oppressive: “[Linden Lab’s EULA] is a<br />

one-sided means which tilts unfairly, in almost all situations, in Linden’s<br />

favor . . . [<strong>and</strong>] insulate[s] [Linden Labs] contractually from any meaningful<br />

challenge to its alleged practices.” 219 Thus, given <strong>the</strong> uncertainty behind<br />

courts’ enforcement <strong>of</strong> EULAs, it is possible that <strong>the</strong>se EULAs will not st<strong>and</strong><br />

as barrier to <strong>the</strong> prosecution <strong>of</strong> virtual-good <strong>the</strong>ft.<br />

e. Privacy Concerns<br />

Finally, scholars argue that <strong>the</strong> prosecution <strong>of</strong> virtual-good <strong>the</strong>fts will lead<br />

to unacceptable invasions <strong>of</strong> privacy. 220 In particular, such scholars posit that<br />

“[t]he government’s collection <strong>and</strong> use <strong>of</strong> personal information in virtual<br />

worlds, <strong>and</strong> its subsequent attempts to connect <strong>the</strong> virtual <strong>and</strong> physical<br />

identities, can lead to several forms <strong>of</strong> privacy [invasions].” 221 Prosecutors<br />

may ga<strong>the</strong>r data for virtual <strong>the</strong>ft prosecutions in two ways: (1) by seeking<br />

215 See RANDY E. BARNETT, CONTRACTS 18 (2003); see also B<strong>and</strong>era v. City <strong>of</strong> Quincy, 344 F.3d 47, 52<br />

(1st Cir. 2003) (noting that agreements are rarely invalidated because <strong>the</strong>y are contrary to public policy);<br />

Godfrey v. Hartford Cas. Ins. Co., 993 P.2d 281, 284 (Wash. Ct. App. 2000), rev’d on o<strong>the</strong>r grounds, 16 P.3d<br />

617 (Wash. 2001) (noting that courts rarely invalidate contracts on public policy grounds).<br />

216 Edward Castronova, The Right to Play, 49 N.Y.L. SCH. L. REV. 185, 197 (2004).<br />

217 Id. (arguing that developers <strong>and</strong> players collectively write a script unique to that virtual world <strong>and</strong> thus<br />

should have equal ownership rights).<br />

218 Storage Tech. Corp. v. Custom Hardware Eng’g & Consulting, Inc., 421 F.3d 1307 (Fed. Cir. 2005)<br />

(finding unenforceable a s<strong>of</strong>tware licensing agreement that required users to expressly waive a right o<strong>the</strong>rwise<br />

afforded to <strong>the</strong>m).<br />

219 Bragg v. Linden Research, Inc., 487 F. Supp. 2d 593, 611 (E.D. Pa. 2007); see also David M. Klein,<br />

Ways to Avoid Contract Killers in Second Life, N.Y.L.J., Oct. 16, 2007, available at http://www.law.com/jsp/<br />

legaltechnology/pubArticleLT.jsp?id=1192439008771 (citing Comb v. Paypal Inc., 218 F. Supp. 2d 1165,<br />

1176 (N.D. Cal. 2002)).<br />

220 Cf. Lastowka & Hunter, supra note 24, at 316.<br />

221 Tal Z. Zarsky, Information Privacy in Virtual Worlds: Identifying Unique Concerns Beyond <strong>the</strong> Online<br />

<strong>and</strong> Offline Worlds, 49 N.Y.L. SCH. L. REV. 231, 243 (2004).


1334 EMORY LAW JOURNAL [Vol. 57<br />

information readily available in <strong>the</strong> public domain; <strong>and</strong> (2) by requiring game<br />

developers to surrender such data. 222<br />

To obtain data available in <strong>the</strong> public domain, government agents could<br />

maintain a presence in MMORPGs <strong>and</strong> collect information like any o<strong>the</strong>r<br />

player. 223 “In <strong>the</strong>se instances, <strong>the</strong> observed avatars/persons can rarely argue<br />

that <strong>the</strong>ir privacy has been breached, as <strong>the</strong> information <strong>the</strong> government<br />

collects <strong>and</strong> uses was viewed <strong>and</strong> ga<strong>the</strong>red in an open, public forum where an<br />

expectation <strong>of</strong> privacy can rarely exist.” 224 Ga<strong>the</strong>ring data in this fashion<br />

would only raise privacy concerns should <strong>the</strong> government agents fail to<br />

properly identify <strong>the</strong>mselves or <strong>the</strong>ir assignment to <strong>the</strong> observed avatarperson.<br />

225<br />

Still, one scholar argues that privacy invasions could occur should <strong>the</strong><br />

government require game developers to relinquish information directly to<br />

prosecutors. 226 Yet, as long as <strong>the</strong> government follows <strong>the</strong> process for<br />

obtaining such information as delineated by <strong>the</strong> Electronic Communications<br />

Privacy Act (ECPA), 227 this scholar’s privacy concerns are moot. 228 Under <strong>the</strong><br />

ECPA, game developers would not be required to release information to a<br />

prosecutor unless <strong>the</strong> prosecutor had first obtained a warrant, a court order, or<br />

<strong>the</strong> consent <strong>of</strong> <strong>the</strong> subscriber to such disclosure. 229 Thus, although this scholar<br />

is justified in voicing such privacy concerns, this problem can be overcome as<br />

long as prosecutors ga<strong>the</strong>r data available in <strong>the</strong> public domain or from game<br />

publishers, if ECPA guidelines are followed properly.<br />

III. OTHER REGULATORY SYSTEMS<br />

Although it appears plausible to apply <strong>the</strong> MPC <strong>and</strong> most state <strong>the</strong>ft<br />

statutes to <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods in <strong>the</strong> context <strong>of</strong> online video games, o<strong>the</strong>r<br />

regulatory systems could be applied to <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods, as well. First,<br />

this Comment analyzes whe<strong>the</strong>r <strong>the</strong>re are o<strong>the</strong>r U.S. legal frameworks that<br />

could be applied to <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods. Second, this Comment<br />

222 Id. at 243–48.<br />

223 Id. at 244.<br />

224 Id.<br />

225 Id. An agent’s failure to identify herself as a government employee is not a situation unique to<br />

MMORPGs. Id.<br />

226 Id. at 244.<br />

227 18 U.S.C. § 2703(c)(1)(B) (2006).<br />

228 Zarsky, supra note 221, at 244.<br />

229 Id.


2008] REGULATING THEFT OF VIRTUAL GOODS 1335<br />

highlights <strong>the</strong> weakness <strong>of</strong> <strong>the</strong> most widely suggested solution—no regulation<br />

at all. Finally, this Comment discusses <strong>the</strong> solutions in place in o<strong>the</strong>r countries<br />

to demonstrate how o<strong>the</strong>r countries have successfully prosecuted <strong>and</strong> regulated<br />

<strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods.<br />

A. Current U.S. Legal Frameworks Plausibly Applicable<br />

Although U.S. courts have yet to review a virtual-good <strong>the</strong>ft case, several<br />

scholars are <strong>of</strong> <strong>the</strong> opinion that o<strong>the</strong>r legal frameworks, beyond <strong>the</strong>ft <strong>and</strong><br />

embezzlement penal statutes, would be applicable to such situations. The<br />

following pages address <strong>the</strong> applicability <strong>of</strong> computer trespass, <strong>the</strong> Federal<br />

Computer Fraud <strong>and</strong> Abuse Act, <strong>the</strong> National Stolen Property Act, <strong>and</strong> civil<br />

law, in turn.<br />

1. Computer Trespass<br />

Some scholars believe that computer-trespass statutes are <strong>the</strong> proper<br />

regulatory tool to address <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods. In particular, one scholar<br />

argues that “some activities involving <strong>the</strong> exploitation <strong>of</strong> game s<strong>of</strong>tware for<br />

financial gain may give rise to criminal liability under computer trespass<br />

statutes.” 230 In <strong>the</strong> case <strong>of</strong> <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods, consumers could state a<br />

common law claim <strong>of</strong> trespass to chattels to state <strong>the</strong>ir claim. 231 After all,<br />

courts have found trespass liability for unauthorized access to computer<br />

operations (also known as “hacking”). 232<br />

The problem with using computer trespass to prosecute virtual-good <strong>the</strong>fts,<br />

however, is that not all actions involving <strong>the</strong>ft <strong>of</strong> virtual goods consist <strong>of</strong><br />

computer trespass or hacking. In <strong>the</strong> situation where a party member runs <strong>of</strong>f<br />

with a virtual good while <strong>the</strong> video gamer makes room in his bags, <strong>the</strong>re is no<br />

computer trespass, yet <strong>the</strong>re is still a <strong>the</strong>ft <strong>of</strong> a virtual good. Moreover,<br />

trespass to chattels is limited to civil law: <strong>the</strong> punitive <strong>and</strong> deterrent aspects <strong>of</strong><br />

criminal law would not be available through this medium. 233 Thus, although<br />

computer trespass statutes could be applied in some situations, <strong>the</strong>se<br />

applications would nei<strong>the</strong>r sufficiently punish nor deter all types <strong>of</strong> <strong>the</strong>fts.<br />

230 Lastowska & Hunter, supra note 24, at 294.<br />

231 “A trespass to a chattel may be committed by intentionally . . . using or intermeddling with a chattel in<br />

<strong>the</strong> possession <strong>of</strong> ano<strong>the</strong>r,” where “<strong>the</strong> chattel is impaired as to its condition, quality, or value.” RESTATEMENT<br />

(SECOND) OF TORTS §§ 217(b), 218 (1965).<br />

232 See, e.g., eBay, Inc. v. Bidder’s Edge, Inc., 100 F. Supp. 2d 1058 (N.D. Cal. 2000); Thrifty-Tel, Inc. v.<br />

Bezenek, 54 Cal. Rptr. 2d 468 (Cal. Ct. App. 1996).<br />

233 See infra text accompanying notes 248–57.


1336 EMORY LAW JOURNAL [Vol. 57<br />

2. Federal Computer Fraud <strong>and</strong> Abuse Act<br />

Scholars have also suggested using <strong>the</strong> Federal Computer Fraud <strong>and</strong> Abuse<br />

Act (FCFAA) to prosecute virtual-good <strong>the</strong>fts. 234 While <strong>the</strong> FCFAA was<br />

created to regulate crimes affecting government computers, 235 it was amended<br />

in 1996 to protect any computer involved in Internet-related activities. 236<br />

Thus, two sections <strong>of</strong> <strong>the</strong> FCFAA apply to general <strong>and</strong> government computers:<br />

section 5 covers knowingly or recklessly altering, damaging, or destroying<br />

information <strong>of</strong> any “computer used in interstate commerce or communication,”<br />

resulting in an aggregate loss greater than $5,000 in any one year, <strong>and</strong> section<br />

6 deals with trafficking pas<strong>swords</strong>. 237<br />

Like computer trespass, applying <strong>the</strong> FCFAA uniformly to all <strong>the</strong>fts <strong>of</strong><br />

virtual goods would be troublesome. Although it would arguably address <strong>the</strong><br />

phishing scams that lead to stolen pas<strong>swords</strong>, not all <strong>the</strong>fts <strong>of</strong> virtual goods<br />

follow this model. 238 Moreover, <strong>the</strong> FCFAA was “intended to address hacking<br />

to access private, confidential information.” 239 Conceptually, this presents a<br />

problem because virtual goods are not confidential information per se.<br />

Moreover, it might be difficult to convince courts to exp<strong>and</strong> <strong>the</strong> application <strong>of</strong><br />

<strong>the</strong> FCFAA beyond hacking to o<strong>the</strong>r actions that may result in <strong>the</strong> <strong>the</strong>ft <strong>of</strong><br />

virtual goods. Finally, <strong>the</strong> $5,000 threshold may prove too high to effectively<br />

prosecute even phishing virtual-goods <strong>the</strong>fts, considering it is higher than <strong>the</strong><br />

MPC’s $500 requirement. 240<br />

3. National Stolen Property Act<br />

Alternatively, one might argue that <strong>the</strong> National Stolen Property Act<br />

(NSPA) could be applied to <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods. The NSPA prohibits <strong>the</strong><br />

234 Cf. M. Angela Buenaventura, Teaching a Man to Fish: Why National Legislation Anchored in Notice<br />

<strong>and</strong> Consent Provisions Is <strong>the</strong> Most Effective Solution to <strong>the</strong> Spyware Problem, 13 RICH. J.L. & TECH. 1, 19<br />

(2006) (recommending <strong>the</strong> use <strong>of</strong> <strong>the</strong> FCFAA to combat spyware).<br />

235 18 U.S.C. § 1030 (2006).<br />

236 Brian A. Persico, Under Siege: The Jurisdictional <strong>and</strong> Interagency Problems <strong>of</strong> Protecting <strong>the</strong><br />

National Information Infrastructure, 7 COMMLAW CONSPECTUS 153, 168 (1999).<br />

237 Jo-Ann M. Adams, Controlling Cyberspace: Applying <strong>the</strong> Computer Fraud <strong>and</strong> Abuse Act to <strong>the</strong><br />

Internet, 12 SANTA CLARA COMPUTER & HIGH TECH. L.J. 403, 430–31 (1996) (citing 18 U.S.C. § 1030(a)(5)<br />

(1996)).<br />

238 Not all <strong>the</strong>fts <strong>of</strong> virtual goods involve <strong>the</strong> alteration, damage, or destruction <strong>of</strong> information, or <strong>the</strong><br />

trafficking <strong>of</strong> pas<strong>swords</strong>.<br />

239 Maureen A. O’Rourke, Shaping Competition on <strong>the</strong> Internet: Who Owns Product <strong>and</strong> Pricing<br />

Information?, 53 VAND. L. REV. 1965, 1991 (2000).<br />

240 See Mary Anne Bendot<strong>of</strong>f & Elizabeth R. Gosse, “Stay Off My Cyber Property!”: Trespass to<br />

Chattels on <strong>the</strong> Internet, 6 INTELL. PROP. L. BULL. 12, 16 (2001).


2008] REGULATING THEFT OF VIRTUAL GOODS 1337<br />

transportation in interstate commerce <strong>of</strong> goods worth more than $5,000 that<br />

have been stolen or fraudulently obtained. 241<br />

While <strong>the</strong> courts have applied <strong>the</strong> NSPA to tangible goods, many courts<br />

have been unwilling to apply <strong>the</strong> NSPA to <strong>the</strong> unauthorized transfer <strong>of</strong><br />

intangibles. 242 Moreover, like <strong>the</strong> FCFAA, <strong>the</strong> $5,000 threshold may prove to<br />

be too high a barrier for most virtual goods <strong>the</strong>fts. 243<br />

4. Civil Law<br />

Finally, <strong>the</strong>re are scholars who assert that criminal law is <strong>the</strong> wrong forum<br />

to protect virtual goods from <strong>the</strong>ft. 244 These scholars are concerned that courts<br />

will misapply current laws or that legislators, who do not underst<strong>and</strong> <strong>the</strong><br />

mechanisms <strong>of</strong> MMORPGs, will draft poor legislation. 245 Thus, some scholars<br />

suggest applying tort conversion laws (as opposed to criminal law) to <strong>the</strong> <strong>the</strong>ft<br />

<strong>of</strong> virtual goods. 246<br />

While tort doctrines hold promise, 247 <strong>the</strong>re are good reasons to allow some<br />

form <strong>of</strong> criminal law control over <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods. 248 First, because<br />

sanctions in criminal law are punitive in nature, <strong>the</strong>y deter socially undesirable<br />

activity; 249 civil law sanctions merely compensate <strong>and</strong> return parties to a status<br />

quo ante. 250 Second, two differing remedies are produced by criminal <strong>and</strong> civil<br />

sanctions. 251 While criminal sanctions place stigma on <strong>the</strong> chastised<br />

241 18 U.S.C. § 2314 (2006).<br />

242 Michael L. Rustad, The Negligent Enablement <strong>of</strong> Trade Secret Misappropriation, 22 SANTA CLARA<br />

COMPUTER & HIGH TECH. L.J. 455, 466 (2006); see also Wallace, supra note 173, at 226 n.13.<br />

243 See Bendot<strong>of</strong>f & Gosse, supra note 240, at 16.<br />

244 Lastowka & Hunter, supra note 24, at 316 (2004); see also RICHARD BARTLE, DESIGNING VIRTUAL<br />

WORLDS 621 (2003).<br />

245<br />

BARTLE, supra note 244, at 621.<br />

246 Cf. Lastowka & Hunter, supra note 24, at 310 (finding civil law more applicable than criminal law, but<br />

concluding that both are inadequate).<br />

247 See supra text accompanying notes 80–96; see also Alemi, supra note 192, 115−16 (arguing that<br />

“real world justice” <strong>and</strong> tort laws could be applied where in-game justice does not resolve virtual property<br />

disputes).<br />

248 This Comment does not discourage <strong>the</strong> application <strong>of</strong> <strong>the</strong> law <strong>of</strong> conversion to <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual<br />

goods. However, whe<strong>the</strong>r conversion doctrines could be applied to <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods is beyond <strong>the</strong><br />

scope <strong>of</strong> this Comment.<br />

249 Christopher A. Ruhl, Corporate <strong>and</strong> Economic Espionage: A Model Penal Approach for Legal<br />

Deterrence to Theft <strong>of</strong> Corporate Trade Secrets <strong>and</strong> Proprietary Business Information, 33 VAL. U. L. REV.<br />

763, 769 (1999).<br />

250 Kenneth Mann, Punitive Civil Sanctions: The Middleground Between Criminal <strong>and</strong> Civil Law, 101<br />

YALE L.J. 1795, 1809 (1992).<br />

251 Ruhl, supra note 249, at 769.


1338 EMORY LAW JOURNAL [Vol. 57<br />

individual, expressing society’s attitude <strong>of</strong> “resentment <strong>and</strong> indignation,” 252<br />

civil sanctions merely remedy problems through money disbursements. 253<br />

Criminal law provides remedies <strong>of</strong> “symbolic significance missing from o<strong>the</strong>r<br />

penalties” 254 <strong>and</strong> <strong>the</strong>reby can deter problems before <strong>the</strong>y occur. In contrast,<br />

civil law merely compensates for harm already produced. 255 Also, while civil<br />

law requires <strong>the</strong> plaintiff to pay his lawyer to initiate <strong>and</strong> continue <strong>the</strong> lawsuit,<br />

<strong>and</strong> to perhaps pay a collection agency on <strong>the</strong> back end to collect on a<br />

judgment, criminal law is h<strong>and</strong>led start-to-finish by <strong>the</strong> state, <strong>and</strong> punishments<br />

are extracted through state <strong>of</strong>ficials <strong>and</strong> mechanisms. 256 Thus, criminal law<br />

has what some scholars have termed a “level[]ing effect”: it seeks to minimize<br />

differences between victims with money <strong>and</strong> those without. 257<br />

If society recognizes <strong>the</strong>ft <strong>of</strong> chattels as a significant harm that requires<br />

deterrence as opposed to mere compensation, <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods should<br />

merit <strong>the</strong> same level <strong>of</strong> protection.<br />

B. No Regulation<br />

Proponents <strong>of</strong> self-regulation argue that it is not <strong>the</strong> government’s job to<br />

regulate <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods in MMORPGs. 258 These scholars believe<br />

that virtual property <strong>the</strong>fts are trivial, 259 or that MMORPG communities are<br />

capable <strong>of</strong> self-regulating virtual crimes. 260 Thus, <strong>the</strong>se scholars propose that<br />

252 Id. (citing Brent Fisse, Reconstructing Corporate Criminal Law: Deterrence, Retribution, Fault <strong>and</strong><br />

Sanctions, 56 S. CAL. L. REV. 1141, 1147 (1983)).<br />

253 Carol S. Steiker, Punishment <strong>and</strong> Procedure: Punishment Theory <strong>and</strong> <strong>the</strong> Criminal-Civil Procedural<br />

Divide, 85 GEO. L.J. 775, 783 (1997).<br />

254 Ruhl, supra note 249, at 769 (citing Fisse, supra note 252).<br />

255 Id. at 769–70.<br />

256 Mann, supra note 250, at 1812.<br />

257 George P. Fletcher, A Transaction Theory <strong>of</strong> Crime?, 85 COLUM. L. REV. 921, 924 (1985).<br />

258 See Meehan, supra note 8, at 57–64 (arguing that developers should be seen as bailees—that is,<br />

holders <strong>of</strong> virtual property for video game players); see also Orin Kerr, Criminal Law in Virtual Worlds, U.<br />

CHI. LEGAL F. (forthcoming 2008) (manuscript at 17–18, on file with author), available at http://papers.ssrn.<br />

com/sol3/papers.cfm?abstract_id=1097392 (“Criminal penalties serve as a last resort in <strong>the</strong> physical world<br />

when misconduct threatens <strong>the</strong> lives or security <strong>of</strong> persons or involves property crimes that civil law cannot<br />

address. But virtual harms are best dealt with by virtual remedies.”) This Comment does not argue that all<br />

virtual crimes should be addressed by criminal law but ra<strong>the</strong>r that “district attorneys should have <strong>the</strong> ability to<br />

prosecute thieves <strong>of</strong> virtual goods when state priorities <strong>and</strong> resources deem it necessary, leaving <strong>the</strong> remainder<br />

<strong>of</strong> cases to civil law, much like regular <strong>the</strong>fts are h<strong>and</strong>led.” See supra text in notes 192−93.<br />

259 See Westbrook, supra note 94, at 796.<br />

260 See WILLIAMS, supra note 5, at 138; see also Kevin W. Saunders, Virtual Worlds—Real Courts, 52<br />

VILL. L. REV. 187, 233 (2007) (arguing that a “balance should be struck in favor <strong>of</strong> letting virtual worlds<br />

protect <strong>the</strong>ir own property <strong>and</strong> leave real courts to <strong>the</strong> protection <strong>of</strong> real world property, including real world<br />

appropriation <strong>of</strong> code”); Viktor Mayer-Schönberger & John Crowley, Napster’s Second Life?: The Regulatory


2008] REGULATING THEFT OF VIRTUAL GOODS 1339<br />

MMORPGs should be left unregulated by outside institutions, 261 or if some<br />

regulation is necessary, video-game developers 262 or third-party institutions 263<br />

should be responsible for such regulation.<br />

One popular view depicts virtual-property <strong>the</strong>fts as trivial <strong>and</strong> finds that<br />

“<strong>the</strong> gains to society <strong>of</strong>fered by a system <strong>of</strong> virtual-property rights would be<br />

small.” 264 In particular, <strong>the</strong>se scholars ignore <strong>the</strong> economic aspect <strong>of</strong><br />

MMORPGs, viewing only <strong>the</strong> “entertainment value <strong>of</strong> a recreational<br />

activity.” 265<br />

This perspective, however, underestimates <strong>the</strong> value a video gamer accords<br />

to his virtual property, both economically 266 <strong>and</strong> psychologically. 267 People<br />

become emotionally attached to property. 268 “[O]nline players have too much<br />

invested simply to start over or forget about lost rewards, equipment or status<br />

in games. ‘People very definitely feel <strong>the</strong>y have a real investment in <strong>the</strong>se<br />

[virtual] possessions, <strong>and</strong> <strong>the</strong>y definitely feel entitled to what <strong>the</strong>y’ve<br />

earned.’” 269 In <strong>the</strong> absence <strong>of</strong> a regulatory or remedial scheme for <strong>the</strong> <strong>the</strong>ft <strong>of</strong><br />

virtual goods, players might resort to real world solutions to repossess <strong>the</strong>ir<br />

virtual goods. For example, in China, Qui Chengwei stabbed Zhu Caoyuan in<br />

<strong>the</strong> chest when he found out that Zhu had sold his virtual sword for 7,200 Yuan<br />

($913). 270 Mr. Qui attempted to take <strong>the</strong> dispute to <strong>the</strong> police, but <strong>the</strong> police<br />

ignored his request because no law in China at that time protected virtual<br />

property. 271 Thus, some form <strong>of</strong> regulation must be afforded to virtual good<br />

owners to maintain social order.<br />

Challenges <strong>of</strong> Virtual Worlds, 100 NW. U. L. REV. 1775, 1780 (2006) (“[N]ational lawmakers [should]<br />

facilitate <strong>the</strong> creation <strong>of</strong> robust self-governance structures within virtual worlds ra<strong>the</strong>r than ‘napsterizing’<br />

virtual world providers.”).<br />

261 Lastowka & Hunter, supra note 24, at 316.<br />

262 Id.<br />

263 MacInnes, supra note 29, at 7.<br />

264 Westbrook, supra note 94, at 796.<br />

265 Id.<br />

266 See supra text accompanying notes 14–21.<br />

267 Cf. Rob H<strong>of</strong>, Second Life’s First Millionaire, BUSINESSWEEK.COM, Nov. 26, 2006, http://www.<br />

businessweek.com/<strong>the</strong>_thread/techbeat/archives/2006/11/second_<strong>life</strong>s_fi.html?campaign_id=rss_blog_blogspo<br />

tting (estimating that Ailin Graef’s virtual property in Second Life is worth more than a million dollars, making<br />

her <strong>the</strong> first Second Life millionaire).<br />

268 See Bradley S. Jorgensen & Richard C. Stedman, Sense <strong>of</strong> Place as an Attitude: Lakeshore Owners<br />

Attitudes Toward Their Properties, 21 J. ENVTL. PSYCHOL. 233, 233–34 (2001).<br />

269 Lyman, supra note 69 (quoting security expert <strong>and</strong> gaming fan Ryan Russell).<br />

270 BBC NEWS, supra note 19.<br />

271 Id.


1340 EMORY LAW JOURNAL [Vol. 57<br />

O<strong>the</strong>r scholars contend that without regulation, most MMORPG<br />

communities will resort to informal modes <strong>of</strong> social control, such as<br />

shaming—where members <strong>of</strong> <strong>the</strong> community ostracize those players who steal<br />

from o<strong>the</strong>rs. 272 Yet, “[w]here individuals lack complex online interdependence<br />

it is unlikely that reintegrative shaming would be effective in reducing<br />

recidivism.” 273 In o<strong>the</strong>r words, <strong>the</strong> ephemeral <strong>and</strong> anonymous nature <strong>of</strong> <strong>the</strong><br />

online context suggests that disintegrative shaming tactics will have limited<br />

impact. 274<br />

Moreover, if shaming were an effective deterrent, all states would not have<br />

implemented strict <strong>the</strong>ft statutes. Restorative shaming is only effective in<br />

communities <strong>of</strong> known individuals, where people know each o<strong>the</strong>r <strong>and</strong> care<br />

about future relationships. 275 After all, restorative justice is premised on <strong>the</strong><br />

idea that “victims <strong>and</strong> <strong>of</strong>fenders . . . meet face-to-face, with <strong>the</strong> ultimate goal<br />

<strong>of</strong> encouraging genuine remorse <strong>and</strong> forgiveness.” 276 The anonymity in<br />

MMORPGs, however, suggests that shaming would have little effect as a mode<br />

<strong>of</strong> punishment or deterrence. 277 Thus, in relation to MMORPGs, vigilante<br />

modes <strong>of</strong> regulation that rely on reintegrative shaming are likely to be only<br />

marginally effective when applied to bonded individuals. 278<br />

Given <strong>the</strong> shortcomings <strong>of</strong> shaming, one scholar recommends that<br />

vigilantism <strong>and</strong> organized policing should be combined, <strong>and</strong> that MMORPG<br />

communities should rely on techno-mediated forms <strong>of</strong> punishment when social<br />

forms fall short. 279 Implementing this proposal, video game developers have<br />

begun to internally regulate MMORPGs. World <strong>of</strong> Warcraft, for example, has<br />

a Restoration Policy that provides guidelines as to when stolen virtual property<br />

272<br />

WILLIAMS, supra note 5, at 138.<br />

273 Id.<br />

274 Id.<br />

275 Douglas Litowitz, The Trouble with ‘Scarlet Letter’ Punishments: Subjecting Criminals to Public<br />

Shaming Rituals as a Sentencing Alternative Will Not Work, 81 JUDICATURE 52, 54 (1997) (arguing that<br />

shaming is inappropriate for an anonymous, secular society). See generally JOHN BRAITHWAITE & HEATHER<br />

STANG, RESTORATIVE JUSTICE AND CIVIL SOCIETY 1–13 (2001).<br />

276 Brent T. White, Say You’re Sorry: Court-Ordered Apologies as a Civil Rights Remedy, 91 CORNELL L.<br />

REV. 1261, 1268 (2006).<br />

277 John Rothchild, Protecting <strong>the</strong> Digital Consumer: The Limits <strong>of</strong> Cyberspace Utopianism, 74 IND. L.J.<br />

893, 967–68 (1999) (identifying how LambdaMOO’s self-regulation failed because <strong>the</strong> punishment was<br />

unenforceable: <strong>the</strong> miscreant managed to evade <strong>the</strong> decree <strong>of</strong> banishment, rejoining <strong>the</strong> MMORPG under a<br />

new pseudonym shortly after <strong>the</strong> toading). But see Lior Jacob Strahilevitz, “How’s My Driving?” for<br />

Everyone (<strong>and</strong> Everything?), 81 N.Y.U. L. REV. 1699, 1713–14 (2006) (noting that eBay’s feedback system—<br />

a quasi-form <strong>of</strong> shaming—has successfully regulated behavior over <strong>the</strong> Internet).<br />

278<br />

WILLIAMS, supra note 5, at 138.<br />

279 Id.


2008] REGULATING THEFT OF VIRTUAL GOODS 1341<br />

will be restored to MMORPG players. 280 Similarly, Second Life established a<br />

Police Blotter that catalogues <strong>the</strong> newest twenty-five reported incidents (<strong>and</strong><br />

<strong>the</strong> subsequent regulatory actions taken). 281 Outside <strong>of</strong> <strong>the</strong> MMORPG virtual<br />

worlds, third party sites, such as iCourthouse 282 <strong>and</strong> Square Trade, 283 provide<br />

dispute resolution for matters related to electronic transactions. 284<br />

Unfortunately, internal regulation methods have proven ineffective, 285<br />

because after most internal investigations, <strong>the</strong> MMORPG developer does not<br />

restore <strong>the</strong> stolen virtual goods to <strong>the</strong> victim. 286 Similarly, <strong>the</strong> third party sites<br />

have proven unsuccessful because individual parties can elect not to<br />

participate, or even if <strong>the</strong>y do participate, <strong>the</strong>y can ignore <strong>the</strong> resolution. 287<br />

Thus, because <strong>of</strong> <strong>the</strong> nature <strong>of</strong> MMORPGs, it appears that virtual-property<br />

<strong>the</strong>fts require some form <strong>of</strong> government regulation; o<strong>the</strong>rwise, video gamers<br />

will be left without any recourse as a result <strong>of</strong> ineffective internal regulations.<br />

C. O<strong>the</strong>r Systems <strong>of</strong> Regulation Used Abroad<br />

While <strong>the</strong> United States has yet to address <strong>the</strong> issue <strong>of</strong> virtual-property<br />

ownership <strong>and</strong> <strong>the</strong> regulation <strong>of</strong> its <strong>the</strong>ft, o<strong>the</strong>r countries have already begun to<br />

implement various systems <strong>of</strong> regulation. Many <strong>of</strong> <strong>the</strong>se countries have begun<br />

280 World <strong>of</strong> Warcraft Community Site, Blizzard Support: Restoration Policy, http://www.blizzard.com/<br />

support/wowgm/?id=agm01724p (last visited Mar. 3, 2007). This Restoration Policy, fur<strong>the</strong>rmore,<br />

demonstrates Blizzard’s recognition that <strong>the</strong>re is a problem <strong>of</strong> <strong>the</strong>ft within <strong>the</strong> World <strong>of</strong> Warcraft virtual world.<br />

281 Second Life, supra note 31.<br />

282 iCourthouse is an internet site that allows users to bring forth a claim before a jury <strong>of</strong> Internet users.<br />

See iCourthouse, http://www.i-courthouse.com/ (last visited Mar. 3, 2007).<br />

283 SquareTrade, http://www.squaretrade.com/cnt/jsp/odr/overview_odr.jsp (last visited Mar. 3, 2008) (an<br />

Internet site that provides Internet users with <strong>the</strong> ability to undergo an online dispute resolution process).<br />

284 See generally Andrea M. Braeutigam, Fusses that Fit Online: Online Mediation in Non-Commercial<br />

Contexts, 5 APPALACHIAN J.L. 275, 276 (2006) (explaining <strong>the</strong> various online dispute-resolution mechanisms<br />

available).<br />

285 E.g., Posting <strong>of</strong> Zék to http://forums.wow-europe.com/thread.html;jsessionid=9E2B67DE58B4BC284<br />

5F6D21393128690.app03_04?topicId=1511942237&sid=1 (last visited Mar. 3, 2008) (on file with author)<br />

(explaining how he was scammed into trading items to ano<strong>the</strong>r player who subsequently logged <strong>of</strong>f with his<br />

virtual goods, <strong>and</strong> how <strong>the</strong> General Masters <strong>of</strong> <strong>the</strong> game refused to restore to him <strong>the</strong> stolen items); Mystic<br />

Worlds: No Items Restored, http://notadiary.typepad.com/mysticworlds/2007/01/no_items_restor.html (Jan.<br />

21, 2007) (reporting that after a four-week investigation, World <strong>of</strong> Warcraft was unwilling to restore <strong>the</strong><br />

gamer’s stolen virtual property, sending her this letter instead: “Unfortunately, we were unable to verify <strong>the</strong><br />

loss <strong>of</strong> <strong>the</strong> reported character assets . . . a basic set <strong>of</strong> . . . items have been provided for <strong>the</strong> above listed<br />

characters. . . . While we make every effort to verify your loss <strong>the</strong>re are times where restoration is not<br />

possible.”).<br />

286 See supra note 285 <strong>and</strong> accompanying text.<br />

287 Miriam R. Albert, E-Buyer Beware: Why Online Auction Fraud Should Be Regulated, 39 AM. BUS.<br />

L.J. 575, 631 (2002).


1342 EMORY LAW JOURNAL [Vol. 57<br />

to use existing penal statutes to regulate <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods. These<br />

foreign systems <strong>of</strong> regulation suggest that <strong>the</strong> United States could treat <strong>the</strong><br />

<strong>the</strong>ft <strong>of</strong> virtual goods as legally cognizable <strong>the</strong>ft under its current penal<br />

statutes.<br />

China, for example, has begun to develop law to regulate virtual-good<br />

<strong>the</strong>fts, <strong>and</strong> its Supreme Court has already ruled on a video gamer’s property<br />

interests in virtual goods. In a l<strong>and</strong>mark decision by a Chinese court, Li<br />

Hongchen v. Beijing Artic Ice Technology Development Co., a video gamer<br />

contacted an MMORPG publisher after his virtual weapons were stolen due to<br />

security holes in <strong>the</strong> game’s servers. 288 Mr. Hongchen spent two years <strong>and</strong><br />

more than $1,200 playing <strong>the</strong> game <strong>and</strong> purchasing his virtual arsenal, which<br />

was stolen. 289 Artic Ice, however, claimed <strong>the</strong> virtual property was merely data<br />

<strong>and</strong> had no real-world value. 290 The court <strong>of</strong> appeals disagreed, ordering Artic<br />

Ice to return to Mr. Hongchen all game winnings <strong>and</strong> weapons that had been<br />

stolen. 291 In response to this case, one scholar commented, “[a]lthough <strong>the</strong><br />

court invoked <strong>the</strong> principles <strong>of</strong> contract in its decision, it did so to protect a<br />

distinct property right—<strong>the</strong> right <strong>of</strong> <strong>the</strong> owner to control <strong>the</strong> property as against<br />

<strong>the</strong> world, not merely as against <strong>the</strong> party who committed <strong>the</strong> wrongful<br />

action.” 292<br />

Similarly, China’s higher-level Guangzhou Intermediate People’s Court<br />

recently found Yan Yifan guilty <strong>of</strong> online <strong>the</strong>ft, making him <strong>the</strong> first person to<br />

be punished by <strong>the</strong> courts for stealing virtual property. 293 While employed by<br />

an MMORPG publisher, Yan Yifan obtained more than thirty players’ personal<br />

information, logged into <strong>the</strong>ir accounts, <strong>and</strong> surreptitiously acquired <strong>the</strong>ir<br />

virtual goods. 294 Yifan <strong>the</strong>n sold <strong>the</strong> player accounts’ information <strong>and</strong> virtual<br />

goods to o<strong>the</strong>r players, pr<strong>of</strong>iting more than 4,000 Yuan (U.S. $500). 295 Yifan<br />

was sentenced to a fine <strong>of</strong> 5,000 Yuan (U.S. $617) by <strong>the</strong> Court <strong>of</strong><br />

Guangzhou’s Tianhe District. 296 The appellate court affirmed <strong>the</strong> decision,<br />

288 See Lyman, supra note 69 (discussing Li Hongchen v. Beijing Arctic Ice Tech. Dev. Co. (Beijing<br />

Chaowang Dist. People’s Ct.)).<br />

289 Id.<br />

290 Id.<br />

291 Fairfield, supra note 70, at 1084–85.<br />

292 Id. at 1085.<br />

293 See SYDNEY MORNING HERALD ONLINE, Verdict on Virtual Property Thief Upheld, Apr. 4, 2006,<br />

http://www.smh.com.au/news/breaking/verdict-on-virtual-property-thief-upheld/2006/04/04/<br />

1143916492279.html.<br />

294 Id.<br />

295 Id.<br />

296 Id.


2008] REGULATING THEFT OF VIRTUAL GOODS 1343<br />

finding that <strong>the</strong> time, energy <strong>and</strong> money spent by online players to gain <strong>the</strong><br />

game’s equipment imparts value to <strong>the</strong> virtual goods. 297<br />

Following <strong>the</strong>se two cases, China’s criminal law actively began to protect<br />

virtual property. For example, two seventeen-year-old boys recently were<br />

sentenced for virtual property <strong>the</strong>ft. 298 Chengdu police were tasked with<br />

investigating <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual equipment worth approximately RMB<br />

50,000, 299 <strong>and</strong> <strong>the</strong> Public Security Ministry published an advisory letter to<br />

assist <strong>the</strong> police in prosecuting this new form <strong>of</strong> <strong>the</strong>ft. 300<br />

Similarly, Taiwan has implemented statutory protection for virtual<br />

property. On November 23, 2001, <strong>the</strong> Ministry <strong>of</strong> Justice declared that “virtual<br />

objects are property, are alienable <strong>and</strong> transferable, that actions on such objects<br />

or accounts sound in property, <strong>and</strong> that <strong>the</strong> <strong>the</strong>ft <strong>of</strong> such property is fully<br />

punishable under criminal law.” 301 Following this doctrine, <strong>the</strong> Taiwanese<br />

government has prosecuted cases covering virtual law through criminal<br />

<strong>the</strong>ft, 302 fraud, 303 <strong>and</strong> robbery statutes. 304<br />

Korea has also utilized its current criminal laws to regulate virtual property<br />

disputes. In 2002, South Korean police received 22,000 cyber crime<br />

complaints related to virtual property. 305 In response to <strong>the</strong> rising rate <strong>of</strong><br />

virtual-property crimes, South Korean police arrested 10,187 teenagers for<br />

<strong>the</strong>ft <strong>of</strong> virtual property in 2003. 306<br />

Finally, <strong>the</strong> Ne<strong>the</strong>rl<strong>and</strong>s has also used its police power to regulate <strong>the</strong> <strong>the</strong>ft<br />

<strong>of</strong> virtual goods. In November 2007, a Dutch teenager was arrested for <strong>the</strong><br />

297 Id.<br />

298 Fairfield, supra note 70, at 1085 (citing Beijing Evening News, http://www.chinanews.cn/2004/2004-<br />

10-13/26/493946.shtml).<br />

299 Id. (citing http://games.sina.com.cn/newgames/2003/12/12019148.shtml (Chinese language website)).<br />

300 Id.<br />

301 Id. at 1086.<br />

302 Id. at 1087 (citing Prosecutor <strong>of</strong> <strong>the</strong> Dep’t <strong>of</strong> <strong>the</strong> Procurator v. Lin Qunzhi, 82, 777 (Taiwan Nantou<br />

Dist. Ct.) (finding defendant guilty <strong>of</strong> cheating <strong>the</strong> victim into selling him her virtual equipment)).<br />

303 See, e.g., Prosecutor <strong>of</strong> Dep’t <strong>of</strong> <strong>the</strong> Procurator v. Xie Junjie, 91, 200 (Taiwan Maoli District Court),<br />

available at http://nwjirs.judicial.gov.tw/FJUD/index.htm (Chinese language website) (noting that <strong>the</strong><br />

defendant asked <strong>the</strong> victim to meet for a transaction, but <strong>the</strong>n forced <strong>the</strong> defendant to disclose <strong>the</strong> password to<br />

his account).<br />

304 Fairfield, supra note 70, at 1087.<br />

305 Mark Ward, Does Virtual Crime Need Real Justice?, BBCNEWS, Sept. 29, 2003, http://news.bbc.co.<br />

uk/2/hi/technology/3138456.stm.<br />

306 Fairfield, supra note 70, at 1088.


1344 EMORY LAW JOURNAL [Vol. 57<br />

<strong>the</strong>ft <strong>of</strong> virtual furniture, while five o<strong>the</strong>rs were questioned by police. 307 The<br />

<strong>the</strong>ft took place within <strong>the</strong> UK-based virtual world Habbo Hotel. 308 “[S]ix<br />

teens allegedly tricked a number <strong>of</strong> o<strong>the</strong>r users into h<strong>and</strong>ing over <strong>the</strong>ir<br />

usernames <strong>and</strong> pas<strong>swords</strong>, <strong>and</strong> <strong>the</strong>n” proceeded to move those users’ virtual<br />

furniture into <strong>the</strong>ir own rooms. 309 The seventeen-year-old arrested is accused<br />

<strong>of</strong> stealing some €€ 4,000 worth <strong>of</strong> virtual property. 310<br />

If China, Taiwan, Korea, <strong>and</strong> <strong>the</strong> Ne<strong>the</strong>rl<strong>and</strong>s are able to successfully apply<br />

<strong>the</strong>ir criminal <strong>the</strong>ft statutes to virtual property, <strong>the</strong>n <strong>the</strong> United States, as shown<br />

in this Comment, should also be able to classify <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods as<br />

legally cognizable <strong>the</strong>ft. Moreover, given <strong>the</strong> international scope <strong>of</strong><br />

MMORPGs, <strong>the</strong> United States should seek to protect virtual property rapidly<br />

so that United States virtual-property <strong>the</strong>ft victims <strong>and</strong> <strong>of</strong>fenders are afforded<br />

as much protection (or punishment) as o<strong>the</strong>r international players.<br />

CONCLUSION<br />

If, in fact, <strong>the</strong> United States government is entertaining <strong>the</strong> idea <strong>of</strong> taxing<br />

<strong>the</strong> sale <strong>of</strong> virtual goods (<strong>and</strong>, thus, acknowledging <strong>the</strong>ir real-world value), it is<br />

only logical that <strong>the</strong> government should afford owners <strong>of</strong> <strong>the</strong>se goods property<br />

rights to protect such investments against <strong>the</strong>ft. This Comment has argued that<br />

virtual goods, under current state penal statutes, should be classified as<br />

“property.” Moreover, virtual goods must be afforded <strong>the</strong> property rights <strong>of</strong><br />

chattels, as opposed to <strong>the</strong> rights <strong>of</strong> intellectual property, for <strong>the</strong>ir owners to be<br />

protected effectively from <strong>the</strong>ft. Finally, this Comment has shown that current<br />

<strong>the</strong>ft statutes could be applied to virtual good <strong>the</strong>fts, eliminating <strong>the</strong> need to<br />

draft additional legislation. In sum, “[g]overnments should make clear to<br />

[online] participants that, except where <strong>the</strong> special characteristics <strong>of</strong> <strong>the</strong> online<br />

medium require o<strong>the</strong>rwise, existing law . . . is fully applicable to . . . conduct<br />

that is conducted via online communications.” 311<br />

307 Jacqui Chen, Online Property Theft Once Again Leads to Real-World Legal Action, ARS<br />

TECHNICA.COM, Nov. 14, 2007, http://arstechnica.com/news.ars/post/20071114-online-property-<strong>the</strong>ft-onceagain-leads-to-real-world-legal-action.html.<br />

308 Id. “Habbo Hotel, a UK-based web site that mixes social networking with a virtual world . . . [allows]<br />

users [to] purchase furniture <strong>and</strong> o<strong>the</strong>r belongings with <strong>the</strong>ir (real-<strong>life</strong>) cash to decorate <strong>the</strong>ir virtual hotel<br />

rooms.” Id.<br />

309 Id.<br />

310 Id.<br />

311 Rothchild, supra note 277, at 969.


2008] REGULATING THEFT OF VIRTUAL GOODS 1345<br />

Although it may initially prove difficult for <strong>the</strong> government to prosecute<br />

<strong>the</strong>fts <strong>of</strong> virtual goods—considering <strong>the</strong>re is no reporting or investigatory<br />

system in place for virtual good <strong>the</strong>fts 312 —this does not mean that successful<br />

prosecution is impossible. China, Taiwan, Korea, <strong>and</strong> <strong>the</strong> Ne<strong>the</strong>rl<strong>and</strong>s have all<br />

successfully prosecuted <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods through <strong>the</strong>ir traditional<br />

criminal laws. And, as this Comment has shown, <strong>the</strong> United States could also<br />

use current criminal <strong>the</strong>ft statutes to prosecute <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods. Local<br />

or federal legislative bodies may need to establish new regulatory agencies to<br />

investigate <strong>the</strong>se crimes (or at least to form a coalition with MMORPG<br />

developers), but current statutes do permit <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods to be<br />

classified as legally cognizable <strong>the</strong>ft.<br />

Moreover, criminal law is <strong>the</strong> right institution to address <strong>the</strong> problem <strong>of</strong><br />

virtual <strong>the</strong>ft. Criminal law helps set societal st<strong>and</strong>ards: people obey criminal<br />

laws not only because <strong>of</strong> <strong>the</strong> consequences, but because criminal law is<br />

perceived as legitimate <strong>and</strong> deserving <strong>of</strong> compliance. 313 Thus, through<br />

criminal law, both state <strong>and</strong> federal governments have <strong>the</strong> opportunity to<br />

communicate to <strong>the</strong> masses that <strong>the</strong> <strong>the</strong>ft <strong>of</strong> virtual goods is contrary to<br />

American values <strong>and</strong> to deter behavior before it happens.<br />

The Internet has redefined society’s ability to communicate <strong>and</strong> interact.<br />

Criminals can now commit crimes that past legislators never envisioned were<br />

possible. Current rules, however, do not have to change. Instead, current <strong>and</strong><br />

future legislators should reinterpret <strong>the</strong> boundaries <strong>of</strong> old rules to<br />

accommodate changes in society evoked by <strong>the</strong> Internet. After all, crime,<br />

irrespective <strong>of</strong> <strong>the</strong> setting, is still crime.<br />

ANDREA VANINA ARIAS ∗<br />

312 The design <strong>of</strong> this regulatory system is beyond <strong>the</strong> scope <strong>of</strong> this Comment.<br />

313 John C. C<strong>of</strong>fee, Jr., Does “Unlawful” Mean “Criminal”?: Reflections on <strong>the</strong> Disappearing<br />

Tort/Crime Distinction in American Law, 71 B.U. L. REV. 193, 193–94 (1991).<br />

∗ J.D., <strong>Emory</strong> <strong>University</strong> School <strong>of</strong> Law, Atlanta, Georgia (2008); M.A., <strong>University</strong> <strong>of</strong> Pennsylvania,<br />

Philadelphia, Pennsylvania (2004); B.A., <strong>University</strong> <strong>of</strong> Pennsylvania, Philadelphia, Pennsylvania (2004). My<br />

sincerest thanks to my advisor, Pr<strong>of</strong>essor Kay Levine, whose countless revisions helped this Comment surpass<br />

even my greatest expectations. I also would like to thank Pr<strong>of</strong>essors Sara K. Stadler <strong>and</strong> Polly Price, <strong>Emory</strong><br />

Law students Jessica L. Rosenthal, Caroline Branch, Eric Swibel, Craig Linton, John Mittelbach, <strong>and</strong> Liz<br />

Gould for <strong>the</strong>ir helpful comments. Finally, I would like to thank my family <strong>and</strong> friends for <strong>the</strong>ir unwavering<br />

support.


1346 EMORY LAW JOURNAL [Vol. 57

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