29,769 research outputs found

    Pursuing Legal Pluralism:The Power of Paradigms in a Global World

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    Cyberspace As/And Space

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    The appropriate role of place- and space-based metaphors for the Internet and its constituent nodes and networks is hotly contested. This essay seeks to provoke critical reflection on the implications of place- and space-based theories of cyberspace for the ongoing production of networked space more generally. It argues, first, that adherents of the cyberspace metaphor have been insufficiently sensitive to the ways in which theories of cyberspace as space themselves function as acts of social construction. Specifically, the leading theories all have deployed the metaphoric construct of cyberspace to situate cyberspace, explicitly or implicitly, as separate space. This denies all of the ways in which cyberspace operates as both extension and evolution of everyday spatial practice. Next, it argues that critics of the cyberspace metaphor have confused two senses of space and two senses of metaphor. The cyberspace metaphor does not refer to abstract, Cartesian space, but instead expresses an experienced spatiality mediated by embodied human cognition. Cyberspace in this sense is relative, mutable, and constituted via the interactions among practice, conceptualization, and representation. The insights drawn from this exercise suggest a very different way of understanding both the spatiality of cyberspace and its architectural and regulatory challenges. In particular, they suggest closer attention to three ongoing shifts: the emergence of a new sense of social space, which the author calls networked space; the interpenetration of embodied, formerly bounded space by networked space; and the ways in which these developments alter, instantiate, and disrupt geographies of power

    Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis

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    This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue

    Platform Neutrality: Enhancing Freedom of Expression in Spheres of Private Power

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    AbstractTroubling patterns of suppressed speech have emerged on the corporate internet. A large platform may marginalize (or entirely block) potential connections between audiences and speakers. Consumer protection concerns arise, for platforms may be marketing themselves as open, comprehensive, and unbiased, when they are in fact closed, partial, and self-serving. Responding to protests, the accused platform either asserts a right to craft the information environment it desires, or abjures responsibility, claiming to merely reflect the desires and preferences of its user base. Such responses betray an opportunistic commercialism at odds with the platforms’ touted social missions. Large platforms should be developing (and holding themselves to) more ambitious standards for promoting expression online, rather than warring against privacy, competition, and consumer protection laws. These regulations enable a more vibrant public sphere. They also defuse the twin specters of monopolization and total surveillance, which are grave threats to freedom of expression.</jats:p

    Social Software, Groups, and Governance

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    Formal groups play an important role in the law. Informal groups largely lie outside it. Should the law be more attentive to informal groups? The paper argues that this and related questions are appearing more frequently as a number of computer technologies, which I collect under the heading social software, increase the salience of groups. In turn, that salience raises important questions about both the significance and the benefits of informal groups. The paper suggests that there may be important social benefits associated with informal groups, and that the law should move towards a framework for encouraging and recognizing them. Such a framework may be organized along three dimensions by which groups arise and sustain themselves: regulating places, things, and stories

    Internet Utopianism and the Practical Inevitability of Law

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    Writing at the dawn of the digital era, John Perry Barlow proclaimed cyberspace to be a new domain of pure freedom. Addressing the nations of the world, he cautioned that their laws, which were “based on matter,” simply did not speak to conduct in the new virtual realm. As both Barlow and the cyberlaw scholars who took up his call recognized, that was not so much a statement of fact as it was an exercise in deliberate utopianism. But it has proved prescient in a way that they certainly did not intend. The “laws” that increasingly have no meaning in online environments include not only the mandates of market regulators but also the guarantees that supposedly protect the fundamental rights of internet users, including the expressive and associational freedoms whose supremacy Barlow asserted. More generally, in the networked information era, protections for fundamental human rights — both on- and offline — have begun to fail comprehensively. Cyberlaw scholarship in the Barlowian mold isn’t to blame for the worldwide erosion of protections for fundamental rights, but it also hasn’t helped as much as it might have. In this essay, adapted from a forthcoming book on the evolution of legal institutions in the information era, I identify and briefly examine three intersecting flavors of internet utopianism in cyberlegal thought that are worth reexamining. It has become increasingly apparent that functioning legal institutions have indispensable roles to play in protecting and advancing human freedom. It has also become increasingly apparent, however, that the legal institutions we need are different than the ones we have

    Mobilizing User-Generated Content For Canada’s Digital Advantage

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    Executive Summary: The goal of the Mobilizing User-Generated Content for Canada’s Digital Content Advantage project is to define User-Generated Content (UGC) in its current state, identify successful models built for UGC, and anticipate barriers and policy infrastructure needed to sustain a model to leverage the further development of UGC to Canada\u27s advantage. At the outset, we divided our research into three domains: creative content, small scale tools and collaborative user-generated content. User-generated creative content is becoming increasingly evident throughout the technological ecology through online platforms and online social networks where individuals develop, create and capture information and choose to distribute content through an online platform in a transformative manner. The Internet offers many tools and resources that simplify the various UGC processes and models. Social networking sites such as Facebook, Twitter, YouTube, Vimeo, Flickr and others provide functionality to upload content directly into the site itself, eliminating the need for formatting and conversion, and allowing almost instantaneous access to the content by the user’s social network. The successful sites have been able to integrate content creation, aggregation, distribution, and consumption into a single tool, further eroding some of the traditional dichotomies between content creators and end-users. Along with these larger scale resources, this study also treats small scale tools, which are tools, modifications, and applications that have been created by a user or group of users. There are three main categories of small scale tools. The first is game modifications, or add-ons, which are created by users/players in order to modify the game or assist in its play. The second is modifications, objects, or tools created for virtual worlds such as Second Life. Third, users create applications and tools for mobile devices, such as the iPhone or the Android system. The third domain considers UGC which is generated collaboratively. This category is comprised of wikis, open source software and creative content authored by a group rather than a sole individual. Several highly successful examples of collaborative UGC include Wikipedia, and open source projects such as the Linux operating system, Mozilla Firefox and the Apache platform. Major barriers to the production, distribution and aggregation of collaborative UGC are unduly restrictive intellectual property rights (including copyrights, licensing requirements and technological protection mechanisms). There are several crucial infrastructure and policies required to facilitate collaborative UGC. For example, in the area of copyright policy, a careful balance is needed to provide appropriate protection while still allowing downstream UGC creation. Other policy considerations include issues pertaining to technological protection mechanisms, privacy rights, consumer protection and competition. In terms of infrastructure, broadband internet access is the primary technological infrastructure required to promote collaborative UGC creation. There has recently been a proliferation of literature pertaining to all three of these domains, which are reviewed. Assessments are made about the most effective models and practices for each domain, as well as the barriers which impede further developments. This initial research is used as a basis for generating some tentative conclusions and recommendations for further research about the policy and technological infrastructures required to best mobilize and leverage user-generated content to create additional value in the digital economy internal and external to Canada. Policy recommendations based on this research focus on two principles: balancing the interest of both content owners and users, and creating an enabling environment in which UGC production, distribution, aggregation, and re-use can flourish

    Working for (Virtually) Minimum Wage: Applying the Fair Labor Standards Act in Cyberspace

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    As more work enters cyberspace, takes place in virtual worlds, and collapses traditional nation-state barriers, we are entering a new era of “virtual work.” In this article, I use “virtual work” as an umbrella term to encompass work in virtual worlds, crowdsourcing, clickworking, even sweeping in, to some degree, the commonplace telecommuting and “mobile executives” that have become ubiquitous over the past decade.Are such new forms of “work” entitled to the minimum payment standards mandated under the FLSA? As the United States enters another economic crisis, and with advances in technology key to continued economic growth and stability, these questions demand serious consideration. The FLSA now faces a variety of new scenarios created by work in cyberspace, and there is a strong case that the economic and equitable purposes of the FLSA are best served by ensuring that the statute is construed broadly so that cyberworkers, clickworkers, and virtual workers receive the federal minimum wage. The advent of virtual work simultaneously provides immense promise and peril for workers in the new digital economy. New technology allowing collaboration can provide remarkable opportunities for workers and employers alike. Traditional limitations on collaboration - of travel, of meeting, of commuting - can be minimized or reduced. Employers can use virtual spaces to make contacts and recruit talent, without spending money on transportation. Simultaneously, virtual work presents many of the same enduring problems and races to the bottom that workers’ rights advocates have struggled with over the years. This Article begins, in Part One, with a brief background discussion of labor markets in cyberspace. The discussion here contains an in-depth description of the process of pounding the virtual pavement - looking for work in cyberspace - for the purpose of showing the special employment challenges in this context and thus why such work warrants the protection of the FLSA. With that background, Part Two discusses the application of the FLSA to work in virtual worlds, crowdsourcing, and clickworking. Finally, Part Three makes the argument that the purposes of the FLSA are best achieved by ensuring their application to virtual work in the United States. Finally, the conclusion offers some thoughts about the broader applications of this argument and some possibilities for further thought and study, to be developed in future work
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