

Since there are regions in Second Life that have “Adult Only” content, Second Life goes further by including in its Terms of Service this provision: “You affirm that you are at least 18 years of age, or the age of legal majority where you reside if that jurisdiction has an older age of majority.”

For example, the 1998 Children’s Online Privacy Protection Act would preclude any child under age 13 from participating in Second Life. We all know there are laws that address the use of Internet activities. In the first 10 years of Second Life, “36 million accounts were created, $3.6 billion (that is real money!) was spent on virtual assets and the … total time users spent on SL is 217,266 years,” according to Wikipedia. Some readers may think Second Life is nothing but a game, but Second Life claims that there are more than “50 million user hours a month and over (US)$500 million user transactions each year.” Second Life celebrated its 10th anniversary in June. There has been some interesting litigation, particularly with Second Life, that sheds some light on those rights, and brings these issues out of the virtual world and into the real world.

Those virtual worlds include Second Life and Maple Story, as well as video games.Īlthough these virtual worlds and games are used regularly by individuals around the world, few consider the ownership and other legal rights associated with their virtual activities. Millions of people have created avatars that live in Internet virtual worlds.
