[NetBehaviour] Second Life Businesses Close Due to Cloning.

marc marc.garrett at furtherfield.org
Thu Nov 16 11:11:58 CET 2006

Second Life Businesses Close Due to Cloning.

Second Life vendors are [0]closing up shop due to the recent explosion 
of a program called "Copybot", designed to clone other people's 
possessions. From the article: "The night before last, I was looking 
around a no-fire combat sandbox, where people design and test weapons 
and vehicles, when an argument broke out; a thing going by the name 
Nimrod Yaffle was cloning things out of other people's inventories, and 
claiming he could freely do it because he'd been playing with Copybot 
with employees of SL creator/operators Linden Lab. All hell broke loose, 
in the sort of drama you can only find on the internet. Linden Lab's 
first official response? If you feel your IP has been compromised by 
Copybot, we'll sort of help you lodge a DCMA complaint in the US. 
Businesses started shutting down moments later. " Update 20:43 GMT by SM 
Several users have mentioned that the Second Life blog has a few 
[1]thoughts on this issue and quite a few comments from users already.


Use of CopyBot and Similar Tools a ToS Violation.

Like the World Wide Web, it will never be possible to prevent data that 
is drawn on your screen from being copied. While Linden Lab could get 
into an arms race with residents in an attempt to stop this copying, 
those attempts would surely fail and could harm legitimate projects 
within Second Life.

There are features to allow Second Life residents more choices about how 
they respond to potential infringement beyond the DMCA. Specifically, we 
will add data to allow residents to compare asset creators and creation 
time; incorporate Creative Commons licenses so creators have the option 
to create content that allows free copying, modification, and exchange 
without having to utilize outside applications; expand ban lists and 
reputation so residents can share information about those who abuse 
copyright; and, publish additional statistics on the website so creators 
can make rational decisions about the health and strength of Second 
Life’s economy.


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