Virtual_Worlds – conference

Law and Governance and Virtual Worlds

Virtual worlds are a subset of the rapidly expanding gaming industry. Unlike in a game, however, virtual world users are not engaging with a clear and comprehensive rule system or with an experience in which there is a beginning or an end. Rather, in virtual worlds players engage with each other in almost all forms of existing social interaction – and are also creating a new range of social interactions.

The most prominent virtual world,, has seen its membership increase from one million in October 2006 to five million users in late March 2007. SecondLife has casinos, schools, stores, banks as well as sex sites and crime. It is, in other words, an environment which present interesting research opportunities on the nature and role of government as it emerges in these environments.

Consider a governance spectrum within virtual worlds.


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