Here a couple of interesting technology law papers that are worth reading.
First, Leandra Lederman considers the topical issue of taxing virtual worlds:
Lederman, Leandra, "'Stranger than Fiction': Taxing Virtual Worlds"
.
New York University Law Review, Vol. 82, 2007 Available at SSRN: http://ssrn.com/abstract=969984
Abstract: Virtual worlds, including massive
multi-player on-line role-playing games (game worlds), such as City of
Heroes, Everquest, and World of Warcraft, have become popular sources
of entertainment. Game worlds provide scripted contexts for events such
as quests. Other virtual worlds, such as Second Life, are unstructured
virtual environments that lack specific goals but allow participants to
socialize and engage virtually in such activities as shopping or
attending a concert. Many of these worlds have become commodified, with
millions of dollars of real-world trade in virtual items taking place
every year. Most game worlds prohibit these real market transactions,
but some worlds actually encourage it. Second Life, for example, grants
participants intellectual property rights in their creations.
Although
it seems intuitively the case that someone who accepts real money for
the transfer of a virtual item should be taxed, what about the player
who only accumulates items or virtual currency within a virtual world?
Is valuable “loot” acquired in a game taxable, as a prize or award is?
And is the profit in a purely in-game trade or sale for virtual
currency taxable? This is an important set of questions, given the tax
revenues at stake. Although the Internal Revenue Service has not yet
attempted to tax transactions within virtual worlds, it is aware of the
issue, and there is pressure on the government to determine how to
resolve it, given that the economies of some virtual worlds are
comparable to those of small countries. The Joint Economic Committee
has announced that it is studying the issue.
Most people's
intuition probably would be that accumulation of assets within a “game”
should not be taxed even though the federal income tax applies even to
non-cash accessions to wealth. This Article argues that federal income
tax law and policy support that result. Loot “drops” in game worlds
should not be treated as taxable prizes and awards, but rather should
be treated like other property that requires effort to obtain, such as
fish pulled from the ocean, which is taxed only upon sale. Moreover,
in-game trades of virtual items should not be treated as taxable
barter. If courts uphold game agreements that purport to provide
players with a mere license to use the game, in-game trades do not
constitute realization events and thus are not taxable. Otherwise, tax
policy considerations suggest that Congress should provide
nonrecognition for these exchanges.
By contrast, in virtual
worlds that are intentionally commodified, such as Second Life, tax
doctrine and policy counsel taxation of even in-world sales for virtual
currency, regardless of whether the participant cashes out. However, as
in game worlds, participants should not be taxed on purely in-world
trades of non-currency items. This approach would allow entertainment
value to go untaxed without creating a new tax shelter for virtual
commerce.
Second, Douglas Hass evaluates GNU General Public License:
Hass, Douglas A., "A Gentlemen's Agreement: Assessing the GNU General Public License and its Adaptation to Linux"
.
Chicago-Kent Journal of Intellectual Property, Vol. 6, p. 213, 2007 Available at SSRN: http://ssrn.com/abstract=951842
Abstract: The open source community is conducting
a robust debate on the intellectual property issues surrounding the GNU
General Public License (GPL) a popular modified public domain software
license, and Linux, its most successful project to date. The Linux
community has evolved its open source development model to accommodate
realities of copyright law and the need to secure both significant
commercial participation and widespread industry adoption. The legal
issues underlying this transformation have not undergone the same
robust analysis. This paper sheds light on those issues and tests some
of their limits.
The
GPL fails to define fundamental terms adequately, including the
inconsistent use of based on (derivative works), the lack of a choice
of law provision, and the ambiguous treatment of patents. The GPL holds
itself out as a viral license, purporting to foist itself on any
software developer who has incorporated GPL code into a project. These
and other factors combined with the Linux community's outdated views on
copyright protection for kernel modules make it unlikely that a court
could give full effect to the GPL or protect open source code from
closed source intrusions. The GPL, however, does act as the most
important beacon for Linux and the rest of the open source world. Its
most significant contribution may differ greatly from the one
envisioned by its creators: collaborative, decentralized development
rather than free software. Contrary to some non-legal analyses, the
gentlemen's agreement model employed by Linux to ensure that both
closed source and open source software can coexist is a legally
defensible, common sense adaptation of the GPL.
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