Second Life has attracted hundreds of bloggers who cover the virtual world platform in great detail. There are so many, in fact, that they even started their own professional network, the Blogger & Vlogger Network.
One of the things that surprises me is how few bloggers are covering the newer virtual world/social VR platforms, including the “Big Four”, as I call them:
I’m not talking about the official blogs which the companies maintain; I’m talking about individuals who blog about virtual worlds because they’re interested in one or more platforms.
I am, still, one of the very few bloggers who is covering Sansar, Sinespace, High Fidelity, and VRChat on a regular basis. A small number of Second Life blogs, such as Wagner James Au’s New World Notes and Strawberry Singh’s popular blog, have broadened their coverage to include these newer platforms as well. Inara Pey and Nalates Urriah have also covered Sansar in their blogs. But other than that, I can’t think of many other bloggers out there who cover the newer virtual worlds. Why is that?
One of the reasons may be that the newer virtual world/social VR platforms need time to build up a customer base, which includes bloggers. I don’t think that there were very many bloggers covering Second Life when it first launched in 2003, either. (Wagner James Au’s New World Notes blog actually predates SL; his first entry is dated May 22nd, 2001, and his first entry about Second Life is dated April 22nd, 2003.) It has taken fifteen years for the Second Life blogosphere to grow to its current extent, and it will likely take many years for a similar number of blogs to spring up around the newer virtual worlds.
A large percentage of Second Life blogs are fashion blogs (one person has estimated the number at 87%). People tend to spend a great deal of their time and money on avatar customization in Second Life, and many bloggers follow that, reporting on new items and fashion events.
But the fashion market in Sansar is still small, only dating back to Dec. 18th, 2017, and as a result, there are few bloggers reporting on it. (Among the first is Ivonna’s vrBLOG.) The avatar fashion market in Sinespace is likewise very small. And High Fidelity and VRChat cannot really be said to have a fashion market at all, because you create and rig a whole avatar from scratch, including what it is wearing, instead of dressing up a human avatar like you can in Sansar and Sinespace. So that’s probably another reason why there are not very many bloggers yet. As avatar customization options in the newer virtual worlds expand, more bloggers will begin to cover the fashion aspect.
Another idea: perhaps people are choosing to use other means of covering their favourite virtual worlds. For example, there are few (if any) blogs about VRChat, but there are dozens of YouTube channels about VRChat. There’s a lot of Twitch streaming as well. Could it be that attention has shifted from blogs to livestreaming and other ways of communicating?
So, what do you think it will take to get more bloggers to cover the newer virtual worlds? Please let me know in the comments, thanks!
There was a particularly irritating troll at Alfy’s Voices of Sansar competition this past Saturday. Trying to find and mute her (currently the only tool available to us in Sansar) was an exercise in frustration, hovering my cursor over each avatar in the crowd watching the show until I found her. Gindipple has released some software that might help us the next time we get hit by a troll at an event:
We’ve been pretty lucky in Sansar so far; we haven’t seen anything like the levels of trolling and harassment that occur in the more popular social VR spaces like VRChat and AltspaceVR. (VRChat, in particular, is infamous for its griefing.) But we Sansarians all know the onslaught of trolls is coming, and every social VR platform is going to have to come up with its own technical solutions to the problem of trolls.
So, how are the other social VR platforms dealing with this issue?
Sinespace
Sinespace has pretty limited options as well. You can basically report and ignore other avatars around you:
Hello, VRChat! We’ve been working on some new “Trust” systems to help make VRChat a friendlier place. These systems will be used to help gate various features until users have proven themselves to be a friendly member of the community. One of the first parts of the Trust system is called “Content Gating”. This system is designed to reduce abusive or annoying behavior involving avatars or other content.
Here’s generally how it works. When a user first creates a new VRChat account, they will be unable to upload custom content like worlds or avatars. After spending some time in the app and having positive interactions with other users, they will eventually receive in-app and email notifications that their account has access to world and avatar creation capability. This time may vary from user to user depending on various factors.
If the new user chooses to spend time in VRChat behaving badly or maliciously against other users, they may lose the capability to upload content. They will receive a notification in-app and via email that they have lost access to content uploading. If they spend more time in the app and follow the Community Guidelines, then they will eventually regain access to these systems. Again, this time may vary depending on various factors.
The CEO of at least one other competing metaverse corporation has said that he doubts this step will actually work as intended. In addition to these new sanctions, VRChat also has the ability to mute (so you can’t hear) and block (so you can’t see) other avatars in its pop-up user interface, and a “safe mode”, which is a sort of “nuclear option” where you can mute and block all avatars which are not on your friends list.
VRChat is also temp-banning people who troll, but sometimes other people get accidentally caught in the cross-fire. I seem to remember that there is also a feature where you can ask avatars who share your world to vote “yes” or “no” on ejecting a misbehaving user from that instance.
So all in all, VRChat has developed the most evolved and developed tools for dealing with trolling. But then again, they’ve been forced to.
AltspaceVR
Back in 2016, AltspaceVR introduced a “space bubble” to keep other avatars from invading your personal space. I do know that you can also mute other avatars who are annoying you. You don’t have an option to block offensive avatars in AltspaceVR, but then again, you don’t really have any choice in your avatar, they’re so very limited!
I would load and run AltspaceVR to check all these features out, but the latest version of the client software (where you get to choose your new “home” location) has completely locked up my high-end PC THREE. TIMES. tonight and I am not going to risk trying it again! AltspaceVR seems to be experiencing some major growing pains. Seriously not impressed.
High Fidelity
High Fidelity has a Bubble icon on its tablet user interface that works similarly to the AltspaceVR space bubble:
You can also mute nearby avatars, or set them to “ignore” so they can’t messsage you in-world. Pretty much the same features as the other social VR spaces have. All the tools in all the newer social VR spaces are pretty limited.
General Issues in Dealing with Trolling and Griefing
So, let’s move from specific technical solutions to a more general discussion on how to handle griefing in general. What’s the best way to go about dealing with griefing, trolling, and harassment in online communities?
In my experience, manipulating perpetrator anonymity is an important factor in controlling griefer’s/troll’s antisocial behavior. The more easily identifiable and able to be held accountable for their actions community members are, the fewer instances of bad behavior you tend to see.
Allied with the idea of altering perpetrator anonymity is the idea of altering expectation of punishment. Accountability enables easier punishment. There are several ways that punishment can take place however. Punishment can be very informal, where community members heap scorn on other members who violate the social contract or simply ignore them (by using filters within the community to literally make their presence invisible). This sort of informal punishment is what makes accountability effective all by itself. Accountability can also enable more formal varieties of punishment such as entry bans. In my experience bans are the most useful way to discourage the really hardcore antisocial behavior that happens on communities. Punishment can never hope to eradicate all griefer/troll behavior however, because the really hardcore griefers will thrive on punishment, seeing attempts by the management to eject them as high praise for their work.
Here are a few other elements of the community or game that can be manipulated and which might have an impact on reducing griefing/trolling behavior.
Setting up Initiation Barriers probably would affect griefing behavior. The easier it is to get into a community, the more likely that community is to become a target for griefers. In part this has to do with helping people to identify with and value the community and not take it for granted. When you have to do a lot of work to get into a community you are more likely to care for that community and not want to harm it. The problem here is that the same barriers that might keep out griefers also keep out legitimate members. It is difficult to set a barrier high enough to keep out one group without also keeping out the other group.
I’d expect that the more opportunity there is to act out griefer behaviors with a group of other griefers, the more often the behavior would happen. People tend to take less responsibility for individual actions when they are acting as part of a group or mob. This social psychological principle goes by several names including the bystander effect, and diffusion of responsibility. The solution here would be to limit people’s ability to socialize, but as that utterly defeats the purpose of the community it isn’t really much of a solution.
I would expect that manipulating the frame of the community or game can increase or decrease the chance that griefer behavior will occur. The frame of a game or community has to do with its identity – how members think of what they are doing when engaged in the game or community. If an interaction is thought of as a game and therefore not something that is real or important it is easier to self-justify doing mayhem. If an interaction is thought of as a more serious behavior such as part of a support group interaction, the urge to do mayhem is maybe less strong (for some at least). The Wired article talks about this issue somewhat indirectly, noting that Second Life members don’t think of what they do in Second Life as being part of a game but rather view it as a more serious community. The “non-game” frame of Second Life participants makes such participants more likely to view griefing behavior taking place within Second Life in non-game ways, such as considering it to be actual theft or terrorism.
Second Life has often been an arena for trolling because it’s very easy to create a free, throwaway account to be offensive. If one gets banned, the griefer can go ahead and create another free account. All the newer social VR spaces have this problem, since they don’t want to discourage people from signing up and (hopefully) staying and generating income for the company.
There are no easy answers here. The best we can do is try various solutions and see if they prove effective or not. In these early days of the metaverse, we’re all still learning the best ways to design our communities to chain the trolls.
My recent interview with Ghoster got me thinking about the issue of intellectual property (IP) and copyright regarding avatars in social VR spaces/virtual worlds. VRChat is already infamous for having a multitude of avatars ripped from innumerable video games, TV shows, and movies. High Fidelity has decided to take a page from VRChat’s playbook (and, I assume, try and attract some of that VRChat crowd) by allowing people to set up a few domains where you can select from a wide variety of popular characters, owned by Disney and other companies, as your avatar:
Now, the creator of this particular domain skates around the legality of this by offering these avatars for free; no money is being made from this. A prominent disclaimer sign posted in the Avatardz domain states:
So, this user doesn’t advocate “piracy from independent and small artists.” What bothers me about this statement is the unstated implication that piracy from Disney or another large corporation is somehow O.K. (maybe because they can afford to swallow the losses more easily?). Also, they seem to justify this blatant IP appropriation as a sort of fan art, a “fan-operated source for pop culture avatars as a tribute to our pop culture legends”.
(Note: High Fidelity is a distributed open-source platform, allowing users to host named domains on their own servers or on the cloud. This means we should not automatically assume that the Avatardz domain is officially sanctioned or supported by High Fidelity.)
I came away from my interview with Ghoster of VRC Traders a little troubled by the copyright and IP issues involved in selling custom avatars to VRChat users that are wholly or partially based on characters owned by somebody else. I did a little research and came across this recent article on IP issues in virtual worlds, from the website Intellectual Property Watch (a non-profit independent news service), which states:
In the virtual world, people appear through their avatars. If they design the avatars themselves, they could be subject to copyright and trademark lawsuits, Lemley and Volokh said. Fictional characters’ images together with their unusual character traits are protected by copyright, so users who copy enough of the visuals, character traits or both to be copyrighted expression and not simply an idea might be infringing. If the use is non-commercial and the copyright owner isn’t distributing licensed avatars, the use might be fair use, but selling such avatars without rights owner approval would likely not be fair use, they said. It could also amount to a trademark infringement.
Rights holders might choose not to go after individual users or small avatar sellers, but to sue the AR or VR operator for contributory infringement, the paper said. The operator might be immune under the US Digital Millennium Copyright Act, but only until someone sends it a notice-and-takedown request that isn’t quickly acted upon, it said. Established case law sets out the limits of intermediary liability under the DMCA; there’s less clarity about intermediary liability for trademark infringement on the internet but the law is developing, it said.
I have said before that VRChat may get into serious trouble if people continue to flout the copyright laws so shamelessly, particularly if they are starting to making healthy profits at it, as seems to be the case with the community that has sprung up around VRC Traders. We could be in for some interesting legal cases in the years ahead.
UPDATE 3:34 p.m.: Obligatory link back to the VRChat Events website (because I promised them I would do it if I cross-posted over on their Discord server, and I forgot!): www.vrchatevents.com
Also, Second Life and Sansar blogger Inara Pey made such a great comment on this blogpost that I wanted to add it in full here. She said:
IP infringement and the “it’s OK to flout IP of big companies ‘cos they can afford it” is a source of heated debate in SL. In 2012, I reported on the CBS / Star Trek situation. There’s also been the Universal / Battlestar Galactica situation.
Both of these focused more on props, models, and costumes from said series than avatars, but the attitude towards their IP was the same. It was further coupled with the view that “well, we’re fans and so they should be grateful to us for our support”. However, both attitudes not only falsely justify infringement, they also overlook the importantly equal matter of licensing.
In short, major studios – Marvel, Disney, CBS, Universal, et al, generate millions in revenue by issuing merchandise licenses to manufacturers and commercial concerns. As such – and no matter how large or small the unlicensed market or how small the turn-over / profit made by those actively engaged in selling unlicensed goods – the license owner has a legal obligation to project the licenses they have sold, as well the right to protect their IP.
This was as much behind the Universal / CBS situations vis BSG and Trek as anything else – a point many of those railing at both companies at the time, and citing (in Trek’s case) non-binding “arrangements” which may have been offered by prior rights holders, seemingly failed to grasp.
The idea that offering something “for free” is equally a slippery path. As you point out, it’s only a short step from offering “for free” to then offering items for sale. This has been demonstrated (again) in SL with both the Star Trek and BSG situations.
In both cases, Universal and CBS backed away from legal action on the understanding that virtual goods relating to their IP investment in both shows would not be made with the intent to sell for profit. As a perusal of the SL Marketplace will demonstrate, neither agreement has been adhered to by virtual content creators. Ergo, there is still a potential ticking bomb on this subject in SL, should the legal departments of either studio swivel back towards virtual environments and virtual “goods” … which the slow rise of VR might actually encourage.
Also, there seems to be a broader view that because specific understandings were reached by some (again, I’ll use the CBS / Universal agreements, as those are the two I have direct knowledge of) are somehow a “blanket OK” from all IP holders to allow copies of their IP to be offered for free – which may not actually be the case. Again, that’s actually down to the individual studios to decide; just because X has gone that route, doesn’t mean Y will – or is obliged to even consider it.
Just as a point of reference, my own (slightly long-in-the-tooth) articles on this subject can be found at:
FreeWee Ling also had a great comment when I cross-posted this blogpost to Drax’s 114 Harvest community on Facebook:
People have been screaming about IP issues in SL since the beginning. Several years ago there was a series of open talks in SL featuring attorneys with expertise in IP who examined the LL TOS. Not much was resolved other than a statement from LL that their “intention” was not to steel user content, but that they needed certain rights in order to allow people to use the Marketplace and just to generally present the content on the platform. A lot of artists were not satisfied and you’ll find many of them still working in OpenSim grids where they have more control.
Disney and others are vehement about controlling how and where and by whom their IP is presented. There was a Disney themed fan sim in SL some years ago that, if memory serves, got notice to remove their content of face legal consequences. The Frank Lloyd Wright Foundation closed down a sim full of great Wright model homes in SL, even after the owners contacted them and at least got tacit permission to do it. (I.e., I think they had been told the foundation wouldn’t endorse it, but also wouldn’t stop it.)
Ultimately, I’m pretty sure any copy of virtual content without permission is theft. Whether there is money involved or not.