I've been reading quite a lot of blog posts on the topic of copybotting recently. For those who don't know, copybotting is the blanket term used to cover Second Life piracy. Its name comes from the process where an automated avatar (bot) systematically inspects and then replicates an in-world item - although it now tends to refer to any method of SL piracy. It seems that this has become a particularly hot topic over recent months and there's a huge amount of heated discussions on SL forums and blogs.
The point of my post today, however, is not to debate the philosophical or ethical issues of piracy. That's done substantially elsewhere - I'd recommend Sapphire's article for one interesting read, as well as this one by Botgirl,or this early one that outlines Linden's official stance. The point of my blog post is to expose piracy not as a problem itself, but rather as an undesirable solution, and one that could probably be dealt with in a similar way to how designers would treat Human Error.
So before going gung-ho at the problem of copybotting in Second Life, we first need to clarify it. Sure copybotting is the issue, but is it actually the problem? My suspicion is no, people after all, don't go out copying things left, right, and centre just for the sake of it - that would be pointless. If you look at it more analytically - there's much more to it. Consider, for example, what it means to be a copybotter. First of all there's an element of risk that needs to be taken - ranging from social retribution from other members, account bans from Linden Labs, and even real life legal action. All it takes is for just one person with a strong anti-copybot stance to discover what you've done, and you're screwed. Second, there's the process itself - the means and methods don't exactly fall into your lap - they need to be sought out and researched. Your average copybotter is putting a lot on the line, and going to a lot of trouble doing it. It's not the act of piracy itself that's the problem here, but rather the factors that are motivating the individual. Maybe it's issues relating to item permissions, the fact that the default avatars aren't particularly attractive, or that some items are simply too expensive. Whatever the motivational factors are, they are ultimately the things that need dealing with.
Second Life piracy is the product of a design problems with the system, even if in this case that system is an incredibly complex social world. When talking about human error, human factors psychologists tend to go with the idea that it doesn't exist, rather that it's actually a normal mode of functioning that is best interpreted as user operation outside of the limits intended by the system designers. That is essentially what copybotting is, an undesirable mode of operation, but nonetheless a normal one. Just as it's down to the developers of a system to permit certain functions, so too is it their job to prohibit others. By discovering the motivational factors, these 'intentional human errors' could feasibly be dealt with using the same myriad of techniques already available to deal with standard 'human error' issues.
The problem for Linden Labs is that Second Life is a complex web of psychological, sociological, and technical threads, weaved through years of development. Normally this kind of analysis and subsequent intervention is carried out during the initial development of a system where it can be done easily, and without disruption to the user. Trying to implement changes now is going to be far easier said than done.
(Hopefully) Related posts:
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I want to quote your post in my blog. It can?
And you et an account on Twitter?
I’ve often thought of copybots as a natural response to there being No buyer protections for digital purchases. No returns, no ability to protect purchases from asset server failures, No ability to transfer purchases to other worlds.
Items only purport to be purchases. In actuality they are temporary limited rights to use a digital file. (you have more rights with a copy of Windows, at least it can be resold)
Naturally people want to own their purchases, to use them as they feel best, to transfer them to other worlds, and not loose the economic benefit of a purchase when the seller accepts no returns.
I agree that copybotting is a poor response to these limitations.. but it’s a natural one.