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** Land enforcement ** Virtual land is the most basic of commodities in a virtual world, and, as virtual worlds have proved in their operation, disputes over land have the potential to cause substantial acrimony and wasted economic effort and potential. Disputes can arise about intrusive objects or buildings on neighbouring land, resource utilisation where neighbouring lands share resources, such as a limited number of people able to access a region, or about the purchase and sale of land. Although, in many respects, disputes relating to land can be resolved in a similar fashion to disputes relating to contracts, intellectual property or alleged griefing, an additional element of complexity arises in the local government model because the jurisdiction of a local government is tied to a particular virtual-geographical territory. Disputes within that territory could readily be resolved, but disputes between landowners in different governments, or even between different governments, might pose greater problems. However, such potential for difficulty must be put in perspective. Firstly, it is inherently no greater than the problems that can arise between landowners in the absence of government. Secondly, economic factors have a good chance of maximising the number of disputes of this nature that can effectively be resolved. The economic pressures that have a good chance of resulting in local governments having a good success rate in solving land disputes arise from the premise that units of land that share a government with all or most other units of land with which resource and other such disputes are likely to arise are likely, for that reason, to be more valuable than units of land that do not so share, because there is a substantial advantage to potential purchasers of land in having potential disputes resolved effectively. That will, in turn, create an economic incentive for governments and owners of land to cause land to be configured such that it maximises dispute resolution possibilities. Within land controlled by a single government, planning rules (as prescriptive or open-ended as market forces demand) could help to prevent land blight, and an equivalent of what is in some real-life common law jurisdictions called the tort of nuisance could deal with residual disputes about the effect of allegedly undesirable activities upon neighbouring landowers. Such capacity for dispute resolution has, in turn, the potential to create communities and landscapes of sorts not previously seen in virtual worlds: something between the unrelentingly eclectic (and often downright clashing) and the starkly uniform (of the sort that results from the entire design being created or overseen by one person, or a small group of people). ** Group organisation and asset sharing ** Many people in virtual worlds like to go it alone, but many others desire to engage in group activity. Much of that group activity requires shared, group land, but, in a system whereby any unit of land can only be owned by either a single individual, or all members of a group equally, many desirable configurations are impossible. A group, for example, that wants to set itself up as a community of producers of goods with a certain theme, and also let small residences that share that theme to outsiders, needs a system in which the overall control of land is centralised (to ensure that the theme is maintained, for example), but where individual plots of land can be individually controlled to a considerable extent by individual owners thereof. A local government could enable such groups effectively to form local councils to oversee the management of their land, whilst enabling the individual members of that group to retain substantial personal control over their individual parcels of land. Similarly, where land is sold by the creator of the virtual world (or, when open-sourced, by its server vendors) only in bulk units corresponding. for example, to whole servers, which are substantially beyond the price range of most, many people might be motivated to form groups to buy a part of a new such unit of virtual land, on the understanding that the whole unit will be run in a particular way. Without relying on specific trustworthy individuals, capable of handling large quantities of money on behalf of other people both honestly and diligently, such an arrangement is impossible without local government. The ability of such arrangements to emerge has the potential to increase demand for virtual land, as the number of permutations of use possibilities increase: such arrangements would undoubtedly have the capability to make purchases of new land substantially less uncertain than they might otherwise be. For this head of benefit, flexibility is key. ** Self-regulation discourages external regulation ** Many are concerned at the future possibility of real-life governments making virtual worlds far less pleasant places by over-regulating them. However, it is a far harder to claim that something needs regulating if it already regulates itself in an efficient, systematic and professional way than if it is wholly unregulated. Given the potential for a system of local governments, through the market forces of crowd-sourcing and competition, to produce high-quality, professional systems of law, there is a good chance that the existence of systems of local government will help to dissuade real-life governments from overly restricting desirable activity within virtual worlds. Furthermore, there has recently been discussion of whether virtual assets ought to be taxed, not just when they are converted into real assets, but in their status as virtual assets, too. Such a highly undesirable step could potentially be shown to be even more absurd than it now appears by pointing out that there are already governments in virtual worlds, which would be the appropriate destination for any tax revenue generated solely in virtual worlds, and that what, if any, tax to charge on such assets should be a matter for those governments. ** Social experimentation and publicity ** Whilst the functions of social experimentation and publicity are necessarily ancillary functions of local governments, they are certainly not trivial functions. A virtual world that can claim to have proven a hitherto untested system of government either successful or unsuccessful, or that can demonstrate, with the extreme swiftness and efficiency possible only in virtual worlds, what aspects of governments are more or less effective at, for example, improving efficiency or preventing abuses of powers, can not only greatly add to human learning on social organisation, but generate substantial publicity for itself in so doing. A virtual world so socially and economically advanced that it can claim to be host to a slew of serious, well-organised, efficient governments, staffed in many cases by people with real-life expertise in the areas of governance in question is a virtual world that is so far ahead of any virtual world of which that is not true that it would, in all probability, make it substantially harder for a potential competitor to catch up without first doing the same itself. Furthermore, the personnel needed to staff governments and their attendant institutions creates a whole new class of potential consumers, both for those who sell virtual land, and for those who sell virtual goods, attracting those to the virtual world who might otherwise be uninterested in such frolics. People (who might in real life be impoverished, either by being students or living in poorer countries) could earn virtual salaries working in virtual government posts, and either spend that money on virtual goods, or use it to go a little way towards working themselves out of poverty, or paying for their tuition. Ultimately, a virtual world that can claim to be, not just a land in which a few people have interesting buildings, but a world, in the truest sense of the term, with a set of independent but often interconnected nations, is a far richer experience for all of its users than one that is not. ** The relevance of identity verification ** A potential problem arises in relation to many aspects of virtual worlds, but local governance in particular, relating to the ease by which individuals can register multiple accounts such that it is never possible to tell whether any given person is the alter ego of any other given person (other than oneself). Amongst other local government-related problems, it can lead to voter fraud (single real-life people can use multiple accounts to vote many times), the ineffectiveness of banishment (those banished may create new accounts to return to places from which they were banished) and a false appearance of checks and balances within a government that, in reality, is run by a single person or a very few people, posing as a great many more people. Fortunately, that problem has an elegant and ingenious solution. A third-party identity verification company can create a system of avatar verification, whereby it is possible to show, with a high degree of conclusiveness, that any one verified avatar is not an alternate account of any other verified avatar. The system would work in the following manner: any avatar wishing to become verified would pay a small fee (the equivalent of several US dollars) to the identity verification company, and provide that company with some clear proof of that person's real-life identity. The person would then, using her or his in-world avatar, and using scripted objects in-world, prove to the company that a specific avatar is controlled by that real-life person by, for example, entering a pass-code generated on proof of real-life identity into an in-world kiosk. The third-party company would never release the real-life identity of the avatar in question to anybody, at least without the person's permission, but would class that avatar as a ?verified? avatar by entering the avatar name in question into a database of verified avatars, accessible in XML format by scripted objects in the world, or perhaps even directly accessible through the client software. That real-life person would then be unable to register any other avatar name as verified. There is already an organisation in existence with both the wherewithal and inclination to do just this. If governments prevented non-verified avatars from, for example, voting, or holding certain government posts, then the potential abuses caused by alternate accounts could be much diminished, if not eliminated entirely.
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Ashcroft Burnham "We do not permit a man to rule, but the law" (Aristotle). |
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