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Christopher Parker
Professor Leff
ENG 122
7 April 2019
Possession is 9/10s of the Law: How modern technology has altered the concept of
ownership.
through means our society defines as legal, you are now the owner of that thing. You
can do with it what you wish, so long as you do not violate the law in the process or do
something you have agreed not to do. Even ideas can be owned, in their own fashion,
with things like copyrights centered around the idea that if you come up with something,
you should have some control over how that thing is used. But in the digital age,
ownership has come to mean very different things. The concept still exists, for sure, as
companies and innovators have adapted and figured out the specifics of this new
frontier, but a sad truth is that most of us have often been left out of the loop of these
changes, and those changes are used against us more often than not. It’s important to
learn how those changes now affect us all, and what they can mean for our daily lives
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The computer age, especially the age of the internet, has caused great upheavals in the
nature of ownership. Legally issues of ownership have gone through many and varied trials, and
companies have adapted to the new market to best benefit themselves, and even to survive.
And while they have come up with profitable solutions to these issues, many consumers have
not kept up or been informed of how these changes affect them. Digitally, people own very few
things they believe they do, and often discover in unpleasant terms the truth of this effect when
the company levies massive fines at them. “...reveals that, unlike traditional printed books and
CDs, cassettes, or vinyl LPs, the consumer may not in fact, actually own what he or she has
purchased”(Wong 2013) And many companies often overstep the bounds of reasonable
expectation, placing undue onus on their customers legally and only informing them in ways
designed to disguise their intent. Perhaps the most well known example of this are End User
EULAs are a staple of modern life. To use a new phone app, to use a word processing
program, to take advantage of online services and really, to do just about anything digitally, one
must agree to a EULA. They lay out the legal standing and agreements you must comply with in
order to use the program or service in question, and the punishments one must face if you
violate them. They are often excessively long, intentionally arcane and verbose in their
structure, and serve to hide often incredibly one sided concessions. At the base of it, these
EULAs are a legal agreement between company and consumer regarding their product, and the
Licensing is essentially a form of renting or leasing, rather than ownership. When you
purchase an app or program, you are not actually buying it; instead, you are paying a fee to
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conditionally use the program under the bounds the company sets. This is a contentious, but
understandable, state of affairs. Ownership allows with a large amount of freedom with the
product, including excessive modification, repurposing, and reselling, as the product is entirely
yours. The state of digital ownership, however, creates large problems with this. The limitless
ability to replicate a digital product without effort or time means that even a single program can
be copied millions of times, allowing them to easily be spread to nearly anyone interested in it.
And while this might be beneficial for the customers, the producer of this product has now lost
possibly millions of sales and profit for the work they have created.
EULAs serve to do this, providing them with legal recourse and a signed contract saying that the
user won’t take these actions. However, many companies have repurposed EULAs to better
benefit themselves. It is common for such agreements to include clauses that limit the legal
liability of the company at the hands of consumers, preventing them from filing class action
lawsuits, forcing more favorable arbitration proceedings, or limiting the cost in fines a company
can face for issues with their product. These can also include clauses that allow the company to
often encroach onto customers in invasive ways, allowing them to repurpose their digital device
for their own ends, allowing them to access extra computing power and capabilities while the
consumer is forced to bear the burden of cost, such as reduced product lifetime and increased
electrical bills.
One of the greatest problems with EULAs is that many consumers either do not read or
do not possess the training to properly understand them. And while some blame can be placed
on the consumer for failing to read the contract they are signing, it is worth remembering that
many of these EULAs are written specifically to discourage being read. Not only can they be
excessively long, with many of them being 10,000 words or more at the very least, but they are
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often presented to you at the last possible moment. Computer games and programs often allow
you to purchase, download, load up, and prepare it for use before they finally present hundreds
of pages of legal jargon, all to influence people to simply push the button to agree. Indeed, there
have been examples of companies placing incredibly ridiculous agreements in their contact to
prove that few people read them. Many such agreements have made it past the populace at
large, up to and including examples such as iTunes forbidding you from creating nuclear
weapons, a videogame called Farcry enforcing the concept of morality(without defining it in any
way) or even Google Chrome claiming ownership of everything you produce while using
it.(Hoffman 2012). However, even the more mundane EULAs can have some troubling
passages. The EULA for the iPhone, for example, has a section relating to the termination of the
licence. In this agreement, “This License is effective until terminated. Your right under this
license will terminate automatically or otherwise cease to be effective without notice from Apple
if you fail to comply with any term(s) of this License.” Not only does Apple reserve the right to
end their contract with your automatically and without informing you the second you violate any
of their terms, but the section even goes on the state that all parts of the license preventing you
from accessing, modifying, or otherwise doing anything Apple does not want you doing with
their hardware or software still apply. The EULA allows them to terminate the agreement
whenever they please, but still forces you to abide by it even after they no longer must do so.
Such language is sadly common, and designed specifically to prey on those who never read the
agreements.
However, the companies cover all their bases, and they are no less prepared for those
users who do read their contracts. Many such EULAs are often legally obligated to include ways
to opt out of or object to various clauses, which can allow a person to avoid the legal burden
they impose, though such objections are often difficult to follow through. Other clauses in the
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contract allow the company to modify the EULA at any time, however, and automatically
assume agreement to the entire new contract, forcing one to go through the labyrinthine
process of objection over and over again for a customer to properly protect themselves.
Perhaps the most damning element of the EULAs is that there’s often no recourse to
person may want or require. While entertainment products might simply have the alternative of
not using their service, products the modern world expects or requires a user to have access to
essentially force a person into these agreements to function. EULAs for the use of word
processing software or to view digital books are no less punishing to their users, but users such
as students and professors require these products in order to function in a classroom. Similarly,
apps and software dealing with and helping users with medical conditions can use their EULAs
to limit their legal liability, which has gross implications if such products are faulty and lead to
the worsening of such conditions or even death. And such users have no real alternative, if they
find issue with a products EULA, their only option is often to seek another product that
possesses its own EULA with all the same caveats and legalese.
The reality of the digital world means that contracts like EULAs will continue to exist, and
they serve valuable purpose. However, much can be done to limit their power and make them
more fair to users. Requirements such as a length limit to make them easier to read and
process, use of common language to make their statements understable, and a standardized
format to allow users to compare the contracts of different companies would go far to help users
better exist within these issues of ownership without exposing themselves to legal peril.
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Nickels and Dimes: How Microtransactions Take Advantage of the Way you Think
Fortnite, currently one of the popular video games in the world, is estimated to have
made around a three billion dollar profit in 2018, though the company has released no formal
earnings statement. This amount is an incredible achievement by any metric, but in context it is
almost unbelievable. This is because Fortnite is a free to play game, and it costs absolutely
nothing to play. This raises a question: how can a game that requires you to spend zero money
have one of the highest estimated profit numbers in the history of the industry? The answer to
that is microtransactions, a business method that at its worst can become downright predatory.
Microtransactions at their core seem inoffensive enough. When playing the game, the
user may pay a small amount of money, often in the range of 3-4 dollars, in order to either gain
some in game benefit or perhaps some cosmetic alteration or bonus. Things such as having a
character wear a special piece of clothing, having access to mechanically identical but visually
distinct items, instant access to benefits others might have to spend time grinding for, or
additional benefits when such grinding is finished are all within the realm of microtransactions.
More disputed elements of this practice are rewards that offer actual in game advantage,
making yourself more powerful or the game easier by way of spending actual money. Outcry
against the latter is often quite strong when the game features multiple people, as the
perception that money can give one a massive advantage(or even allow them to win outright)
can spell the death of a competitive game, but the former model is almost universally accepted
as a simple way for the companies to make some extra money. They offer a cosmetic benefit for
those that care and are willing to spend the money on while those who do not can simply save
their money and play the same game with zero drawbacks. Thus, the mechanical benefit model
is avoided in most multiplayer games while the aesthetics model is almost a constant in many
games today.
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Both forms of microtransactions are quite sinister in their details, however. Their systems
are designed to be as laberthyine as possible, often requiring you to buy their own personal in
game currency to then purchase the items, rather than simply spending money directly. This
serves to disassociate the purchase from the money spent, muddying the actual cost of the
item. If spending 8 dollars gets you 60 gems, and buying a special hat for your avatar costs 16
gems, how much money did you just spend? In addition to this, such purchases are often
designed to prey on our sense of satisfaction. Fortnite, for example, allows you to buy a “season
pass”, an in game benefit that provides you additional rewards when you advance in rank. In
this context, your money has provided you no direct benefit, but instead an indirect access to
bonus achievement for actions you already take. This serves to even further muddy the
transactional nature of the process, separating people even further from the idea of spending
money.
Pay to win schemes can be even more predatory in their process. Rarely do they offer
simple advancement for the sake of cash, instead creating more subtle bumps or nudges to the
players progress. A puzzle game that simply allows you to pay to skip a level, for example,
serves more to anger people than to invite them to spend money, as it subverts the purpose of
the game itself. Offering a player to spend to gain access to a couple extra moves before the
game ends not only places more pressure on the player to spend(as they now must weigh the
cost of restarting the level and losing their progress against the in game cost) but also serves to
trigger the players sense of achievement when they finally do win. That such games are often
designed so that a majority of players can advance quite far without need of monetary aid is no
coincidence, aiming specifically to target those players most invested in their product. In
addition, such products might also feature a limited about of playable time, with the option of
purchasing extra time for money. This also serves to ensnare a player who has already become
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invested, presenting them with a hard stop to their recreational activity unless they invest money
to continue to play.
These business models follow fairly established models, and deal with the concept of
“Whales”: that is, a small amount of users producing a large amount of the profit. While the
concept of this model is hardly new, it carries some very distressing overtones when one
remembers that the primary audience of many of these games are often pre-teens and
teenagers, children often as young as 8. And many of these children can often find themselves
spending hundreds of dollars every month, with the so called whales spending thousands or
more. Part of the issue here, and why these children are so vulnerable, is that the game has
become as much of a social activity as it has a leisure one. With over 250 million players, not
only do most of these kids play the game, but so do most, if not all, of their friends. So not only
do these players feel pressure from the game itself to invest in cosmetic upgrades to make their
characters more distinct and interesting, but social pressure from their peers as well. And while
this trend is hardly new to younger social circles, as it can easily be compared to the want to fit
in by wearing the newest or trendiest clothing and sneakers, a simple fact is that in the game of
Fortnite, players do not own anything they buy. While a designer hoody, for example, might still
remain a useful piece of clothing and entirely in the ownership of the person who bought it, an in
game hoody not only can only be used in the context of the game, but isn’t even owned by the
person who “purchased” it. Selling or even trading accounts is strictly against the companies
Terms of Service, and there is little to no option for swapping around the purchases already
made. So in the end, a player who has purchased an in game item only owns it as far as the
company allows him to use it. “When some players asked for refunds for either the champion
himself, or the various skins...Riot responded that there would be no refunds.”(King 2017)
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The last practice that can come into question is that of loot boxes, a format that is
gambling in all but name. In this model, players do not buy specific items or benefits, instead,
being provided with a chance at receiving products at random. These methods often involve no
losing: players almost always receive something for their purchase, but the level of rewards is
entirely random, with extremely rare items having a small chance to appear every time such a
box is opened. “The truth...is that they lure you in and hook you with the promise of winning or in
our case getting what you should get, and then at the end, switch it out to where they are the
ones benefiting most.” (Register, 2017) The parallels to gambling do not end at the small
chance at big benefits, these actions are designed to be attractive as possible. With large
amount of visual and graphical fanfare occuring every time a box is opened, this model is
designed, much like gambling, to create that mental high of risk and reward. And while many of
these products often offer ways of obtaining the loot boxes through in game methods, these are
usually limited in their scope, and often serve more to encourage those vulnerable to gambling
Of course, this rise of microtransactions has its own issues. One major issue within the
industry is that the price point of games has stayed relatively flat for the last two decades, with
games costing roughly 50-60 dollars US across multiple platforms and generations. This has
seen a lot of companies profit numbers shrink, as while the costs of creation, marketing and
distribution of games has risen, the profit per unit has in dwindled. In addition, one of the biggest
distributors in the market, Gamestop, boasts a business model based heavily on the rebuying
from and then resale of used games, a model that excludes the creating company from a
majority of the profit. This has all but forced many of these companies to adopt the
Microtransactions have become a huge business, and in many ways, they are harmless.
Allowing a player to spend some extra money to enhance their experience during an activity
they enjoy holds no harm in and of itself. Similarly, aesthetic bonuses for the sake of prestige or
social standing might hold some distaste, but in many ways this is no different from any other
social fad, such as stylish dress or fancy cars. At the same time however, it’s important that the
customer understand that they do not own anything they have bought. Buying an expensive
sports car to impress one’s peers might be a poor financial decision, but one still owns the car,
to be resold or used. No such secondary market exists in the digital format, and thus money
spent has zero further value and the buyer has zero control over the asset they believe they
own. And the trend of games like Fortnite targeting a younger audience, those more vulnerable
to predatory practices and even less capable of concepting of the money they are spending sets
Brainstorming an idea and then creating a product are the most common
methods of any small business to succeed. Many people seek to solve everyday
problems with creative and elegant solutions. These people often rely on patents to
protect their ideas, as a patent outlines the specifics of their invention and prevents
others from using their idea without their permission. However, there are problems with
this system, and it is being abused heavily. So called patent trolls are people who take
out a large number of vague and overly wide patents, seeking not to create products,
but instead sue others on the basis of violating their patent, intending to force them to
settle the lawsuit as going to court is often far more expensive. This has huge adverse
Patent Assertion Entity, or more collectively known as PAEs or Patent Trolls, are
companies who invent no ideas, create no product, or offer no service. Instead, they
exist solely as entities to collect patents and file lawsuits against companies they find to
be infringing on them, with the primary goal to force the company to settle for a sum of
money. It is a huge issue in the technology industry, where new ideas and methods are
constantly emerging, and the PAEs hope to prey on those advancements. Their
methods are simple: take a measure of where the market might move towards, then file
as vague and wide a patent as possible in order to take advantage of the market. For
example, a Patent Troll might file to have the right to “Transmit personal messages
wirelessly”, then file a lawsuit against any company who markets cellphones, banking
on the fact that it will be cheaper to pay them a settlement than take them to court.
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The issue of PAEs arises from issues in the Patent Office, which is the
government body responsible for the issuing of the patents in question. The process is
fairly simple: a person or organization files a request for a patent with the office, the
office judges if the request is legitimate or not, and then grants or refuses the patent.
However, the system is heavily flawed in many ways. For one, patent offices are funded
by fees, and such fees are higher if a patent is approved, so there is a financial
incentive for the office to approve patents. Secondly, there is nothing stopping a
company from re-filing a rejected patent again and again, hoping that either through a
different set of eyes or a desire to have the company cease, the patent will be
approved. Thirdly, senior members of a patent office often spend the least time judging
patents and more time fulfilling management duties, leaving it to more junior and
are often only allotted a few hours to judge each patent, giving them no time to fully
appraise the real world effect of the patent in question. These flaws allow many
otherwise bogus or faulty patents to pass through, which PAEs exploit fully in their
operations.
However, it is not only the Patent Office PAEs seek to use to their own personal
gain. While a recent Supreme Court decision has shifted the issue, for a good long time
almost every patent lawsuit case was filed in the small town of Marshall, Texas, which
has a population of only 24,000. Many factors contributed to this specific town being
chosen, with its otherwise empty district court capable of handling a lot of cases quickly,
it’s unique rules forcing such lawsuits to be resolved quickly in court, and it’s population
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that seemed highly sympathetic to patent troll companies, the town soon became the
best place in the entire US to file patent lawsuits. Indeed, in the year of 2015 more than
2500 lawsuits were filed in this single district court, compared to the 14 in 1999(Nazer).
However, said Supreme Court case in 2017 has had a major effect on this practice. The
court ruled that patent lawsuits must be filed in regards to the defendant’s place of
business, rather than at the plaintiff's court of choice, forcing the Patent Trolls to use
untested courts and juries in their cases. This ruling has led to PAEs to often reconsider
their lawsuits, though many have instead moved to finding the next way to either
A sad truth is that it is the smallest companies that are at the highest risk of
Patent Troll lawsuits. Without robust legal teams and the near limitless money
technology giants like Cisco, Facebook, or Apple possess, startup or small tech
companies are all but forced to settle cases rather than pay the astronomical legal fees.
Indeed, while fewer than 1% of defendants in these lawsuits are found to have been at
fault for violation of a patent, more than 84% of these cases are settled before going to
court, costing 84 billion dollars a year.(Lemley) Such costs heavily impact the industry
could otherwise be used to enhance, improve, or advance one of the fastest growing
It is not only small companies that are at risk of PAEs, however. Since 2010, the
PAE VirnetX has been in a massive legal battle with Apple Inc over a patent that deals
with issues of communication between two people using electronic devices, a classic
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example of how vague a patent can be. The case has pitched back and forth constantly,
legal standing. Even now, some courts hold that Apple holds the company nearly 440
million dollars, while others have maintained that VirnetX’s patents have no
standing.(Wolfe) This high profile case is a great example of the damages Patent
Trolling can cause, as the legal costs for these almost 9 years of lawsuits are
astronomical.
The total cost of PAEs is difficult to judge accurately. Between ongoing legal
battles, often quiet settlements, and the problems of simply keeping track of the sheer
number of patents these companies file, placing even a rough dollar value on their cost
Patent Trolling is a billion dollar industry devoted not to the creation of product or the
advancement of ideas, but instead to preying on the ones that would seek to do this
instead.
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The concept of ownership has changed in the digital world. Very rarely do
consumers own the digital products they have seemingly purchased, instead they have
be licensed, borrowed, or meted out without obvious difference, these nebulous phrases
and meanings controlled through agreements implicitly agreed to through ignorance and
necessity, but then left in place solely for benefit. And this is to say nothing of the issues
of patents, where a man can claim ownership of an idea not so that he may use it, but
so that he may prevent others from using it unless they agree to pay him money. None
of these issues were born of active maliciousness or intentional misdeed, but instead
out of choices made to protect the market and the society behind it being used and
abused by those seeking personal power or profit. This means that changes are unlikely
to come quickly, as those who seek to change them must do so carefully so as to not
cause more damage than benefit. So, as a consumer, or perhaps the parent of a
consumer, or even someone who has a great new idea for a product or service, your
greatest weapon is knowledge. Understanding the methods used here can do much to
protect yourself against their loopholes, and even casual understanding can provide
powerful armor.
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Works Cited
EULA
Hoffman, Chris. “10 Ridiculous EULA Clauses That You May Have Already Agreed To.”
Newitz, Annalee. “Dangerous Terms: A User's Guide to EULAs.” Electronic Frontier Foundation,
Wong, Claudine. “Can Bruce Willis Leave His Itunes Collection to His Children?: Inherit Ability of
Digital Media in the Face of Eulas.” Santa Clara Computer & High Technology Law
search.ebscohost.com/login.aspx?direct=true&db=edo&AN=88173750&site=eds-live.
Microtransactions
“Market Brief - 2018 Digital Games & Interactive Entertainment Industry Year In Review.”
SuperData Research | Games Data and Market Research » Market Brief - 2018 Digital
www.superdataresearch.com/market-data/market-brief-year-in-review/.
Freedman, Andrew. “What Are Loot Boxes? Gamings Big New Problem, Explained.” Toms
www.tomsguide.com/us/what-are-loot-boxes-microtransactions,news-26161.html.
Duverge, Gabe. “Insert More Coins: The Psychology Behind Microtransactions.” Touro
www.tuw.edu/psychology/psychology-behind-microtransactions/.
King, Chelsea. “Forcing Players to Walk the Plank: Why End User License Agreements
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William & Mary Law Review, vol. 58, no. 4, Mar. 2017, pp. 1365–1401. EBSCOhost,
search.ebscohost.com/login.aspx?direct=true&db=aph&AN=122981124&site=eds-live.
Register, Michael. “The Image of Rebirth in Literature, Media, and Society.” The Society for the
Patent Trolls
Bessen, James E., et al. “The Private and Social Costs of Patent Trolls.” SSRN
Fung, Brian. “The Supreme Court's Big Ruling on 'Patent Trolls' Will Rock Businesses
www.washingtonpost.com/news/the-switch/wp/2017/05/23/the-supreme-court-jus
t-undercut-patent-trolls-in-a-big-way/?utm_term=.a0432bad305c.
Lee, Timothy B. “These Experts Figured out Why so Many Bogus Patents Get
arstechnica.com/tech-policy/2017/12/these-experts-figured-out-why-so-many-bog
us-patents-get-approved/.
Lemley, Mark, et al. “Patent Quality and Settlement Among Repeat Patent Litigants.”
The Georgetown Law Journal, vol. 99, no. 677, 2016, doi:10.31235/osf.io/7spjx.
Nazer, Daniel. “Supreme Court Ends Texas' Grip On Patent Cases.” Electronic Frontier
www.eff.org/deeplinks/2017/05/supreme-court-ends-texas-grip-patent-cases.
Wolfe, Jan. “Apple Loses Bid to Undo $440 Million Judgment in VirnetX Patent Case.”
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www.reuters.com/article/us-apple-virnetx-patent/apple-loses-bid-to-undo-440-mill
ion-judgment-in-virnetx-patent-case-idUSKCN1P91UF.