N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
THE 20 QUESTIONS GAME
THE JOURNEY TO PERSONHOOD
by
NICHOLAS J. GERVASSIS*
By the term “personality” is defined in law the most coherent quality of
empowered and protected subjectivity. As post-modernity features the division of
the individual self, utilising in addition the intervention of technological themes to
explore variants of activity and expression, contemporary legal science is
challenged, on frequent occasions, with assessing the parameters of subsequently
emerging trends and clearing the reshaped landscape by defining in its language
the characteristics of advancing practices. With all these in mind, and overwhelmed
by concepts of scattered identity as appearing within the ICTs context, we are
facing a new problem of potential fallacy: could permanent manifestations of the
person be accepted as extensions of the legally protected personality? Are e-mail
accounts, online game characters and others similar projections of the individual on
the information streamline, parts of the natural self that law enshrines or, simply,
an enthusiastically overrated deception? Taking into account instances of legal
persons contesting human rights in court and proprietary items being addressed
-for functional purposes- by national legislations as persons, we may imagine the
importance of granting personality rights or, at least, conceding to a limited
ground of thereupon set line of defence. Opposite to the growing overpopulation of
laws, which results in sluggish administration of justice, we need to reach to
conclusions while carefully dealing with the conflict between legal and societal
realism: the first calls for symmetry and prudence; the second demands for seeking
out to preserve the most threatened value in our age of advancing commercialism
and thin identity: the human individual.
*
University of Edinburgh, School of Law
-155-
Masaryk University Journal of Law and Technology
Introduction [1]
The Person and a “Bunch of Identities” [1.1]
There are different perspectives from which one could measure the
impacts of new technologies on contemporary legal and social systems.
The person - not in any of its conceptual formulae but rather as the actual
living individual, who receives stimuli and information from his/her
surroundings and reacts accordingly with the intention to change the shape
of both things and circumstances – is a fragmented entity, divided into the
multiplicity of roles and tasks that daily life compels to undertake and
perform. “Worker”, “parent”, “lover”, “consumer”, “citizen”, are few only
of the acknowledged divisions of the (post)modern self, each referring to
more than one interpretation scope in sociology, anthropology, law,
biology, psychology etc. The introduction of the Internet infused
understandings over self and identity with further new dynamics.
Human interaction took steps into an unfamiliar domain, which the term
“cyberspace”, despite being considered now a bit outdated, reflected best
with an apt symbolism over the Internet’s virtual (physical) infinity and
unlimited potential for interpersonal contact. Communications were
revolutionised to that extent where new behavioural patterns emerged from
the online context and, consequently, relevant soc ial norms were bound to be
reviewed. The online self is now a reality, an evolving trend in the greater
map of everyday practices that determine our contemporary societal
outlook.
Law, the fundamental tool in the administration of justice, does not stand
outside this design of things; it mirrors society, interferes when called in
and regulates where need rises to. Until now, a variety of online issues
between individuals, groups and governments have been covered by both
national and international legal institutions and statutory instruments, thus
underlining the pervasive breadth and adaptability of the legal authority.
However, there are also grey, unresolved areas. The diverse electronic
environment allowed the birth of practical freedoms and rules that submit
solely to its distinctive communicative logic: a user may jump anonymously
or under the guise of a nickname from one webpage to the other; may
-156-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
proceed into forms of contact that in the “real world” would be considered
either inappropriate or banned; and may also be restricted by the
architecture of passwords, commercial infrastructures and private online
establishments. Understandably, the amount of hosted activity does not
fully comply with the interpretations of the world which laws carry; yet, on
the other hand, it marginally emulates real world processes. It is debatable
whether the materialisation of human conscience in digits is entitled to
similar legal protection as prescribed for the offline self.
For one thing, the otherwise “divided” user perceives existence in its
unity. It is under one set of inherent human values and ideals of justice,
which lie in the heart of our civilisation and its moral traditions, that she
translates and criticises limits to freedoms and rights as applied to the
diverse facets of her life: in family, in the workplace, on the street, in private
spaces like restaurants or super markets. Although “scattered”, the human
being keeps a rather centralising viewpoint over the self and the ideals it
holds on to and further seeks to preserve. Therefore, it is not difficult to
comprehend arguments or complaints that are brought forward in respect
of online communications processes. Within the digitised jungle, where in a
social-Darwinist manner “the fittest survives” and the mightiest rules,
personal dignity is the first to be attacked without means to defend itself or
to exact any form of conventional offline compensation.
The online self is a rather complicated concept. It may acquire different
degrees of distance from the individual it represents, making appreciations
over the legitimacy of its assertions even more difficult, as far as an
explanatory reasoning based in law is interested and able to correlate.
Could these variants of the electronically manifested human demand for
themselves real-world liberties? In reverse, could harmful interference with
their hypothetical existence build an argument for calling in the application
of law? For the purposes of the present discussion, which doesn’t aspire to
give answers rather than to set a starting point for future endeavours, three
schematic modules of factual personalisation will be portrayd and explored
under the light of the rights discourse.
-157-
Masaryk University Journal of Law and Technology
The “Virtual” Metaphor [2]
Cyber-Culture and Virtual Bodies [2.1]
The cyberspace ideal - defined, in brief, by information infinities and
humanity metamorphosing under concepts of digital metaphysics acquired popularity across the pioneers of the early computer networks,
back in the days when the TCP/IP protocol was being introduced to
conclude with the realisation of a global “Internet”. It offered a lifestyle
alternative with vivid hopes for reaching that through technology to the
next step into the evolution of human morality. Users pertained to
deploying personality traits within the communications module and to
imagining bodies of transferred data hosting their, now expanded, intellects
across the “living” network. The reason behind that was possibly the
onscreen “emptiness”, the visual silence of unrealistic pixelised images and
words that were hanging heavily over monochrome backgrounds. In
substance, the Internet experience was nothing more than received
information causing changes on the users’ monitors; however, the
mesmerising simulation of space that those frugal displays achieved, in
conjunction with the unprecedented feeling that the physical self perceived
when with the touch of a key his conscience would cover long distances at
the speed of light, created the impression that virtual bodies were taking
shape and visiting computer system after computer system.
The virtual body sensation changed radically with the arrival of the
World Wide Web (www). The real world colonised and finally took control
over the “vision”, making it more approachable to the increasingly
incoming masses that were seeking to simulate offline practicalities rather
than complying with science fiction apparitions. Yet, the virtual body
concept did not die, it simply adapted; its close connection with the mind
and the emotional world of the user retained its important role in
formations of active international technosociality.1
1
Escobar, A. (1996), Welcome to Cyberia: notes on the anthropology of cyber-culture cited in
Youngs G., Theoretical reflections on networking in practice – the case of women on the
Net, in Green & Adam (2001) p. 84
-158-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
Three Models of Interactivity [2.2]
We may apprehend online interactivity over three basic patterns of
contact. The first is what we may define as the “real-to-real” (R2R) model.
Its premise is simple: communications are conducted between identified
offline entities. Email exchanges between accounts with clear offline
attachments (like “N.Gervassis@uniofedinburgh.co.uk”) or pseudonyms
(nicknames) that indicate actual offline identities through accompanying
data, fall under this category. On the other hand, an R2R contact occurs
whenever the Internet is directly or indirectly utilised as a conventional
communications medium, as for example happens when a commentary
over known persons is uploaded on a news website.
The “real-to-virtual” or “virtual-to-real” model (V2R) takes an obvious
distance from the R2R, since one of the involved parties attains to
anonymous/pseudonymous channels for online expression. Here we may
include incidents referred to in the amount of CyberSLAPP/“John Doe”
cases2 and any communications between free online services and their
clients that, however, while seeking privacy did not disclose personal data
to their hosts during the relevant registration procedures.
Interaction between identities exclusively apprehended by their online
existence complies with the third and final model, which is thus called
“virtual-to-virtual” (V2V). As such are defined contacts made between users
hiding behind nicknames in artificial online environments, the likes of chatrooms and massive multiplayer online games (MMOGs).
2
“CyberSLAPP cases typically involve a person who has posted anonymous criticisms of a
corporation or public figure on the Internet. The target of the criticism then files a frivolous
lawsuit just so they can issue a subpoena to the Web site or Internet Service Provider (ISP)
involved, discover the identity of their anonymous critic, and intimidate or silence them.”
“CyberSLAPP cases are so-called because they are Internet versions of a much older abuse
of the legal system known as SLAPPs, or Strategic Lawsuits Against Public Participation.
SLAPP cases are typically brought by powerful corporations or public figures against
regular individuals who oppose them in some way by fighting a new development, for
example;” from the CyberSLAPP project website, available online at www.cyberslapp.org .
The Electronic Frontier Foundation have enduringly defended “John Does” (anonymous
users) in court and host on their website a rich list of cases, available online at
http://www.eff.org/Privacy/Anonymity/cyberslapp.php. One of the most important cases is
still considered to be U.S. Dendrite International, Inc. v. John Doe No. 3, 775 A.2d 756 (N.J.
App. Div. 2001).
-159-
Masaryk University Journal of Law and Technology
Dive into the Virtual: Metagenesis and the Virtual Body [2.3]
In rerum natura [2.3.1]
Once launched into cyberspace, human conscience travels through the
artificial infinity. It substitutes its physical shell with a digital trace as the
only indicator of the apprehended meta-existence. Although navigated with
the use of solid objects like keyboards and computer mice, it pretends to
physical insubstantiality. Communication is materialised through visual
representations, words and digital simulacra moving across screens to
signify life, real in mentality, nebulous yet in matter – almost phantasmal.
Interactivity of minds on the Internet incarnates a laudable form of
human contact, whereupon online models of societies have been instituted
and are thriving. The inhabitants of these spaces are directed transmissions
of data, animated personifications that pose as role-played characters,
anonymous and pseudonymous entities and even personifications of static
computer systems. The appointed umbrella term online personae includes all
these projections that bring their demeanours into conflict while conferring
respective offline emotional shifts.
The Virtual Body constitutes the tangible appearance of the persona
which other users perceive. A combination of software preferences is
activated to endow it with onscreen presence. Henceforth, putting aside
experiential licences of “conscience hosts” that online participants get
attached to, technically and in essence Virtual Bodies are software interfaces
that serve as both-ways access points, towards and from the user.
Whereas the external human observer comprehending the parameters of
contact through symbolic representations, in this section we will elaborate
on the practical development of online personae and associated themes, via
exploring the Virtual Body paradigm. Although illusionary, the given
impression of digital substantiality facilitates comparative appreciations of
the virtual world, in reflection to our knowledge of the real.
Simulation of the human being, accompanied by re-phrasing materiality
with the use of computer code, entails the belief that the normative order
and ethos of the real world are being transferred as well into the adopted
setting. The memory of reality is instead imagined as its extension. While
the effect remains true for all R2R situations and, partly, within V2R issues,
-160-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
in all other developments and especially those V2V instances, it features a
plasmatic construction. Rights and obligations may be accordingly claimed
but it is disputable whether they meet requirements for raising actual legal
discourse.
In reverse, the semantic function of the Virtual Body applies normally to
R2R models when “real” actors seek evidence of their online involvement.
The idea of a body made of data, performs as a marker. Therefore, while
being dominated by a metaphorical linguistic outlook, the following part of
the discussion should be interpreted, wherever implied, in pragmatic
approximation to those circumstances where the Net need not to be
depicted beyond operating as a communications conduit.
Virtual Landscapes: Lands behind the Mirror [2.3.2]
Communications needs and the offered vast potential for exploitation in
other lines of social activity formed the basis for the overwhelming plurality
of hosts that operate on the Internet. These environments present
tremendous diversity in goals and thereupon utilised interfaces. The only
limit to creating new interactivity platforms is, without exaggerating,
human imagination. While storing hardware capacities are non-stop
increasing and software designing follows a parallel developmental course,
more and more innovative and improved online setups come to be added
on top of the existing plethora.
On these platforms users discover the tools that will enable them to flesh
out their online presence, to construct their Virtual Bodies. A combination
of interface capabilities and the participants’ desires will determine the
progress of further online involvement. Some spaces are designed to allow
cross-platform communications, the likes of email services; others are
relatively isolated due to performing as closed systems on grounds of both
setting and software, as happening with the various MMORGs. Netsocialising is implemented from there with the formation of communities
that are either defined by the purpose and constraints of the hosting setup
or by the cross-platform attitude that their members pursue to express.3
Personalities may, in search of spreading their presence across the
3
For defining these two models, the terms intellectual and the functional virtual community
have been previously suggested, in Gervassis (2004).
-161-
Masaryk University Journal of Law and Technology
multiplicity of spaces, exceed appointed interface limits by incarnating their
demeanours on different platforms; for example, a user may be operating
under the nickname “Highlander” on both the MySpace networking website
and Yahoo! Messenger. Interestingly, “Highlander” adopts a characteristic
typing idiom, common for his two different “bodies,” that establishes a
degree of reputation throughout both environments. Understandably, the
parameters of interactivity are multiplied with each new factor may add to
its equation basis.
Through the rough description of online setups is further made clear what
possibilities are reserved for a given Virtual Body to abide by one or more
of the as above suggested interactivity models. A closed game system will
restrict the between partakers relationships to a V2V line of contact; but, at
the same time, a game character that makes insulting comments about a real
person in such a popular and crowded space as the World of Warcraft game
is prone - in the first instance4 - to incoming V2R liability; an application
allowing cross-platform communications enables the body to perform
alternatively under V2R or R2R rationalities, and so on.
In addition, it should also be noted that the degree of virtuality to which a
digitised landscape adheres to imposes limits to offline authorities against
approaching online entities. Once the Virtual Body gets completely
disconnected in praxi from a specific human being and any identifying data,
like name, nationality, residence etc., it is considered sort of independent: in
acquiring full anonymity it literally cuts off all jurisdictional links with the
physical reality.5 Of course, in this manner is simultaneously forfeited any
legal form of protection that would benefit the human user.
Ensarcosis: Adopting a Virtual Identity [2.3.3]
Partially paraphrasing a notion explored by Plant,6 cyberspace is the
womb where human conscience finds prolific space to be reborn. The
concept of the Internet varies from person to person; thus, means of
4
5
6
The identity of the user may be revealed under normal legal procedures by the game’s host,
leading the dispute to R2R channels.
Hidden/fake IP addresses stretch the effect to its limits.
Plant simulates cyberspace’s fertility to the feminine nature, contradicting it to phallocentric
approaches to its operation. (Plant, S. [1995], ‘The future loom: weaving women and
cybernetics’, Body and Society, 1 [3/4], pp. 45-64, cited in Green & Adam (2001), pp. 318-319)
-162-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
constructing online identities7 are brought forward and used in an
innovative variety. Virtual Body, and consequently the user, seeks out to
become uniquely identified. The construction of an online identity passes
through successive stages like form, gender and name.
Gender and name respectively imprint the body’s presence and weight in
the cyber-community. The selection of identities follows after existing
societal stereotypes,8 either to replicate their dominant elements or to,
intentionally, deconstruct them online. Combined identification factors,
such as nicknames, determine consequently the Virtual Body’s behaviour
and influence virtual mannerism in response to the alternative themes
residing in hosting landscapes.
Accordingly changes the visual depiction of the Virtual Body. In text
based environments, words become matter to describe action and emotion,
thus literally speaking the body-language. Other settings (or “worlds” as
they are often called) facilitate advanced software applications to build
bodies combining images, sounds and words.9 The intrinsic connection
between code and natural language in conceptualising environments and
actors animates cyber-communications. Most importantly, only through it
users receive feedback on their virtual whereabouts.10
Psyche: Animating the Digital Soul and Infinite Life [2.3.4]
Assuming the Virtual Body identifying the human mind, what and where is
the digital avatar’s soul? While the intellect navigates activity, in reality it is the
soul which is projected online. For example, an online persona being used by a
number of users that access the Net at the same time subsequently presents to
the external observer a multi-layered and complex “emotional” ethos. From
the exactly opposite perspective, multiple alter egos of one user diverge in
terms of setting, and possibly behaviour, yet their emotional sensitivity
reaches down to the one shared soul. Furthermore, a different point on soul is
raised when the Virtual Body “dies”, when it ceases to exist because either the
7
8
9
10
Turkle (1995)
Michaelson, G. & Pohl, M., Gender in email-based co-operative problem-solving in Green &
Adam (2001) p. 42
Such typical examples are set by MMORPGs like Everquest, City of Heroes and Lineage,
and the virtual world of Second Life.
White, M., Visual pleasure in textual places: Gazing in multi-user object-oriented worlds in
Green & Adam (2001) p. 127
-163-
Masaryk University Journal of Law and Technology
digital environment is set permanently out of order or the user decides to
terminate a particular online identity. 11 The demised persona may as well be
resurrected in another environment or return under a different name.
Virtual Rights [2.4]
Offline world rights and freedoms call upon altered virtual
interpretations the moment the human being integrates with the world of
information. In virtual environments the right of self-determination12 acquires
literal meaning. The human, unrestricted by natural laws, decides on its
gender13 or enjoys digital asexuality, while the right is expanded to optional
anonymity or choice of representative pseudonyms. Similarly, the
infrastructure of the Internet ensures unlimited freedom of movement, which
in turn is connected to a right to nationality,14 converted on line to global
digital citizenship or positive denial of national bonds. Through this module the
body achieves access to infinite freedom of impression.15 Finally, the concept of
Virtual Body constitutes realisation of freedom of conscience and claims a
right over private sphere on the user’s behalf.
Digitised Mischief [2.5]
Virtual societies nurture the remanufacturing of physical world
behavioural models. The Internet facilitates democracy to one degree but
simultaneously encourages sub-expressions of violent tendencies to surface;
the technological freedoms it offers and the virtual non-existence tempt into
misusing the digitised landscape. Virtual immortality plays a significant role
there, since, unless the hosting structure takes effective control,16 abusive
11
12
13
14
15
16
However, when the user is logged out the body is supposed to be asleep.
Self-determination in democratic societies depicts participation in decisions affecting
eventually the individual (Fleiner [1999], pp. 40-41) whereas the International Covenant on
Economic Social and Cultural Rights addresses it in art. 1 as a right to determine political
status and to freely pursue “economic, social and cultural development”.
Roberts and Parks, citing King, address transgenderism as the online switching between
sexes (The social geography of gender-switching in virtual environments on the Internet in
Green &Adam [2001])
Cranston (1973), p. 32
Hick, Halpin & Hoskins (2000), p. 218
The point refers to moderators or any other form of a de facto monitoring authority in
virtual settings that can actually detect users behind the veil of anonymity and prevent
further entrance. Exclusion, especially if a setting is popular and gathers the majority of
one’s online affiliations, may cost dearly.
-164-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
contact remains essentially unpunished once online perpetrators may
disappear and be subsequently resurrected under different guises.
Online setups are exposed to the power of the word, a notion receiving
ambivalent interpretation. The term Digital Assault builds an online
metaphor of Physical Assault and engulfs both forms of virtual and code
attacks. Virtual attack adheres to psychological violence, while the code
equivalent includes the use of software to degenerate the target’s digital
substantiation. The word is the means of conduct on the Net; it postulates a
simulation of physical harm through either the infiltrating performance of
software or, like in old MUDs, the virtually constructive operation of
language, and on the other hand it exploits plain verbal offences.
Agreeably, online personae carry equal capacity to both being
perpetrators and victims. The John Doe cases court experience has proven
the V2R strength of anonymity, clearly implying further potentialities for
non-eponymously registered and thus non-identifiable violators. The
anonymous attacker forces his will, hidden behind digitised semblances.
Anonymity/pseudonymity only crowns a huge arsenal of digital weapons
lying at the potential infringer’s disposal; from data overload and other
practices of information warfare17 to software clandestinely infiltrating
systems and data (spyware). However, few of them can truly outmatch the
painful effects which words impart on the self.
When Virtual Becomes Real [2.6]
Hobbes theorised a non-aggression pact between beings as the basis for
the ordered operation of social formations and conception of the origin of
law.18 A similar silent pact had been established online since the Internet’s
public inception. Virtual communities enforced internal standards19
inspiring users with trust in networking computers, opposite to the
unfairness which face-to-face physical world contacts had shown.
Gradually, though, human misbehaviour managed to pass through,
circumventing the terms of pax cyberia and making apparent its actual
17
18
19
Delibasis (2002) p. 257
Cranston (1973)
Hick, Halpin & Hoskins (2000), p. 187
-165-
Masaryk University Journal of Law and Technology
fragility. It was back then that the negative power of words was made
apparent in electronic settings for the first time.
Regardless conducted between symbolic manifestations, interactivity of
this nature leaves very true emotional impacts. Onscreen messages
captivate the gaze of the user and convey attitudes and moods, equally
aggressive or affectionate. Language reaches beyond its simple
communications function to morph into a weapon. Chronicled in detail by
Julian Dibbell,20 the landmark incident of cyber-rape in the LambdaMOO
virtual community still conveys aptly how V2V contacts inflict real
unwelcome effects upon humans.
The cyber-rape parallel is built on replicating the inequalities of sexual
contrast: “practical” advantages like fast typing skills and assisting software
tools empower one user, as online personae cross paths. As rape in the real
world consists of more than just the use of force over another in order to
engage carnal activities,21 but also the victim’s additional emotional pain
caused by inability to resist and unwilling participation in the perpetrator’s
activities, the cyber-rapist forces the victim to endure text messages,
disrupting images and so on. In this respect cyber-rape is a behavioural
communication that victimises the receiver’s emotional status.
Cyber-stalking is another form of online deviant behaviour. Its V2R
manifestations22 have long caught the attention of real-world prosecuting
authorities.23 The anonymous V2R cyber-stalking deployment includes
harassing or threatening electronic messages, as also the stalker’s repeated
presence at the victim’s “virtual neighbourhood”. Although the distance
factor in V2R cyber-stalking reduces considerably the degree of physical
threat, and even more its realisation within a V2V context, it imposes the
sense of continuous monitoring and “substantial emotional distress”24 to the
20
21
22
23
24
Dibbell (1998), pp. 11-30
Gruen & Panichas (1997), pp. 393-404, where are also included extracts from a Model Penal
Code proposed by the American Law Institute providing further description of the term
“force”.
Defined as “use of information and communications technology, in particular the Internet,
in order to harass individuals. Such harassment may include actions such as the
transmission of offensive e-mail messages, identity theft and damage to data or equipment”
in Bocij & McFarlane (Mar 2002).
Bocij & McFarlane (Feb 2002) refer to a report prepared by the U.S. Attorney General in 1999.
Michigan state definition provided in Bocij & McFarlane (Feb 2002)
-166-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
user. Eventually, cyber-stalking induces fear and communicates indirect
control over the victim, similarly to offline stalking.
Defeat during a game session upsets the player; the unpredictable loss of
stored data from an online account creates frustration. Admittedly, these
instances constitute facts of life, yet they are differently assessed if linked to
previously implied obligations to abstaining from damaging activity.
Inflicted harm upon the Virtual Body, where assurances have been directly
or indirectly provided against such an outcome, passes justifiable
resentment to the user. The Chinese Arctic Ice case was the first in the world
to rule that a game owner should restore a player’s lost virtual property
(game weapons), “because of loopholes in the server programmes that
made it easy for hackers to break in”.25
In direct connection to the previous example may additionally be
considered the relationship between interface host and user. It resembles the
vertical power structures of states and citizens. The ISP is the card holder who
eventually may decide to terminate the lifespan of the Virtual Body or do so
by accident. In such an event the damage for the user is irreparable, especially
where important personal data are crucially connected with the deleted
account, such as an entire list of online and offline contacts. Moreover, the ISP
could off-handedly block vital operations that the Virtual Body carries along,
to reflect substantial implications even outside the virtual context. On the
other hand, the parameters of the issue shouldn’t be misappropriated where
termination ensues as a final measure under the host’s virtual jurisdiction
against users that violate pre-agreed rules of engagement.
Finally, Digital Assaults as initiated by states leave a deep impact, due to
the inability of the individual to defend her position against superiorly
imposed means. Virtual Bodies stand vulnerable opposite to government
surveillance practices, online blockades and Code attacks.
In a final look over virtual attacks, the effect of words, being the most
frequently met offensive practice online, is strongly pointed out. Abusive
expressions inflict pain; injure the other individual’s honour, dignity and
25
‘Online game company taken back to court for virtual theft’, China View 11/02/2004,
available online at http://news.xinhuanet.com/english/2004-02/11/content_1310083.htm ‘Gamer Wins Lawsuit in Chinese Court Over Stolen Virtual Winnings’, TechNewsWorld,
19/12/2003, available online at http://www.technewsworld.com/story/32441.html
-167-
Masaryk University Journal of Law and Technology
reputation26 as accumulated and maintained within the artificial
environment. Eventually, the virtual is virtual itself once common sense
places at the other end of the line the soul and the emotions of real human
beings. This is the reason why in terms of online contact the latter are
elevated one level above to “observers” by being called “participants”.
Opposite to human susceptibility virtuality sits rather transparent.
The materialisation of human consciousness in digitised apparitions of
Virtual Bodies provides empirically sufficient evidence of the involvement
of actual persons. The semi-fictional, semi-experiential perspective from
which online participants understand the development of their
communications surroundings has further encouraged the assumption that
personality may equally claim its rights across the network and inside its
artificial structures.
To one degree, certainly, no matter how far humanity may reach, to the
depths of the ocean or to the outer space, it will carry its laws along the way
and be bound by their force. However, the resolution of the personality
treasure-hunting does not arrive on such easy terms. The empirical
subscription to Virtual Bodies does not appeal to the full spectrum of
currently dominant social and legal conventions. Regarding approval of
new conceptions of personalities that discover the tangibility of their actions
in Virtual Bodies, specific questions precede, such as the eligibility of rights
and identities along the process of online communications under the
rationality of law. Not coincidentally, the appreciation of identities by social
mechanisms presents structurally the point from where aspirations for
personalities should begin their assertions; the matter determines the
recognition by laws of rights both of and over Virtual Bodies.
Societies, Laws and Identities [3]
Persons Made of Persons [3.1]
The Internet contested an alternative field of societal conflict. Disputes of
legal nature that emerged in proportion to offline engagement models,
found difficulties in dealing with particular processes that mark the
electronic landscape.
26
Cranston (1973), p. 43
-168-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
Much has been done and said so far in legal practice and literature,
concerning the application of law to online variations of contact. A certain
degree of harmonisation between real-world regulatory urgencies and
technological interactivity directions has been achieved through reciprocal
understandings and interpretations between the two contexts; it may be
argued, however, that the results partially promote an intention to secure
compatibility of the online setting with pre-existing standards rather than
pursuing advocacy where new cyberspace trends are manifesting. On the
other hand stands the ever returning question, whether law should absorb
every incoming fashion and sanction it as a social precedent; the law, after
all, is envisaged to operate as a tool that evades passing superficial changes
in matter and remains focused on a minimum arrangement of diachronic
social values. The particular argument poses the major obstacle of principle
against conceding to expanded legal conceptions of personality.
For one thing, the users’ perception of digitised selves that become
materially independent entities and surf waves of data across the sea of
information was heavily influenced by science fiction visionaries in
literature and movies, conferring prophecies of post-apocalyptic doom and
aspirations for building future utopias within the confines of “cyberspace.”
However, the commercial popularisation of the Internet and parallel efforts
in humanities studies to connect with online behaviours, reaching to
conclusions such as “the cyberspace fallacy,”27 rationalised down the
illusion of a separate plain of existence as one more of the complexities that
define reality, which by nature comprises of different virtualities
synthesising one total, multi-levelled experience.
And yet, even demystified under the over-analytical scalpel of logic and
science, the digitised part of experience feels to those that dwell “behind the
looking glass” of their screen displays pretty much real. Interactivity ignites
real emotions into the human being, no matter the hosting virtual stage, no
matter the mask covering the face. In the end, the different roles we assume
within the measure of a single day in our lives come inevitably into sheer
conflict with each other. Frustration at the workplace, for example, is later
transferred into other areas of daily activity, affecting the manner in which
27
Reed (2004), p. 218
-169-
Masaryk University Journal of Law and Technology
subsequent - though irrelevant to the source of the particular mood situations are handled. All scattered identities of the thus divided self
intersect with each other to determine in total the apparent character of the
one complete entity.
Identities, Societies and Values [3.2]
Societies, in general, are not unfamiliar with the interoperability of roles
that resides inside the individual and finally renders him a synthesised
rather than an indiscrete unit. They respond by generating normative
“defence” mechanisms, usually exploiting expressions of contempt to
enforce discipline where the prevalence of one aspect of the self may be
unwelcome. The thus articulated indirect recognitions of the human
amalgam point out an additional fact, as the existence of the multiple
identities that a person bears is primarily confirmed opposite to values that
are being held higher at the given time and could potentially be threatened
by the outcome of the inner clash.
Within the clutches of our contemporary Western societies we observe
such mechanisms as pointed out. The demerit they impose acknowledges
multiplicity by seeking to prevent specific identities from “escaping” the
self; in contrast, it reveals the true priorities that govern our times. Hence,
the politician who gets involved in a minor sexual scandal when answering
to the idiosyncrasies of his psyche and body is thereupon considered unfit
for serving his position; furthermore, at Western airports passengers of
particular cultural background or of external appearances connected with
stereotypes of such origins are more frequently picked up for random
routine examinations and more thoroughly searched at security checks.
Clearly, the each time opted for social standards and priorities, no matter
right or wrong the followed path of action may appear in theory – since, we
may argue, hardly does the homosexuality of a Minister of Agriculture
differentiates him to his colleagues in responsibly performing his tasks, or
the terrorism activities of a religious fanatics minority represent a culture of
extremely wide breadth – determine what significance colliding roles
acquire, to further distinguish between identities worth of being protected
and placed under continuous scrutiny..
-170-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
The law submits its operations to a similar principle, giving for the first
time legal substance to human conditions for regulating them. Called in to
serve what is deemed necessary to protect for the public good’s sake, it
illustrates new subjects and objects; where these issues have not existed
before in the eyes of the law, they now take shape and equally get voice in
courtrooms. Despite beginning with the creation of enemies, this line of
reasoning simultaneously gives official ground for those responding
defences to challenge their status, enabling them in the long run and under
the terms of battle to even contest privileges.28
Contemporary Orientations in Law [3.3]
A few more points are needed to be stretched out on the relevance
between treasured social values, identities and the law. In both previous
examples of social mechanisms, the qualities coming into scrutiny were not
per se those parts of the self that would otherwise pass as acceptable or even
indifferent: the scenarios pinpointed to dominant contexts enforcing a
balance between the various constituents of human entities.
The examples were not selected in random. In the beginning of the 21st
century the Western political and social discourse appears to be dominated
by issues of security and moral bankruptcy; laws have followed closely. The
increased number of anti-terrorism legislation which stormed the scene
after the 9/11 attacks have openly weighed against civil liberties.
Discriminations have been allowed to perform undisclosed during
investigating procedures, an issue that has ignited intense criticism against
the U.K. Anti-terrorism, Crime and Security Act 2001. In a different area, the
vast majority of Internet laws have been preoccupied with either securing
the Intellectual Property entitlements of major industry stakeholders or
cracking on controversial morals and ethics, whereas calls for launching a
more determined online defence of fundamental freedoms are constantly
being set aside.
Hence, it is difficult to start with an argument of rights and from there to
promote a hypothesis of thereupon invented personality opposite to legal
28
The mentioned further below issue of slavery, was legally initiated in modern times with
African slaves conditioned as movable property. As more proprietary issues were brought
to courts they were challenged and abolitionism ensued.
-171-
Masaryk University Journal of Law and Technology
systems that indulge in fixing their restrictive focus. Moreover, there are
considerable obstacles in the way for online identities to claim acceptance in
law, when their circle of activities does not involve the degree of demerit
that would invite legal interest. The conspicuousness of such a
disadvantage takes us deeper into discussing manifested trends and
criticising the legal priorities which have apprehended the online
landscape, and for thus is selected a particularly controversial case study.
Images of Innocence, Identities of Guilt [3.4]
In Europe most national online content laws subscribe to a model mainly
preoccupied with making firm clarifications over ISP liabilities and confirming
penalisation against pornographic depictions of minors. It should be noted
that there is no precedent of state legislation introducing online content for the
first time with declaratory pronunciations of Internet speech protection. 29
Measures against exchange and possession of specific pornographic
material, aim at striking down paedophilia. Etymologically, the term
“paedophilia” does not explicitly define the tangible action to which it has
been associated with; it refers to a state of abnormal desire that could lead to
pederasty, the actual violent sexual abuse of children. 30 Certainly, paedophilic
tendencies were not instigated across societies due to the presence of a
computer network; paedophilia is a psychological sexual disturbance whose
29
30
Under this reasoning, if not bringing on loud statements that would address directly the
multitude of online expression and give guarantees that the state will protect the relevant
rights off all its citizens, a different content law initiative would have first sanctioned the
integrity of self-published material on the Net. The logical counter-argument to such a
proposal would suggest the amount of constitutional and lesser provisions that already
exists and extends over Net involvement. In analogy, however, previous penalisation of
obscene material should be covering the Internet as well. Therefore, it is tacitly implied that
either such legislation was never there before to regulate these matters (thus exposing the
state on grounds of inefficiency) or that clearly preference is being given to criminalising the
Net instead of safeguarding democracy and its principles in all forms and across all settings.
Arguably, by viewing the material in question the paedophile concedes to preceding sexual
abuse of children, captured on picture; thus he is becoming a participant, by encouraging
production of such images. However, as the purpose of such measures is to “prevent the
exploitation of children by making indecent pictures of them” (UK Protection of Children
Act 1978) these laws also prescribe against pseudo-photographs, where an impression is
conveyed that “the person shown is a child”, s 7 (8), and adults are being pictured with the
intention to look like minors. Assuming an extremely hypothetical take on the theme, that
the viewer explicitly pursues pseudo-pictures, revolted by the idea of actual children being
violated; since no minors were abused and the person in question appears no likely to
pursue involvement in pederasty, how could therefore be justified the extended scope of
the law against him? The legislative objective, though, is to expand upon both exploitation
in production of pornographic material and inciting pederasty.
-172-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
causes are found in the labyrinths of the soul and has existed before the
information revolution, as “immorality is not a post-Internet phenomenon”.31
Beyond that, a paedophile may remain an inactive pederast throughout his
entire lifespan and perform in parallel as an exemplary worker, a good
family man, and a law abiding citizen; in pushing back successfully the
physical fulfilment of his urges he does not differ to the majority in a large
community, who, in proportion, constrain sexual proclivities or extreme
violent tendencies in view of common morality standards and in fear of
laws. From this perspective, the activity of viewing pornographic images on
screen may be disputed as, in principle, harmless. However, the legislator
reached to the conclusion that the Internet spreads paedophilia beyond its
insofar kept boundaries and it motivates pornographic industries to produce
relevant material through actual children exposure. For thus was introduced
full penalisation, reaching down to regulating private possession of images,
regardless the source or the manner in which these were accumulated.
Despite appearing over-the-top provocative, the presented argument does
not intend to glorify paedophilia or to discredit the appointed scope of laws.
On the contrary, its purpose is to comparatively underline circumstances
that push laws to engulfing even the least sound externalisation of an issue.
The author wants to argue that laws do not proceed with similar zeal in
regulating across the spectrum of online activity. Thus is signified a
priorities perspective which unfaithfully fails to pay tribute to the ethos and
political freedoms that have sustained modern democracies and enabled
them to proceed uninhibited with deciding upon their law making choices;
for that it is exposed to criticism. Even if the paper’s aims had been less
quixotic than researching legally convincing concepts of cyber-personalities
and had employed a rather pragmatic look over conflicts on the Net, our
societies show enough reluctance to initiate firmer implementations of the
human rights scope to discourage it from proliferating.
In their most elusive digitised manifestations users exist only for
criminalisation purposes. No matter abiding by either R2V or V2V
communications, they will be hunted down for exchanging images of naked
children. The identity of the strictly online paedophile is rightfully
31
Hick, Halpin & Hoskins (2000), Preface, p. xi
-173-
Masaryk University Journal of Law and Technology
appreciated and quickly connected to its offline source. However, a legal
foundation which would convince of the most sacred values of democratic
social formations and chase their realisation independent of the posed
setting has not been analogously sponsored. Therefore, the lack of such a
vindication scope weakens dramatically the prospects for rationalising
online human identities on the basis of fundamental freedoms.
Even where common law systems could condition for online personalities
of this theoretical breadth to infiltrate with relative flexibility the body of
rules by appealing to the judiciary’s insights, without its prior positive
predisposition a national setting difficultly would come closer to conceding
for like personality identifications, whilst such inclinations seem anything but
visible in the horizon.
Preliminary Conclusions [3.5]
Summarising the up to this point deployment of examples and thoughts,
formalisation of identity ensues struggles of social, essentially political and
legal character once these have reached in common to a point of agreement.
Additionally, in the language of law identity entails the appointment of
legal subjects. It is a technical task that returns ontological effects 32 into the
premises of all generating backgrounds: primarily, identity expresses
rights,33 and, in this sense of empowering entities, its recognition is
plausibly followed with precaution by the relevant socio-legal settings.
Understandably, our contemporary legal culture has reserved
conventional limits for establishing individualities. Opposite, the offline
human fights continuously for being accepted on her inherent variety of
“identities” and, for thus, seeks to validate each one of them. On the other
hand, the online communications presence signifies the self; consequently, a
responding symbolic caption in the real world of rules would celebrate the
end for the quest for a solid referent.
Beyond just the matter at hand, the individual exists as one; those qualities
we may address as separate identities for the sake of the argument are, in
reality, concentrations of rights that relate with a range of action. Therefore,
questioning online personality means aspiring to expand over the online
32
33
Douzinas (2000), p. 259
Ibid., .p. 255
-174-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
setting the rights that come to be associated with the human being and,
accordingly, guarantee its protection.
In this course of legal debate, the rhetoric of human rights and civil liberties
was frequently brought into focus. However it may sustain a strong subjectivity
argument at later stages in courtrooms, apart from general declarations and
guidelines, its broad theoretic scope is hardly ever utilised to initiate functional
matters in law. Returning to a previous critical observation on the constraints
that have been imposed in practice over the proliferation of the rights dialectic,
the issue of personality may remain jurisprudentially rooted within the abstract
human nature, yet employs alternative legal paths to subjectivity.
Playing with Law: A Question of Subjects [4]
The Game of Rights [4.1]
With the analysis on the Virtual Body, its attributes and operation
variants in mind, alternatives to personality other than straightforward
appreciations of a human self come into view with a twist.
Historically, the struggle for rights and personality as citizenship was
rarely succeeded by the self-evident philosophical foundation of humanity.
Law is a game, a symbolic apprehension of life, restricted to
representational sets of rules. Like in every other game, the best way for one
to win is either by cheating or by using the rules to his advantage, maybe by
bending but not by totally breaking them. In any case, this leads to posterior
efficiency checks that work towards improving the regulatory setting. The
world of sports presents simple examples, with continuing amendments to
previous regulations that seek out to maximise excitement as well as
fairness in the game: in football, the offside rule and recently enforced
restrictions in the manner the ball is exchanged between players and the
goalkeeper of the same team34 illustrate best this argument.
34
“A player in an offside position is only penalised if, at the moment the ball touches or is
played by one of his team, he is, in the opinion of the referee, involved in active play by:
interfering with play or; interfering with an opponent or; gaining an advantage by being in
that position;” “An indirect free kick is awarded to the opposing team if a goalkeeper, inside
his own penalty area […] touches th e ball again with his hands after it has been released from
his possession and has not touched any other player; touches the ball with his hands after it
has been deliberately kicked to him by a team-mate; touches the ball with his hands after he
has received it directly from a throw-in taken by a team-mate.” From the “Laws of the Game
2006” booklet, published by the Fédération Internationale de Football Association.
-175-
Masaryk University Journal of Law and Technology
Rights and political empowerment of modernity were first achieved less
by opposing the preceding status quo with moral properties that by
contesting an argument of actual property. The economic strength which
the French bourgeois had acquired, their control over material goods, was
the practical ground which they stepped on to challenge monarchy in the
second half of the 18th century and to make official new subjectifications and
relevant liberties. From the political revolutions that introduced modernity
to the technological revolutions which define post-modernity and then from
property to intellectual property, a daring hypothesis proposes both using
and bending the rules of the legal game, towards introducing new qualities
of subjects.
In a long tradition of jurists, the Spanish scholastic Suarez claimed that
“natural men posses property rights” over their own freedom; 35 later on,
philosopher John Locke suggested property as a conceptual means and
ends for securing individuality.36 Bringing together the above two
viewpoints, not in direct approximation of their contents but as
enunciations of an underlying thematic logic, enables us to correlate
property and rights for online personae. If indeed rights express identity
and vice versa, and property reflects a right, a subject in law might take
shape where Virtual Bodies pose objects of material and intellectual nature.
Subjects of the Virtual [4.2]
Little problems, if not at all, befall upon the determination of the subject
and its rights as far as an online relationship develops on a R2R basis.
Conflicts are resolved through the usual offline channels, independent of
the private or public standing of involved actors. For example, the Gutnick
case37 implied an issue of online defamation between two internationals. A
common question over Internet justice, the selection of applied jurisdiction,
35
36
37
Tuck (1979) pp. 54-57
Locke’s fundamental insight was that through property related activity, the individual
“creates and owes value through his own efforts” and thus “[s]elf-reliance and creativity
become the marks of human achievement, acquisitiveness the mark of self realisation and
dignity,” Douzinas (2000), p. 83. The pursuit of happiness acquired prominent place in his
writings and the acquisition of property, as an activity of individual empowerment, was
acknowledged as the key means towards fulfilling the annotated objective.
Dow Jones v. Gutnick [2002] HCA 56, 10 December 2002. Gutnick v Dow Jones & Co Inc
[2001] VSC 305; [2001] ACL Rep 85
-176-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
dominated the procedures and occupied legal scholarship. The interest
which the Gutnick case proliferated originated to the originality of the
dispute, that being a clash of national laws over the undefined internationality of the network. The decision did not offer great surprises as in
the end it appealed to the principles of international resolution.38
On the side, however, it managed a heavy hit upon those dreams of
virtuality, by reminding that the Net, although unique in exceeding
terrestrial boundaries, does not constitute a different place, at least as far as
questions of law demand answers.
A considerable weight is now placed upon moving on with treatments on
possible V2R and V2V personalities: if the idea of the virtual collapses then
further elaboration falls automatically short of ground. However, the law
defies spatial virtuality on physical terms; intellectual virtuality is not
affected or analogous capacities to develop a notion of space, built on
abstractions which the law itself admits.
The artificial creations which operate in the real world do not, primarily,
exist beyond the idea of being. Despite incorporeal they may be connected
with tangible assets. In parallel, the online virtual person does not “live” on
the Internet; it simply makes its existence palpable through communications
activities as manifested in Virtual Bodies. It also retains to possessions, like
managing and storing personal data. Online personae are born online as
other fictions are licensed to be born on paper.
Therefore, facing all online artificial landscapes with the rational
predisposal they are but mere channels within a conventional means of
communications, online anonymity that is materialised in e.g. a blogging
account (which is incidentally managed by several undisclosed users)
simulates its counterparts in offline environments. The implied legal
consequences of such a conclusion will be elaborated below.
38
Admittedly, the situation that deemed resolution in Gutnick was the territorial implications
that the Internet brings in, an issue without accurate precedent in straight offline conflicts.
From that point of view, it was more complicated than the impression given in the text. It
questioned the extent and impact of an action across the medium, which, profoundly,
produces due to its nature difficulties in enforcing a rule with absolute confidence in the
realisation of its perspectives.
-177-
Masaryk University Journal of Law and Technology
The 20Q Game [4.3]
Having prepared the field on which all insofar explored themes are meeting
together the discussion will be brought into full circle through a game.
The popular “20 Questions” (20Q) game, 39 which the paper’s title suggests,
is used here as a parable. In 20Q a person thinks of an object or substance
and is being asked “yes” or “no” questions, until the other players find what
he has in mind. Here, the targeted object was early given away in the
introduction and most of the in the process anticipated questions have been
indirectly asked.
However, the reader is kindly asked to participate in this intellectual
exercise of deductive reasoning with similar creativity to the one recruited
by 20Q players. Part of the fun of the game is found in the differences
between opinions that emerge over the qualities of the item in question and
thereupon attempts to rationalise each one’s understandings with the
other’s logic. For example, thinking of a piano, the answerer is asked
whether to use the object one needs to pay; instead of answering “yes” or
“no” he answers “sometimes”, being of the viewpoint that one who already
owns a piano (coming to its possession from her family) doesn’t need to
give money when she plays music at home, but she might need to if she
rends conservatoire facilities for practising. When at the end of the game
round the item is revealed to the group and the progress itself is being
assessed by the participants, the questioner argues that the particular
answer was wrong because the piano owner has to pay to buy it – an
approach which contradicts the answerer’s perspective. Fundamentally,
none of the two opinions is incorrect, since both utilise equally plausible
logics. The conclusion, the feedback which both sides taking part in the
game receive, is a synthesised approach to perceivable entities and notions.
In the introduction was reserved a lack of definitive answers regarding
personalisation of the online self, in promise of the upcoming “experiment”.
Since, for the time being, the personalisation issue postures a rather ideal
subjectification solution, its feasibility remains to be conditioned inside the
mind of the reader whilst weighing the questions and arguments at hand.
39
An online version of the game, and actually in many different languages, may be found at
http://www.20q.net/
-178-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
Do online persona attain to substance? [4.3.1]
The virtual self is externalised through the activities of the adopted body.
Regardless the image it receives onscreen, the Virtual Body consists of
information and data that have been stored on a server or on the user’s
system. Stored data, for the purposes of law, is an accepted form of
property. If the operation of the Virtual Body is to be identified with the
persona, then the latter acquires substance through the former; if not, then it
is to be decided who owns the stored data.
The matter is easier to be resolved when the responding account belongs
to a fully registered offline person. Then we may contain data property into
a R2R appreciation, or, alternatively, attempt to construct a
conceptualisation of autonomous legal personhood, detailed further below.
Lacking direct connections to a particular user the online apparition
postures increased difficulties against realising subjectivity potentials. The
data property requires a legally valid claim over it, ergo a valid possessor or
owner.
From a different perspective, the preferences that determine the
visualisation of the Virtual Body constitute an idea. Assuming the utilised
software being a tool for materialising this idea, the amount of combined
written descriptions, images and sounds that are attached to a particular
persona express a creation, perceived now under the scope of intellectual
property. Hence, the product of the mind is the substance in its abstract
conception and not as the per se electronic data.
Do online personae suffer the same way offline entities do? [4.3.2]
Certainly they may be blocked from entering virtual spaces, their interface
may be partly deactivated without their consent or, eventually, they may be
terminated. One of the strongest arguments that have been posited against
potential affirmation of online personae has been their limited lifespan, as
observed in practice. Users will jump from online service to online service
and from one nickname to the next, apparently avoiding intimacies within
electronic environments and seeking out to maximise their privacy.
One fact, however, that may not be easily forfeited is the permanency
which millions of users around the globe attempt to sustain in regard to
-179-
Masaryk University Journal of Law and Technology
their online identities, in a similar manner to which a personal telephone
number constitutes a vital asset towards societal integration: its loss
imposes substantial difficulties with the possibility of damage upon a
communications based circle of activities; its enduring operation guarantees
long-standing and uninterrupted access to the individual. For constant
online participants their personae, their digital guises, represent more than
simple means to be reached: they reincarnate them electronically.
If the permanency objection should be put on the table for legal
examination, there are prescribed in law artificial persons that explicitly
pertain to temporary periods of time. These are partnerships, set up for a
short duration, yet respectively attaining to rights and responsibilities.
Therefore, in comparison with already existing practices, the prospects are
not eliminated by the temporal character. Plausibly, on the other hand, what
credibility an online persona may contest against being passed for a
circumstantial façade is a matter to be resolved by common proof of its truth,
as most issues in law are decided upon practical assessments over evidence.
The essential impacts that interference with the Net persona might bring
on, discussed above in relation to Virtual Bodies, may be further on
founded on the works of scholars, such as Shirley Tuckle. Tuckle’s extended
research analyses in detail the emotional connections that bind together
users and online identities. The electronic mask is a buoy floating on the
cyber-ocean; it implies directly that somewhere beneath the waves exists a
human anchor, firmly grounded in reality. The person behind the person is
the actual recipient of what involves on the Internet. If, to expand upon the
metaphor, the sea-currents and waves are strong, no matter how heavy, the
anchor will be slightly dragged from its former position. In the end,
depending also on how invested they are in their electronic manifestations,
users are essentially affected by those changes that their alter egos undergo.
Do online personae die? [4.3.3]
Virtual Bodies do die. Accounts are terminated, they dissolve into bits and
bytes and that’s the end of the story. However, do personae cease to exist
the moment the offline person dies? This is a tough question to answer
confidently, since the virtual person is in its function a pure manifestation.
Although primarily it incarnates human conscience, for those that address it
-180-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
on the Internet it is ipso facto what it appears to be: a name, a tag, a sprite.
MMOG characters, for instance, are transferred in online markets, their user
passwords sold along with the full control over their future exploits.
The space we acknowledge as the real world is overpopulated by artificial
persons, who, despite internal changes in management and policies,
continue to exist and perform long after their original founders have passed
away. If the original user ceases to be, her Internet account may lay
dormant and eventually wither in the sea of information until deactivated
through automated maintenance procedures, but may also be acquired and
utilised by another human.40 Those that interacted with it before might
notice striking behavioural changes, yet the point remains that this
particular digitised entity will continue to operate online.
A similar idea envisages the distinctive perspective of imparting online
personae as owned fictional creations. This is a relatively recent theory
which hypothesises creator’s rights over online game characters.41 Beyond
the legal controversies which logically surround it, the as suggested issue
inspires a different look into the evolutionary process that fictional creations
undergo without the participation of their initial creators. We may pick up
one popular culture icon of our era, one which was born and nurtured into
a world well rooted into Intellectual Property laws: the comic-book
character Batman was created in 1939 by American cartoonist Bob Kane. It
is long ago, however, that Kane retired from scripting the character’s
adventures and only a few years since he died. Batman in the meantime has
matured; dozens of editors and even more writers have taken his story
steps beyond, its continuity progressing accordingly. “Batman begins” was
the title of a recent theatrical release: “Batman continues” we may comment
on the commercial and legal standing of the comic book that has outlived its
creator. Batman is protected by both copyright laws, against unwelcome
interference with the written works, and trademark rights that prevent
40
41
The example does not apply to paid accounts, where the user is also the registered
subscriber.
Suggested reading on the matter, Lastowka G. & HunterD. (2004), ‘The Laws of the Virtual
Worlds’, California Law Review, Vol. 92, No. 1; Yoon, U. (2005) ‘A Quest for the Legal
Identity of MMORPGs - From a Computer Game, Back to a Play Association’, Journal of
Game Industry & Culture, Vol. 10; Fairfield, J. (2005), ‘Virtual Property’, Boston University
Law Review, Vol. 85, p. 1047; Castronova, E. (2005), Synthetic Worlds: The Business and
Culture of Online Games, University of Chicago Press; Taylor, T. L. (2006),Play Between
Worlds: Exploring Online Game Culture, The MIT Press
-181-
Masaryk University Journal of Law and Technology
usage of the character’s visual image without previous authorisation by the
lawful owner, publisher DC comics.
Bringing together examinations of “orphaned” or transferred online
accounts, viewed in parallel to instances of legal personhood, and the
additional case of fictional creations, the potentiality of online personae
claiming a degree of autonomy and even protection on the premises of law
appears relatively palpable. Although distant from the as currently standing
legal parameters it recruits, this scenario sketches a theoretical extreme of
feasible personality challenges.
Do online personae have rights as freedoms? [4.3.4]
As long as real, offline persons find it difficult to defend their liberties
(especially where relationships between users and ISPs are mainly
interpreted in legal practice as strictly horizontal through their contractual
basis of online agreements, despite the power structures they emulate) even
less space is offered for recreating analogous protection frameworks for
entities of obscure status.
However, a lesson of playing with the rules comes to the surface, which
the previously mentioned Arctic Ice case made firmly apparent. The violated
integrity of the online game character -a virtual person- sough out for
compensation, not on moral grounds and the ensued frustration, but where
the damage on the character was reviewed as destruction of property. The
consequences of the as reasoned decision –which, incidentally, incited
further similar court action in China- appear crucially promising.
For once, the issue of online property moved through formal legal
channels and was placed under serious examination. Circumstances
towards which the law had stood oblivious until that time were now
granted with indirect recognition, contesting their identification in court.
The matter might be taken a bit further, by remembering that human
slaves were first rationalised in laws as protected property of their masters.
Therefore, since the mechanisms of contemporary law have reached up to
endorsing inanimate and abstract properties with limited subjectivity,
online personae, developing to more complicated models of interactivity
capacities as technology continuously progresses, could anticipate their
proprietary function to perform as the key toward actual entitlements.
-182-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
Concluding Comments: Subjects in (Cyber) Space [4.4]
Artificial legal creations have managed to contest human rights in
courts.42 Douzinas observes that:
“[t]he common complaint about the excessive legalisation of the world is the inevitable
outcome of the legalisation of desire. Desire became the formal expression of the subject’s
relationship with others and the polity and was given […] legal recognition”; “[T]he
multiplication of right-holders, the proliferation of claims and the endless mutation of
the objects of right was a matter of time, of letting language, politics and desire do their
work.”43
The comment may be read as a supporting argument and at the same time
as an aphorism in respect of the examined prospects for instituting new
personalities.
On the one hand, technology gradually takes control over our world.
Before the last quarter of the 20th century no one would have really
imagined the enormity of an international computer network; during its last
decade, the prospect of the Internet infiltrating socio- economic structures
with such dynamism seemed relatively distant. The relevant forces that
have emerged from both the offline and online contexts have posited a new
order of things, which has dictated the disposition of laws. Commercial
interests posit a valuable asset in the development of capitalist post-modern
societies and have given a new boost to introducing increasing numbers of
legislation with focus on economy protection. Within this reality of altered
values, [the power of moral citizenship] is waning opposite to reformed
priorities. In order to develop its personality under these new conditions
the human being is forced to play by rules benefiting the growing desires of
economy. If “resistance is futile” and “assimilation”44 presents the only
available option, a necessary balance opposite to the rights of the mighty
may be struck only with counter-rights. Thus, the discussed subjectifica42
43
The Council of Europe, 1st Protocol of the European Convention of Human Rights and
Fundamental Freedoms: “Enforcement of certain Rights and Freedoms not included in
Section I of the Convention; The Governments signatory hereto […] being resolved to take
steps to ensure the collective enforcement of certain rights and freedoms other than those
already included in Section I of the Convention for the Protection of Human Rights and
Fundamental Freedoms […] have agreed as follows: Article 1 - Every natural or legal
person is entitled to the peaceful enjoyment of his possessions;” e.g. The Sunday Times v.
the United Kingdom (1979) 2 EHRR 245; [1979] 2 EHRR 245; [1979] ECHR 1; [1980] ECHR 6;
6538/74 ECHR (26 April 1979)
Douzinas (2000), p. 261
-183-
Masaryk University Journal of Law and Technology
tions move into the picture, as certain weaknesses in the legal appreciation
of the human rights doctrine expose individuals to uneven battles on the
premises of private law.
On the other hand, rights turn into “recognitions of a desire that never
ends”.45 What is prescribed here is a vicious circle of entitlements stepping
on opposing powers. Admittedly, though, this has become the course of
legal progress; the empowerments we define today as human rights or civil
liberties are far too developed from their original pronunciations.
Development, though, may not need to depend on legal reproduction. If,
indeed, it is the human ideal that seeks protection into those mirages of
subjectivity, reason calls for strengthening its current manifestations than
scattering it over multiplicity and allowing its divided potency to whither.
Whereas identities –more or less imposed by redefinitions in the sociotechnological evolution of humanity- fall short of legal appreciation, they
should be more vigorously contested opposite to derivations from the
humanitarian scope. In addition, the over-popularisation of laws promises
certain procedural confusion.
Eventually, online personae, within the enduring unpredictability that
stimulates societies towards establishing functional normative solutions,
may be awarded with subjectification, as conjectured in the fictionalisations
above; and in parallel, property and intellectual property may, indeed,
entail the indirect path towards revitalising the online human. Legal history
has to show numerous instances of unconventional, revolutionary
conceptualisations that came in to challenge their preceding settings; legal
personality and intellectual property rights, as acutely relevant to the
argument, set the obvious example. Supposing that such an outcome
appears inevitable at some point in the future, it should be welcome on a
condition of negotiating the bargaining position of “needs” and not rushing
in to meet the temperamental calls of “wants”.
44
45
The phrase “resistance is futile” is famously used in popular culture by the Borg, a race of
alien cybernetically enhanced humanoids from the Star Trek TV and movies series. The
Borg operate as a collective entity, lacking of individuality amongst their ranks. They travel
across the fictional universe and increase their numbers by submitting to their will with
force any species found on their path and subsequently by assimilating them.
Supra. 43
-184-
N. J. Gervassis: The 20 Questions Game - The Journey to Personhood
Bibliography
[1] Bocij, P. & McFarlane, L. (Feb 2002), ‘Online harassment: towards a definition of
cyberstalking’, Prison Service Journal, No. 139, 31-38
[2] Bocij, P. & McFarlane, L. (Mar 2002), ‘Cyberstalking: genuine problem or public
hysteria?’, Prison Service Journal, No. 140, 32-36
[3] Cranston, M. (1973), What are Human Rights?, The Bodley Head, London.
[4] Delibasis, D. (2002), ‘The Right of States to Use Force in Cyberspace: Defining the
Rules of Engagement’, Information and Communication Technology Law, Vol. 11, No. 3,
255-268.
[5] Dibbell, J. (1998), My Tiny Life: Crime and Passion in a Virtual World, Fourth Estate,
London.
[6] Douzinas, C., Goodrich, P. & Hachamovitch, Y. (eds.) (1994), Politics,
postmodernity and critical legal studies: The legality of the contingent, Routledge, London
– New York.
[7] Douzinas, C. (2000), The End of Human Rights: Critical Legal Thought at the End of
the Century, Hart Publishing, London.
[8] Fleiner, T. (1999), What are Human Rights?, The Federation Press, Sydney.
[9] Gervassis, N. (2004), “In Search of the Value of Online Electronic Personae:
Commercial MMORPGs and the Terms of Participation in Virtual Communities”,
Journal of Information Law and Technology, 2004 (3), available online at
http://www2.warwick.ac.uk/fac/soc/law/elj/jilt/2004_3/gervassis/
[10] Green, E. & Adam A. (eds.) (2001), Virtual Gender: Technology, consumption and
identity, Routledge, London.
[11] Gruen, L. & Panichas G. (eds.) (1997), Sex, Morality, and the Law, Routledge, New
York and London.
[12] Hick, S., Halpin, E. F. & Hoskins, E. (2000), Human Rights and the Internet,
Macmillan Press, London.
[13] Reed, C. (2004), Internet Law; Text and Materials 2nd Edition, Cambridge
University Press
[14] Tuck, R. (1979), Natural Rights Theories: Their Origin and Development, Cambridge
University Press
[15] Turkle, S. (1995), Life on the Screen: Identity in the Age of the Internet, Phoenix,
London.
-185-