Soapbox Post

I’m co-teaching a class this semester at the Law College, entitled “Governance of Virtual Worlds.” Similar courses have been taught at Harvard’s and Stanford’s law schools, but ours is the first that we’re aware of to take a graduate, interdisciplinary approach to the subject. We’ll be holding course sessions in World of Warcraft and in Second Life, a popular game and social virtual world, respectively.

 

Does this mark the fall of Western civilization and the ultimate trivialization of the academy, now that orc-slaying is being offered for graduate credit?

 

Quite the contrary.

 

We see the course as an acknowledgement that a second generation now is coming of age in online spaces, spaces where important lessons of community, teamwork, management and governance are being learned nightly by millions of people of all ages.

 

Few of us get our hands-on experience with governance from the PTA, the union meeting, the bowling league, as many of our grandparents did. But we do confront issues of leadership, of taxation, allocation of scarce resources, management under stress – not to mention intellectual property law, jurisdiction and conflicts of laws – in online games and virtual worlds.

 

Economist Edward Castronova makes the blunt argument that online worlds are competing directly with activities in the actual world, competing for time, attention and money – and winning, hands down. Economic theory holds that in a competition between two “products” – here, digital and physical communities – the less attractive one can either change, taking on the features that the competition has proven to be more popular – or wither away.

 

Will we soon hear calls for a “reality bailout," when tens of millions of Americans have chosen to work, play, create, buy, sell, share, and socialize in ever-improving digital spaces while physical infrastructure decays around them? Will brick and mortar employers restructure management and work flows in a desperate attempt to draw people out of gaming guilds and away from online entrepreneurial businesses?

 

Oh, wait – that was last year’s news.

 

And that’s why we’re teaching a course on the governance of virtual worlds. That second generation of online citizens can benefit from a strong theoretical understanding of their worlds, and the rest of us need to know of the cultures and institutions that are beginning to beat those of the physical world at their own game.

 

As the science fiction novelist William Gibson says, “the future is already here – it’s just unevenly distributed.”


About the Author: John Carter McKnight, MIA, JD, is a doctoral student in the Human & Social Dimensions of Science & Technology program.
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