DR de Proprietate Virtual
DR de Proprietate Virtual
DR de Proprietate Virtual
Iryna Davydova*
Larysa Didenko**
Viktoriya Tomina***
*
Doctor of Legal Science, Professor of Civil Law, Department of National University
“Odesa Law Academy” (Odesa, Ukraine). http://orcid.org/0000-0001-5622-671X. divo-
ira@ukr.net
**
Doctor of Legal Science, Professor at Department of Civil and Commercial Law and
Procedure of the International Humanities University (Odesa, Ukraine).
https://orcid.org/0000-0002-6806-5017. t7959595@gmail.com
***
Ph. D., Associate Professor at Department of Administrative Activities of the Police of
the Faculty of Training for Preventive Activities of the Odessa State University of Internal
Affairs (Odesa, Ukraine). https://orcid.org/0000-0003-1235-1783. medea-5@ukr.net
vol. 10 (II) (2021), p. 1
Iryna Davydova, Larysa Didenko & Viktoriya Tomina
increasing role and importance of the virtual world and digital assets in
everyday life. Accordingly, we have found that court decisions set the tone
for the development of the legislative process in this field, but at the moment,
we are only at the beginning of the creation of solid and harmonized
legislation towards digital inheritance. It is also determined that the concept
of virtual property does not contradict the general principles of civil law, so
it can be applied in the context of digital inheritance.
Keywords: Virtual Property, IT Objects, Digital Inheritance, Social
Networks, Online Games
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I. INTRODUCTION
The information sphere of human life is currently the subject of serious
scientific research (Brikše, 2003; Buder & Hesse, 2017; Skoryk, 2018). In
this space, we can distinguish a specific product—information, that is
becoming increasingly important, so the information environment is on a par
with the social, environmental, etc. (Durante, 2017; Greif, 2017). In turn,
researchers name, among others, the digital environment, which gives new
meaning to intellectual property rights (Savych, 2015). In addition, the
digital environment in the context of intellectual property is mentioned in
the Recommendations for Internet Service Providers approved by the State
Intellectual Property Service of Ukraine. At the same time, the digital policy
has become a common direction of socio-economic development for
countries such as Germany, France, and Sweden (Sokolova, 2018; Levytska,
2019).
Digital technology has become an integral part of our life. Of the 7.75
billion people living on Earth, 5.19 billion are smartphone users (Deyan,
2020). In 2020, the share of unique Internet users amounted to 4.2 billion
people. We spend an average of 3 hours and 40 minutes a day on online
activity. The average rate of any interactions with a smartphone reaches
2617 times a day, which for active users is 5427 times (Henderson, 2020).
On average, 28 minutes a day are spent by users on the social network
Instagram, according to data for 2020 (Deyan, 2020). The total number of
users of this social network exceeded 1 billion in 2020. The use of social
networks also varies by region of the world. South Americans spend the
most time online—3 hours 29 minutes a day. Next are the Africans, the
population of North America, Asia, and Europe, whose residents spend an
average of 1 hour and 53 minutes on social networks (Whatagraph, 2020).
And even though there are suspicions that such trends will intensify (for
example, concerning the so-called Generation Z (Gen Z), since they
sometimes criticize and leave social networks) (Broadband Search, n.d.;
Origin, Hill Holliday, n.d.), at the moment, the use of digital communication
technologies is at its peak (Broadband Search, n.d.; Deyan, 2020;
Henderson, 2020; Metev, 2021).
Technological development continues its victorious course in the field
of social communications. According to Facebook CEO Mark Zuckerberg,
VR and AR (virtual and augmented reality) technologies are designed to be
at the forefront of progress this decade (Feuer, 2021). It is known, that
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online auction for 450,000 dollars (Hahn, 2021b). NFT’s Gold Rush has not
escaped the realm of entertainment and has even touched tweets, which can
now also be sold for digital currency (Knibbs, 2021). In particular, one of
the founders of the social network Twitter did it for 2.9 million dollars, and
the singer Grimes sold digital copies of her music and videos for 6 million
dollars (Kastrenakes, 2021; Peters, 2021). However, it cannot be said that
this phenomenon appeared only in 2021. For example, two years ago, the
virtual dress Iridescence of the digital fashion house The Fabricant was sold
at auction for 9,500 dollars (Fairs, 2020). Consider, from another point of
view, the problem facing us on the scale of democratic institutions,
mechanisms of checks and balances. As multinational companies that own
social networks accumulate information about their users, it can be said that
they accumulate more power in their hands because the information
provided by users has economic value (Zimmer, 2008; Bauman & Lyon,
2012; Ball et al., 2012). But its value goes beyond mere benefit as it can be
intangible. We summarize that by becoming a user of a particular social
network, users consciously provide access to their data since they agree to
the terms of use of the service and their activity is implicit concerning the
terms of the contract of use (Oosthuyzen, 2012). Could this be a sufficient
justification for the accumulation of power in the hands of IT giants? A
positive answer to this question can be assumed only if the contract does not
find contradictory clauses that are contrary to the principles on which the
law is based. In this case, the powers of the judiciary include reviewing the
terms of the contract, and, in the future, the parliament will be obliged to
review the policy towards social networks, if the conditions of their use may
contradict the general principles of law. This is a desirable regulatory
mechanism rather than an actual one, although parliamentary hearings on
Google and Facebook have taken place in the US Congress (Canales, 2021),
and there is constant talk of “shredding” these corporations (Danylenko,
n.d.; Galloway, 2017; Moore & Tambini, 2018). In their conditions of use
of the social network, they state that they obey the law, leaving democratic
institutions the right to make decisions about their future.
Thus, it can be predicted that in the near future (during this or the next
decade), the question of the legal status of IT objects will become acute. The
following factors can be cited to substantiate this thesis. First, it is related to
the process of innovation in the field of VR and AR. This will be a
prerequisite for considering the legal status of virtual objects from a legal
point of view. Second, the commercialization of the IT-sector, namely VR
and AR technology products, such as Facebook or Google, will only increase
the urgency of the problem, forcing it to be resolved legally.
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Thus, for jurisprudence, the scope of the above facts is a question that
can be formulated as follows: what is the legal status of these virtual objects,
what rights and obligations will arise, for example, in their purchase and
sale, and in general: what model of legal regulation is suitable or may be
created in the future to regulate the field of virtual reality and so-called IT
objects (digital objects, virtual objects, intangible assets). In the future, there
is also the issue of their inheritance, which is still insufficiently regulated in
the laws of many countries. All this puts before legal science the task of
responding to the challenges of the future, which is already on the threshold.
II. METHODOLOGY
The application of the systemic method made it possible to link all the
facts and consider them together as a systemic problem of digital
inheritance, which is present as part of an array of other civil law problems.
We utilized a systemic method to demonstrate that digital inheritance is not
an isolated issue but also related to ethical problems, privacy issues, civil
law, inheritance law, and human rights in general. With the help of the
systemic method, we showed the contact of such areas of law as property
rights, intellectual property rights, and what place virtual property occupies
in this system. Additionally, using this method, it was demonstrated how
inheritance law and digital inheritance are interconnected, and what legal
norms are applicable for digital inheritance. For example, a systematic
review of property rights in Ukraine shows that digital objects can be subject
to the legal regime of property since they fit into the concept of the property
despite their intangible existence. Another example of systemic method
application is the description of the effect the judicial practice has on the
inheritance law, particularly in the USA and Germany.
Further, the formal-legal method was implemented to characterize the
rules of law from a legislative point of view. This is especially relevant in
the sections on Ukrainian and international examples towards digital
inheritance.
The hermeneutic method was used to interpret the decisions of case
law and to demonstrate their future significance. For instance, it occurs in
the section on international experience regarding the decision of the German
federal court. We also used a hermeneutic method in the introduction to
demonstrate how changes in IT and virtual property affect our understanding
of digital inheritance. Consequently, we interpreted data from various
spheres of human life, for example, concerning online auctions that conduct
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sales in cryptocurrency, the emerging market for online games, and even
data from the eSports field.
Besides, the method of analysis was used in the decomposition of the
concept into its main features. For example, it is applied to perform a
structural analysis of the concept of virtual property. It was essential for us
to understand what the main features of this concept are, and which are
additional, concomitant, and optional. Finally, the results are evaluated
obtained synthetically.
Therefore, the objects of law are material and intangible goods, in respect of
which there are relations between the subjects of civil law. Thus, the subject
of civil law regulation is formed. For example, according to Art. 170 of the
Civil Code of Ukraine, the objects of civil rights, in addition to things, money,
and securities, are also information and other tangible and intangible goods.
Alina (2020) suggests that there is a point of view according to which
virtual objects are special immaterial objects which are an intermediate link
between the objects of intellectual property and classical objects of property
rights (Duranske, 2008). Consequently, they do not belong to the latter as
they exist only virtually likewise they do not belong to the former because
in some cases they are not the subject of the creative work of the user (ibid).
As arguments in favor of their position, proponents of extending property rights
to virtual objects refer to the fact that such objects can be acquired and alienated
and have a clear consumer value (Hunt, 2008; Lastowka & Hunter, 2017).
Since both legal regimes of intellectual property and property rights to
disembodied things can be extended to virtual property it seems appropriate
to investigate this problem independently at first as long as there is no
consensus among both legislators and scholars. For instance, when a virtual
property is not the subject of a user’s creative work (for example, a Bitcoin),
it is not subject to intellectual property rights. The need to allocate virtual
property in a separate class of research is due primarily to the format of its
existence, which is an immaterial existence in the digital (virtual) space.
The legal nature of virtual objects is different from the legal nature of
things, due to the immateriality (incorporeality) of such objects and the
peculiarities of the exercise of civil rights against them (Alina, 2020).
Nowadays, virtual property means not only in-game objects and avatars, but
also domain names, URLs, e-books, tickets, email accounts, social media
accounts, websites, chats, bank accounts, cryptocurrencies, etc. (Fairfield,
2005; Palka, 2017). Although, it should be noted that if we are considering
digital objects in the context of intellectual property rights then some sort of
things cannot be inherited. For instance, according to Art. 423.4 of the Civil
Code of Ukraine and Art. 14.2 of the Law of Ukraine “On Copyright and
Related Rights” personal non-property rights of the author may not be
transferred (alienated) to other persons. In addition, Art. 29 of the exact Law
states that personal intangible rights of the author cannot be inherited. The
heirs have the right to protect the authorship of the work and to oppose the
distortion or other alteration of the work as well as any other encroachment
on the work that may damage the honor and reputation of the author. The
examples for that may be objects of digital art, e-books, websites, i.e. the
results of author’s creativity.
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Iryna Davydova, Larysa Didenko & Viktoriya Tomina
the ban on third-party access to the game account can be traced to the
concern for the security of personal data of players, which is more of an
advantage for them because by and large in addition to reputational losses
the developer does not care from whom to receive money for game content
(objects or characters) (Fairfield, 2005). In what position do players find
themselves if they only receive game content for use on a paid basis? It turns
out that according to the rules of the game which are set by the developer
that players cannot transfer their account for use to third parties. They can’t
dispose of game content to third parties, although it still happens unofficially
(Glasser, 2010; Lin & Sun, 2011; Felder, 2012; Lee et al., 2018).
Consequently, it is possible to trace the conflict of interests between game
developers and players, which is to respect the intellectual property rights
and mainly economic interests of the developer on the one hand and the
interests of players who want to dispose of the game virtual property
received on a paid basis and transfer it for use to other persons.
If we take a step forward and move into the general theoretical sphere,
in this context, we can trace the worldview conflict between developers and
players. Its main features can be formulated as a confrontation between
freedom of contract and personal non-property rights. The argument on the
part of game developers here will be that the players voluntarily agreed to
the terms of use. Since no one forced them to download and participate in
the game, it is their own choice, for which, as well as for their actions in the
game space, they are responsible. The same applies to the use of game
content on a paid basis. Instead, from the point of view of players, their stay
in the game provides economic benefits to the developer—there is a certain
symbiosis. In addition, the time spent on the game accumulates in tangible
and intangible significance for players, becoming something personal. Legal
logic tells us that the right to use as a type of intangible asset should be
inherited1. For example, in case of the death of a player, his heirs have the
right to access his account and at least use his virtual gaming property, as
the right to use is part of the inheritance. As for the disposal of virtual gaming
property and the conflict of interest that arises, we can offer the following
algorithm. Its idea is that after buying a particular gaming attribute or other
virtual property, the seller (for example, an online games-content developer)
receives a percentage of the alienation of virtual property to third parties
from the original buyer. This algorithm is already used in NFT-sales, where
the author receives a percentage of the alienation from each resale of a copy.
NFTs are sold primarily for Ethereum cryptocurrency on decentralized
exchanges (Finzer, 2020). This resolves conflicts of interest and can
1
As for the type of an intellectual property right reputation is an exception for this.
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another person (the trustee) as a trustee of his property (Kolos, 2019; Nekit,
2019). However, this model is valid only if the law provides for the
possibility of alienation of property (not just the trustee, but in general).
Otherwise, it turns out that the trustee can only transfer the object of virtual
ownership for further use following the terms of the agreement on the
transfer of the object in fiduciary ownership, which is concluded between
the founding owner and trustee. For such a model, it is necessary to at least
legislate the possibility of inheriting the right to use virtual property, such as
an account in an online game or social network. In the case of recognizing
the right to further dispose of such disembodied property, the institution of
trust property becomes irrelevant because we can legally provide for
inheritance without intermediaries directly in the will or if the inheritance
will take place by law.
Additionally, it is worth mentioning that following the de minimis rule
minor and insignificant games probably should not fall in the provisions of
inheritance law (Veech & Moon, 1947).
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2
The inheritance does not include rights and obligations that are inextricably linked to the
person of the testator, in particular: (i) personal non-property rights; (ii) the right to
participate in associations and the right of membership in associations of citizens, unless
otherwise provided by law or the constituent documents; (iii) the right to compensation for
damage caused by injury or other damage to health; (iv) the right to alimony, pension,
assistance or other payments established by law; and (v) the rights and obligations of a
person as a creditor or debtor, if the obligation is inextricably linked with the creditor,
inextricably linked with the debtor and cannot be performed by another person (Article 608
of the Civil Code of Ukraine).
3
See, for example, Facebook and Instagram Terms of Use. “You must not share your
password, nor give access to your Facebook account or transfer your account to other people
(without our permission)”, said in Facebook Terms of Use. “This agreement does not grant
any rights to any third parties. You may not assign your rights or obligations under this
Agreement without our consent”, said in Instagram Terms of Use. See
https://help.instagram.com/581066165581870 and https://www.facebook.com/legal/terms.
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account so that her parents could find out whether her death under the wheels
of the train was suicide. However, the appellate court decided to satisfy
Facebook’s requirements for the protection of privacy policy, which
prohibits the disclosure of correspondence even after the death of a person.
Hence, the case reached the Supreme Federal Court of Germany. In the
motivational part of the decision, Judge Ulrich Hermann noted that it was
previously accepted to inherit correspondence after the death of the testator,
so there was no reason to treat digital messages differently. In addition, it
was noted that parents had the right to know with whom their minor child
corresponded.
This precedent demonstrates that if such claims begin to multiply, they
can be resolved based on the analogy of law, which suggests that legal
relations can be settled by their similarity based on common principles for
civil law because the rules on the substantive nature of subjective rights
already exist. And only the form in which it applies has been changed,
namely: instead of correspondence as a thing of the material world in the
form of letters or diaries there appeared digital correspondence. However,
the fact that the number of such lawsuits will increase over time may indicate
the need for unified legislation based on case law. This can help harmonize
it and reduce the burden on the judiciary.
In Spain, legislation on digital inheritance is being developed.
According to Art. 7 of the draft Charter on Digital Rights, the right of
individuals to inherit digital assets and rights acquired in the digital
environment should be recognized (Velasco, 2020). Among other things, the
document regulates other issues in this area, such as the protection of the
rights of minors on the Internet, the regulation of artificial intelligence, etc.
V. CONCLUSIONS
The revenue of the online gaming industry, as well as the general
digitalization of communication, poses new challenges to legal science
related to the status of IT objects and virtual property. The question of the
status of virtual gaming property is acute on the agenda. While logins and
passwords are not generally considered to be property objects, the very
possibility of inheriting them does not contradict the general notarial
practice but may contradict the rules of using the social network, according
to which the transfer of an account to third parties is strictly prohibited. In
this case, the user can inherit their content such as photos, audio, and video.
Also, in this case, the problem of the right of use remains unresolved,
because it is a property right of the user. Virtual property issues, if such
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Iryna Davydova, Larysa Didenko & Viktoriya Tomina
assets can be expressed in monetary terms and the heir has the right to access
them, are easier to resolve, as they require notarial procedures that do not
differ from access to funds in the testator’s bank account. The main problem
in the field of online games and the inheritance of virtual property in them
remains the protection of copyright of game developers. Social networks
have a flexible approach to solving the problem and offer their options for
solving it in case of the death of the testator, so we can say that most often,
such issues will be resolved through a bilateral contractual settlement.
Otherwise, there is the option of litigation, where a person can demand
recognition of his right to inherit.
One way to solve the problem of protecting the intellectual property
rights of content owners is to extend the legal regime of ownership to virtual
objects. The way it can be done leads to either judicial review or
parliamentary revision. This does not contradict the Ukrainian concept of
property rights, which recognizes the possibility of the existence of property
rights to disembodied property which are in fact virtual objects. Virtual
property rights should be distinguished from intellectual property rights and
can be defined as a specific type of property right that is the object of virtual
property. In addition to the specifics of the object of such a right (which will
always be disembodied things, i.e. virtual property), this right will be
characterized by the specifics of the grounds of origin, content, protection, etc.
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