Pierre Omidyar On BW

The founder of eBay, Pierre Omidyar, has been increasingly in the news. And BusinessWeek online has an interview with him here. From the interview:

What we see in the blogging community is that it’s very easy to focus around radical points of view. I think that’s totally fine. But it does tend to create centers of gravity around polar opposite points of view, and that’s a challenge for our time.

That bit resonated with me since in some circles lately my position in favor of copyright enforcement is viewed as a pro-corporate position. It’s not. The issue in my opinion are the laws that dictate the kinds of protection society gives to its creative individuals. At one pole are the “make everything free” utopians who don’t seem to want any laws, and at the other are the “we need to extend copyrights forever” corporations who want more controlling laws. Believe it or not, there is a position between the two. And I’m taking it because it’s in my self-interest.

From Mr. Omidyar:

Self-interest is a powerful motivator. The nice thing about eBay is that it’s very clearly based on self-interest. You’ve got sellers interested in getting the highest price for their item, and buyers interested in acquiring the item, yet somehow they agree on a price. So even through the pursuit of your own self-interest, by connecting with other people you do create some shared value.

Y’know, when I look at those poles, I see Consumers and Distributors. I don’t see many Creators.

The Polymorph Saddle

Meccano and Polymorph prototyped part

Vik has been at it again. From Vik Olliver’s entry on the RepRap blog:

It was during the process of explaining what we wanted it for that I tried to demonstrate a carriage mechanism, and walloped a saddle together out of Polymorph that sat around a ground steel bar.

Crude but effective.

And before anyone makes some snide comment, I wonder how many people have seen a “first shot” part created with an injection mold (the thing that makes most of the plastic stuff in people’s homes). It’s rarely a pretty sight, and from first shot to production quality part can take quite a bit of time, trial and error – even though the tool alone often costs tens of thousands of dollars (that’s in addition to the injection molding machine itself which is much more expensive). I’d say under the circumstances, this is looking pretty remarkable.

The Hordes

There’s an interesting article on BusinessWeek online called “The Power Of Us“. Rather than comment I’ll post this little slice to whet your appetite:

The nearly 1 billion people online worldwide — along with their shared knowledge, social contacts, online reputations, computing power, and more — are rapidly becoming a collective force of unprecedented power. For the first time in human history, mass cooperation across time and space is suddenly economical. “There’s a fundamental shift in power happening,” says Pierre M. Omidyar, founder and chairman of the online marketplace eBay Inc.

The author includes a fair number of example companies; from Skype to P&G, from LEGO to Second Life. Sounds like an intersection between the real and the virtual to me. Highly recommended reading.

(cross-posted to the Core77 blog)

Second Life Marketing Rope-a-dope

I spent too much time writing up and posting on the Second Life forum a lengthy follow-up to a question I posed at yesterday’s Second Life “Town Hall Meeting”. It’s way too long to post in its entirety, so I’ll attempt to condense it and post the “summaries” I included.

My original question and the response:

Csven Concord: What guidelines does LL currently have in place regarding the marketing and advertising of RL products in SL, and any measures (if any) to limit the impact of RL advertising on SL’s newly emerging internal markets?
David Linden: People can advertise in SL with prior approval. That’s something that Robin manages.
David Linden: Currently we are not actively pursuing external advertising.
David Linden: next

Not really the answer I was hoping to receive. So here are the first two “summary” requests that have to do with the Linden Lab requirement to submit for approval any inworld advertising of a real life product or service:

A) Could Linden Labs please promulgate the Guidelines for submitting and gaining authorization to advertise inside the Second Life simulation?

B) Could Linden Labs please maintain a listing of RL brands which have been given authorization to advertise inside the Second Life simulation?

The disconnect in all this is that there are already many branded products in the Second Life simulation. Which are authorized and which aren’t? I suspect many of them are unauthorized advertisements as well as being illegal violations of copyright and trademark. But Linden Labs is careful in their Terms of Service to avoid responsibility for user content; they don’t “police”. And their position is both practical and understandable. It also creates an interesting Catch-22 situation for them: how can they filter content but also claim lack of control over content?

More importantly to me, it also creates a problem for Second Life’s inworld content creators. They’re competing in a virtual market increasingly filled with real world brand names. That makes selling original product all the more difficult. And what is their recourse? Well, as far as I can see, they have no officially documented means to address this issue. To file a complaint of copyright infringement to discourage this unfair practice, the complaintant is required by the Terms of Service to include what appears to be a legally-binding statement that not only is the information provided correct (the alleged intellectual property violation) but that the complaintant is the copyright owner or agent of the violated intellectual property. That’s pretty nonsensical to me. The practical result is that content creators are negatively impacted by these rules, and incentives for creating content under these conditions are also negatively affected. Why bother creating a new brand of virtual product when anyone can rip a logo from some real life corporation and plaster it all over their versions of a virtual product and get all that free brand equity… and not have to be overly concerned with the objections of legitimate inworld brands. In a funny way, this reminds me of leather jackets I’ve seen in third world countries – with, for example, “Fruit of the Loom” labels stitched inside (if only they’d known for which products those labels were intended).

So, the summary for that problem was simply:

C) Could Linden Labs please explain this apparent conflict of interest between the handling of content and the acknowledged need to support content creation inside the Second Life simulation?

This is either going to be really interesting or it’s going to be really ignored. I personally see a simple way to deal with this: allow anyone to report intellectual property violations. Of course that would require Linden Labs to be more vigilant in their efforts to filter content. And with the potential to get hit with a liability uppercut, I suspect not getting pinned in a corner is a strategy. Let’s see how long that lasts.

Sales Eclipsing But Game To Help Stem Virtual Freefall?

I’ve come across this on other sites (I think Blue’s News has mentioned it) but now Adage.com reports (registration required):

Mitsubishi Motors North America next week will launch an online digital game to promote the introduction of its redesigned 2006 Eclipse, a Mitsubishi spokeswoman said.

Can a videogame pull the company sales figures back up? Well, with a whopping 38% drop in one year, it’s got a good chance to take credit for any uptick they register. Might be worth watching how this works out.