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    <item rdf:about="https://cis-india.org/digital-natives/blog/talking-back">
    <title>On Talking Back: A Report on the Taiwan Workshop</title>
    <link>https://cis-india.org/digital-natives/blog/talking-back</link>
    <description>
        &lt;b&gt;What does it mean to Talk Back? Who do we Talk Back against? Are we alone in our attempts or a part of a larger community? How do we use digital technologies to find other peers and stake-holders? What is the language and vocabulary we use to successfully articulate our problems?  How do we negotiate with structures of power to fight for our rights? These were the kind of questions that the Talking Back workshop held in the Institute of Ethnology, Academia Sinica in Taiwan from 16 to 18 August 2010 posed.&lt;/b&gt;
        
&lt;p&gt;Twenty-two Digital Natives were selected from regions as varied as Kyrgyztan, Pakistan, Vietnam, Jakarta, India, China, Taiwan, Sri Lanka, Moldova and Thailand to come together and share their stories at the 'Talking Back' workshop. While we already began pinging everyone on the phone, and online through emails and chat, the participants themselves were encouraged to fraternise digitally before they even met IRL (in real life).&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;The Great Fire Wall&lt;/h2&gt;
&lt;p&gt;Two participants were lost to border authorities as they not only disallowed their entry into Taiwan from China but also permanently blocked their movement out of China. Another one from Burma missed out on being present at the workshop as much as we missed not having her with us.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Though admittedly on the first day of the workshop we did have them in on our secret group chat that we infamously termed as a coup d'état. A facilitator also on her way from Egypt was unable to make it through to us. Our Taipei team learned that a certain Chinese Airlines had omitted clearing the visa on arrival for a number of our invitees to the connecting airlines. While some we did insistently manage to pull across, the aforementioned were lost to the borderlines.&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;In Academia Sinica&amp;nbsp;&lt;span class="Apple-style-span"&gt;&amp;nbsp;&lt;/span&gt;&lt;/h2&gt;
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&lt;p&gt;So were we all in Academia Sinica, Taipei and under one roof by the night before the workshop? No, not yet. As mentioned above, three participants and a facilitator were unable to make it. On the Monday morning of 16 August 2010, Ritika Arya, a 20 year old Indian national had not yet arrived. She was to come as a participant and had on the previous day arranged for an event by her NGO, My India Empowered, Mumbai, India (MIE). She had already intimated us about her meticulous plans for Independence Day. However, it was Monday and she wasn’t yet there in the workshop! A call made it known that she was in fact at the Taipei airport with luggage transfer issue to be resolved. Ritika shared with us later how she grappled with the thought of losing her luggage and also spending a lot on the taxi fare instead of getting on a bus from the airport to Academia Sinica. Ritika, founder of MIE came in the nick of time really. Kudos to Ritika for the grand success of her event on India's Independence Day and for her landing smack on Day One; just in time for the Birsds of a Feather (BoF) meetings.&lt;/p&gt;
&lt;/td&gt;
&lt;td&gt;&lt;img src="https://cis-india.org/home-images/BoF1.jpg/image_preview" alt="Birds of Feather 1" title="Birds of Feather 1" /&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;
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&lt;h2&gt;The First Day&lt;/h2&gt;
&lt;p&gt;On the first day of the workshop many presentations were made in quick succession. At end of presentations by facilitators and participants it was apparent that there was a language issue. We had Som Monorum from Vietnam who'd write down in English what he had to say and then say it out aloud to us. He continued adding all his responses to the group at large this way. Pichate from Thailand not only heard out every single presentation from start to end but also shared instances from his country with relevance to topics mentioned. For instance, when Seema Nair spoke of the Pink Chaddi Campaign, India, Pichate was quick to share links to the union labourers who were members of Triumph Employee's Union&amp;nbsp;&lt;/p&gt;
&lt;p&gt;An impromptu wake up call for some who were in jetlag daze was the coup de tat which was but a group chat initiated by most of us on whom no amounts of coffee could shake off jet lag. Hardly were we five minutes into the &lt;em&gt;coup d'état&lt;/em&gt; when chat members being refreshed from it, one by one returned to 'workshop mode' and slipping out of the group chat resumed focus on the workshop. The smileys and lols remaining in the group chat RAM.&lt;/p&gt;
&lt;h2&gt;Same Same - But Different&lt;/h2&gt;
&lt;p&gt;As per the workshop schedule the first day we worked in BoF format. BoF is a type of un-conference model wherein members are grouped by what they share in common, be it the use of technology or the topics of work, each group of participants being assigned one guide.&lt;/p&gt;
&lt;p&gt;Later the participants were assigned partners to discuss&amp;nbsp;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;What is my political legacy?&lt;/li&gt;&lt;li&gt;Who are the people I engage with?&lt;/li&gt;&lt;li&gt;Who are the others that I am engaging in this?&lt;/li&gt;&lt;/ul&gt;
&lt;div&gt;and make a presentation of the other's work.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
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&lt;td&gt;Some initial responses briefly in the beginning:&amp;nbsp;&lt;br /&gt;&lt;span class="Apple-style-span"&gt;
&lt;blockquote class="webkit-indent-blockquote"&gt;"What do you mean my political legacy? I am apolitical."&lt;/blockquote&gt;
&lt;blockquote class="webkit-indent-blockquote"&gt;
&lt;div&gt;“My work is very much so in the realm of the 'political'. I report on politics so of course I understand that I am engaging citizens reporting via mobile tools and the Internet. This is my legacy.”&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;span class="Apple-style-span"&gt;
&lt;blockquote class="webkit-indent-blockquote"&gt;
&lt;div&gt;“But I tell stories and I teach people to depict their own stories using such and such software and the Internet yes. These are any stories and lie in the creative realm and not political really. So how is my work political?”&lt;/div&gt;
&lt;/blockquote&gt;
&lt;blockquote class="webkit-indent-blockquote"&gt;
&lt;div&gt;“I organise teaching slum children and we enroll them into government schools. I do this to help them and have always wanted to help them. What do you mean by my legacy?”&lt;/div&gt;
&lt;/blockquote&gt;
&lt;blockquote class="webkit-indent-blockquote"&gt;
&lt;div&gt;“I feel strongly especially for women’s rights and I research into the changing face of political feminist activism.”&amp;nbsp;&lt;/div&gt;
&lt;/blockquote&gt;
&lt;/span&gt;&lt;/div&gt;
&lt;/blockquote&gt;
The intense ice breaking BoF meetings were certainly fruitful. &amp;nbsp;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;span class="Apple-style-span"&gt;&lt;img src="https://cis-india.org/home-images/BoF5.jpg/image_preview" style="float: none;" title="Birds of Feather 5" class="image-inline image-inline" alt="Birds of Feather 5" /&gt;&lt;/span&gt;&lt;/td&gt;
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&lt;p&gt;&amp;nbsp;&lt;/p&gt;
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&lt;td&gt;On the second day an impromptu exercise which took us briefly away from the scheduled Barcamp model of conferencing. We were made into random groups and assigned one Global Crisis to each group. We were to plan a solution via campaigning for the crisis with a plan which we were to present at end. The topics assigned varied from Violence to Global Warming.&amp;nbsp;&amp;nbsp;&lt;/td&gt;
&lt;td&gt;&lt;img src="https://cis-india.org/home-images/BoF6.jpg/image_preview" alt="Birds of Feather 6" class="image-inline" title="Birds of Feather 6" /&gt;&lt;/td&gt;
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&lt;p&gt;The last day had a flurry of activities from participant Prabhas Pokharel's birthday to more Barcamped discussions, presentations of our campaigns to solve Global Warming et al. At the end after the vote of thanks we had an open feedback session. Here most importantly was brought to the table the need for sensitivity to language and vocabulary hindrances.&amp;nbsp;&lt;/p&gt;
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&lt;th&gt;&lt;span class="Apple-style-span"&gt;
&lt;h2&gt;Chips Ahoy!&lt;/h2&gt;
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&lt;td&gt;&lt;span class="Apple-style-span"&gt;&lt;img src="https://cis-india.org/home-images/Buddhikafirm.jpg/image_preview" style="float: none;" title="Buddhikafirm" class="image-inline image-inline" alt="Buddhikafirm" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;Over the three days of discussions, presentations and reflections also at the end, the Taipei team organised visits to the 101 – the tallest building in the world to date, the night market and the participants themselves explored a lot of it on their own.
&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;span class="Apple-style-span"&gt;&lt;img src="https://cis-india.org/home-images/maesytemple.jpg/image_preview" style="float: none;" title="Maesytemple" class="image-inline image-inline" alt="Maesytemple" /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;
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&lt;p&gt;Travellers who plan to travel to places with cuisines unacquired by their own palate came prepared with a 'Help! What can I eat!' and 'OMG I need a Burger!' and 'Where's the closest Starbucks?' Well we all did dive into the hot pot outlets, mama-papa set meal restaurants and iced oolong tea shops with broad grins. Taiwan has been spoken well of for its Taiwanese cuisine and being an Indian-Chinese I must say even I can’t label it as Chinese food, for it honestly has a style of its own. &lt;em&gt;Parathas&lt;/em&gt; on the streets!&lt;/p&gt;
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&lt;p&gt;The Taipei Team were as attentive to the dietary preferences as anyone could be. On Prabhas's birthday for instance, Miss Mengshan Lee got us three cakes! She said, “We wouldn't want anyone to be left out and to celebrate altogether. With everyone's needs met; eggless and with the egg we made a pretty picture.&lt;span class="Apple-style-span"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;span class="Apple-style-span"&gt;&lt;img src="https://cis-india.org/home-images/markettaipeishilinmkt.jpg/image_preview" style="float: none;" title="Markettaipei" class="image-inline image-inline" alt="Markettaipei" /&gt;&lt;/span&gt;&lt;/td&gt;
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&lt;/span&gt;&lt;/div&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/digital-natives/blog/talking-back'&gt;https://cis-india.org/digital-natives/blog/talking-back&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Featured</dc:subject>
    
    
        <dc:subject>Digital Natives</dc:subject>
    

   <dc:date>2012-01-03T10:35:34Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/news/innovate-activate">
    <title>Innovate / Activate</title>
    <link>https://cis-india.org/news/innovate-activate</link>
    <description>
        &lt;b&gt;The event will be held on  24 and 25 September 2010 at New York Law School.
&lt;/b&gt;
        
&lt;p&gt;Registration is now open! Click here to &lt;a class="external-link" href="http://www.nyls.edu/centers/harlan_scholar_centers/institute_for_information_law_and_policy/events/innovate_activate/registration"&gt;register&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Innovation is unquestionably important to society. Intellectual property regimes seek to provide incentives for such innovation. Understanding the inter-working of intellectual property regimes and innovation may lead to conclusions that such regimes are not working well, or at all, in encouraging innovation. When such failures are perceived, active communities form to address the shortcomings. Many communities have formed around issues such as free speech vs copyright; the importance of fair use; alternative licensing regimes such as Creative Commons or free and open source software; patent protection of software and business methods; and patents vs downstream innovation of critical pharmaceuticals.&lt;/p&gt;
&lt;p&gt;While these approaches have been exceedingly important in bringing about needed change, many successful groups have devised strategies that balance the extent to which activists work within existing innovation systems in order to achieve their goals, as they continue to explore the necessity of circumventing those systems. At the same time, the increased production of and focus on IP in all industries has catalyzed the emergence of IP obstacles in areas where IP has traditionally not been a consideration, thus creating new areas for activism. It’s time to reexamine our approaches to improving global welfare by identifying new and existing IP-related challenges to activism, developing strategies for overcoming IP obstacles, and delivering practical solutions to spur social, political, environmental, scientific, technological and legal change.&lt;/p&gt;
&lt;p&gt;The Institute for Information Law &amp;amp; Policy at New York Law School is proud to present Innovate / Activate, a two-day unconference, cosponsored by the Information Society Project at Yale Law School, where IP practitioners and activists will share their ideas and experiences in order to transform the landscape of activism.&lt;/p&gt;
&lt;strong&gt;Event organizers&lt;/strong&gt;
&lt;p&gt;:&lt;/p&gt;
&lt;p&gt;&lt;img src="https://cis-india.org/home-images/iilp_logo.png/image_preview" alt="IILP" class="image-inline image-inline" title="IILP" /&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;img src="https://cis-india.org/home-images/yale_logo.png/image_preview" alt="Yale" class="image-inline image-inline" title="Yale" /&gt;&lt;/p&gt;
&lt;p&gt;Read the details on the &lt;a class="external-link" href="http://www.nyls.edu/centers/harlan_scholar_centers/institute_for_information_law_and_policy/events/innovate_activate"&gt;New York Law School website&lt;/a&gt;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/news/innovate-activate'&gt;https://cis-india.org/news/innovate-activate&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Openness</dc:subject>
    

   <dc:date>2011-04-02T10:18:29Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/news/webinar-closed-for-business">
    <title>WEBINAR: Closed for Business</title>
    <link>https://cis-india.org/news/webinar-closed-for-business</link>
    <description>
        &lt;b&gt;A Global Panel Discusses International Copyright Laws and Their Impact on the Open Internet&lt;/b&gt;
        
&lt;p&gt;The digital revolution has forged new ways to create knowledge, educate people and disseminate information. It has also restructured the way the world perceives and conducts economic practices, runs governments and engages politically. Recognizing this new dynamic requires global discussion and a common desire &amp;amp; commitment to build a people-centred and development-oriented Information Society. Coming off the heels of the latest Anti-Counterfeit Trade Agreement (ACTA) discussions in Washington, D.C. and on the eve of the upcoming Internet Governance Forum (IGF) in Vilinius, we invite you to join in a discussion about the future of Internet.&lt;/p&gt;
&lt;p&gt;This online-only event features an array of panelists from regions around the world. We invite you to &lt;a class="external-link" href="http://www.livestream.com/newamerica"&gt;watch the New America LiveStream channel &lt;/a&gt;and to participate in an online chat room during the event. If you plan to participate, please register using the form at right.&lt;/p&gt;
&lt;p&gt;In addition, if you have specific questions you'd like the panel to address, we encourage you to &lt;a class="external-link" href="http://www.google.com/moderator/#16/e=2731c"&gt;post them prior to the event here&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Participants&lt;/h3&gt;
&lt;p&gt;&lt;em&gt;Featured Speakers&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Joe McNamee&lt;/strong&gt;&lt;br /&gt;Advocacy Coordinator, European Digital Rights&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Sherwin Siy&lt;/strong&gt;&lt;br /&gt;Deputy Legal Director, Kahle/Austin Promise Fellow, Public Knowledge&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Renata Avila&lt;/strong&gt;&lt;br /&gt;Creative Commons Guatemala and Global Voices Guatemala&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Sunil Abraham&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Centre for Internet and Society, Bangalore, India&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Clare Curren&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;New Zealand Labour Party Spokesperson for Communications and IT&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Moderator&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Rebecca MacKinnon&lt;br /&gt;&lt;/strong&gt;Schwartz Fellow, New America Foundation&lt;/p&gt;
&lt;p&gt;Event Time and Location&lt;br /&gt;Thursday, September 9, 2010 - 10.00 a.m. to 11.00 a.m.&lt;/p&gt;
&lt;p&gt;For details of the event on the New America Foundation website, &lt;a class="external-link" href="http://www.newamerica.net/events/2010/webinar_closed_for_business"&gt;click here&lt;/a&gt;.&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/news/webinar-closed-for-business'&gt;https://cis-india.org/news/webinar-closed-for-business&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    

   <dc:date>2011-04-02T10:18:07Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/news/madness-software-patents">
    <title>The madness of software patents</title>
    <link>https://cis-india.org/news/madness-software-patents</link>
    <description>
        &lt;b&gt;India’s patent law excludes software per se, yet over a thousand patents have been granted, writes Lata Jishnu in an article published in Down to Earth.&lt;/b&gt;
        
&lt;p&gt;Per se is a straightforward term meaning by or in itself. Those who use it are pretty clear what the Latin-origin term signifies. And that’s what our lawmakers must have also believed when they used it in the 2005 amendment to India’s Patent Act.&lt;/p&gt;
&lt;p&gt;But unaccountably this particular term has turned out to be prone to misuse more than anything else in the country’s patent law, leading to a host of software patents that should never have been granted in the first place. So me have been challenged and many more are set to be opposed in the courts but what is clear is that patent examiners in India have learned nothing from the anarchy in the US where the liberal grant of patents to software programmes and business methods has resulted in the biggest logjam in the courts. Patents cripple innovation and creativity by blocking access to data format specifications—and they hurt everyone.&lt;/p&gt;
&lt;p&gt;A scan of the current patents disputes reveals how expensive and destructive these suits are.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;InNova is suing 36 of the world’s top flight computer, telecom and banking companies for violating its patent, which “covers technology used to differentiate between spam email messages and those that users actually want to receive”. The company claims its spam filter is one of the “building blocks for all email communications” but some experts say that actual spam filtering is far more sophisticated than the methods in the firm’s patent.&lt;/li&gt;&lt;li&gt;Oracle is suing Google because it says Google’s Android operating system infringes seven patents it owns on Java. Analysts allege that Oracle wants to assert its dominant position in the Java ecosystem.&lt;/li&gt;&lt;li&gt;Microsoft and Salesforce, a small competitor, were suing each other, with the Redmond behemoth claiming Salesforce used its software-as-a-service products, while Salesforce accuses Microsoft of violating its patents.&lt;/li&gt;&lt;li&gt;VirnetX Holding Corp, an Internet security software firm, which successfully sued Microsoft for US $200 million, is now charging several other corporations with violating patents for technology used in mobile phones, remote communication and virtual private networking.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;This list is merely illustrative of the madness out there. It is precisely to avoid such anarchy that India’s law was so formulated as to exclude software and business method patents. Here is what Section 3 (k) of the Patent Act says cannot be considered inventions: a mathematical or business method or computer programme per se or algorithms. In other words, computer programmes are a kind of algorithm just as algorithms are a kind of mathematical method. One reason for this exclusion is that computer programmes are protected by copyright in India and it was not thought necessary to provide additional protection through patents.&lt;/p&gt;
&lt;p&gt;But lawyers being what they are, have set their sharp legal brains to assay what “computer programme per se” could be made to mean—encouraged, of course, by firms keen on pat - ent protection for software applications and business methods. The result is pretty dismaying: hundreds of patents granted in recent years, setting at naught the intention of the law. The Bengaluru-based Centre for Internet and Society (CIS) offers some estimates of the number of software patents granted in India. It says around 200 software patents have been granted till date (applications have been filed since 1999), another 1,000 patents were given for inventions which use the term ‘computer’ in the abstract describing the invention.&lt;/p&gt;
&lt;p&gt;Krithika Narayana of CIS explains that actual numbers are hard to come by because there is no category for software patents. Thus, applications may be described as either ‘computer-based’ or ‘computerised’ or ‘computer implemented’ systems. However, most software patents are concentrated in the group of patents with G06F as their classification. The figures have been culled from this category. There is more bad news. Hund reds of software patent applications are in various stages of examination, opposition and grant which have not been included in the CIS tally. How has all this come about?&lt;/p&gt;
&lt;p&gt;Most applicants manipulate the term ‘computer programmes per se’ to obtain patents for computer programmes run in combination with hardware (even though the hardware only executes the programme and has no ingenuity of its own) or software embedded in a machine (embedded systems). Clearly, the patent office has been wrong in granting such patents.&lt;/p&gt;
&lt;p&gt;To end this, CIS, working in tandem with Knowledge Com - mons and Software Freedom Law Centre, is set to challenge a software patent. Hopefully, it might stop the tide. Otherwise, the consequences are scary. As Richard Stallman, the guru of free software, said, “If people had understood how patents would be granted when most of today’s ideas were invented, and had taken out patents, the industry would be at a complete standstill today.”&lt;/p&gt;
&lt;p&gt;Read the original in &lt;a class="external-link" href="http://www.downtoearth.org.in/node/1886"&gt;Down to Earth&lt;/a&gt;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/news/madness-software-patents'&gt;https://cis-india.org/news/madness-software-patents&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    

   <dc:date>2011-04-02T10:17:11Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/news/piracy-tough-rein">
    <title>Why piracy is tough to rein in</title>
    <link>https://cis-india.org/news/piracy-tough-rein</link>
    <description>
        &lt;b&gt;“Video market is being treated as a poor cousin of the film industry” &lt;/b&gt;
        
&lt;p&gt;Armed with a shoulder-strung carry bag, Meeran (name changed) walks into an apartment block that he frequents. By the time he comes out, he has sold nearly 10 pirated DVDs. His brother runs a shop which makes a business of Rs.1,000 to Rs.1,500 a day. But regular customers can avail themselves the privilege of his visit to their homes.&lt;/p&gt;
&lt;p&gt;Film buffs like Madhankumar Subbiah, who buys DVDs, say the proliferation of multiplexes means a significant number of people cannot afford to go to the cinema regularly. “On the other hand, a whole family can watch the movie spending just Rs.30 on a pirated DVD. I feel that this trend would continue unless ticket prices are reduced,” he adds.&lt;/p&gt;
&lt;p&gt;Depending on which side of the copyright debate you are on, Meeran is either a pirate who is a making a dent on the film industry's profits or a trader who is trying to take advantage of a backlash against monopolistic tendencies in the entertainment industry.&lt;/p&gt;
&lt;p&gt;According to sources in the Video Piracy Wing of the Central Crime Branch, Puducherry is the headquarters of the illegal piracy business. Multiple copies are made using the master prints from the overseas rights agreement and distributed to various parts of Tamil Nadu.&lt;/p&gt;
&lt;p&gt;CCB's Video Piracy Wing, in the last one year, has booked 234 cases and arrested 279 persons, of which 23 have been booked under the Goondas Act.&lt;/p&gt;
&lt;p&gt;To understand piracy, it has to be placed in context. G. Dhananjayan, Chief Operating Officer, Moser Baer Entertainment, says the opportunity is not there for the consumer to buy the original. “Tamil cinema is not encouraging other modes of revenue generation. Unlike anywhere else in the country, producers get into agreements with satellite networks to release it on television before a DVD release.”&lt;/p&gt;
&lt;p&gt;The DVD release window is usually six months after the release in theatres. According to him, the video market is being treated as a poor cousin of the industry. Kerala, for example, he says has a thriving video market because the release window is 90 to 100 days after the release in theatres.&lt;/p&gt;
&lt;p&gt;Though movies are meant to be viewed in theatres, digital technologies have enabled a segment of movie watchers who prefer to enjoy the experience through on-demand or even streaming content.&lt;/p&gt;
&lt;blockquote class="webkit-indent-blockquote"&gt;
&lt;p&gt;Nishant Shah, Director, Centre for Internet and Society, says that attempts at controlling piracy are futile. The digital technologies that we are working with are intuitively designed for copying, dissemination and sharing.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;blockquote class="webkit-indent-blockquote"&gt;
&lt;p&gt;According to him, copyright is not a pre-given frame of reference. It arose, historically and culturally, with the industrialisation of information and came into being so strongly because of the possibilities and limitations of analogue technologies.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;blockquote class="webkit-indent-blockquote"&gt;
&lt;p&gt;He says media conglomerates that “try to imagine the consumer as monolithic and unchanging, and accuse them of piracy and theft, will only alienate the audience.” It is a move that fails to recognise the changing dynamics of cultural economies, he adds.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Read the original in the &lt;a class="external-link" href="http://www.thehindu.com/news/cities/Chennai/article614145.ece"&gt;Hindu&lt;/a&gt;&lt;/p&gt;
&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/news/piracy-tough-rein'&gt;https://cis-india.org/news/piracy-tough-rein&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    

   <dc:date>2011-04-02T10:16:50Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/accessibility/blog/education-through-ict">
    <title>Enabling Access to Education through ICT - A Conference in Delhi</title>
    <link>https://cis-india.org/accessibility/blog/education-through-ict</link>
    <description>
        &lt;b&gt;The Centre for Internet and Society (CIS), Bangalore in cooperation with the Global Initiative for Inclusive ICT (G3ICT), a flagship advocacy organization of the UN Global Alliance on ICT and Development (UN-GAID), the International Telecommunications Union (ITU), UNESCO, Digital Empowerment Foundation, Society for Promotion of Alternative Computing and Employment and the Deafway Foundation is organizing an international conference "Enabling Access to Education through ICT" in New Delhi from 27 to 29 October 2010. The event is sponsored by Hans Foundation. &lt;/b&gt;
        &lt;p&gt;How can accessible information and communication and assistive technologies for persons with disabilities be best deployed in schools and universities?&lt;/p&gt;
&lt;h3&gt;Background&lt;/h3&gt;
&lt;p&gt;Education is a fundamental right for all persons. In the information society, access to knowledge and information is of vital importance to ensure that all persons are able to participate as creative and productive members of the society. The UNCRPD recognizes that persons with disabilities also have a right to education and life long learning. Countries around the world have recognized the importance of education and have identified universal primary education as one of the millennium goals to be achieved by them within 2015. While definitive steps are being taken to achieve and promote universal inclusive education, there are still some grey areas remaining with respect to addressing the special needs of some groups like disabled children.  The World Health Organisation estimates that 70 per cent of the world’s disabled live in developing countries like India. The advancement of persons with disabilities is impeded by several factors such as an inadequate legal framework for protecting their rights, lack of financial and skilled human resource to carry on their activities, high cost of assistive technologies, lack of training and capacity building activities, the absence of large networks of disability groups to share resources with each other and above all the lack of awareness and a collective intent on the part of educational institutions to enable the right to education for persons with disabilities. India alone is a large country with 18 official languages and many more regional variances and for any technology and content to reach the masses it has to be made available in several Indian languages. All these factors combined together make it difficult for persons with disabilities to exercise their right to education in developing countries.&lt;/p&gt;
&lt;p&gt;The specific focus of the conference will be to look at various technologies, tools and practices which are necessary to bring education, especially distance and online education within the reach of all children with disabilities.&lt;/p&gt;
&lt;p&gt;Children with disabilities in India are often left out of mainstream schools due to a variety of reasons, primarily the lack of awareness amongst educational organizations and teachers, near absence of infrastructural resources and lack of training in this regard. It is believed that barely two per cent of the 70 million disabled persons have access to education in India. Technological advancement in the form of assistive technologies, ubiquitous Web, multiple platforms, social networks, online libraries and digital resources, etc., have now made it possible for disabled persons to access information in accessible formats. It is therefore, important that students, teachers and educational institutions are adequately equipped to leverage the power of the Internet and ICTs to enable inclusion for persons with disabilities.&lt;/p&gt;
&lt;p&gt;The present conference will focus on highlighting existing problems and challenges for students and educational institutions in developing countries, showcase ICT based solutions which are presently being adopted in different countries, point to existing knowledge resources and emerging trends in education.  This conference is unique in so far as it is probably the first one of its kind on such a large scale in India and involves participation of various UN organizations such as the WIPO, UNESCO, ITU and the G3ICT. Amongst the various deliverables of the conference is also to document some best practice case studies on the use of ICTs in education for the disabled in neighbouring countries like Nepal, Bangladesh, Sri Lanka and Thailand, evolve a set of recommendations for educators on best practices, as well as to evolve a draft for a White paper on education and ICTs for persons with disabilities for governments and educators in different countries.&lt;/p&gt;
&lt;p&gt;A print version of the E-accessibility toolkit for policymakers which was jointly brought out by the G3ICT and ITU earlier this year will be launched for the first time at the conference.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Dates&lt;/b&gt;: October 27, 28 and 29&lt;br /&gt;&lt;b&gt;Venue&lt;/b&gt;: Magnolia Hall, India Habitat Centre, New Delhi&lt;/p&gt;
&lt;p&gt;Download the &lt;a href="https://cis-india.org/accessibility/publications/education-ict" class="internal-link" title="Agenda for the ICT Workshop"&gt;agenda&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;For &lt;a class="external-link" href="http://www.digitallearning.in/events/events-details.asp?Title=EDICT2010:-Enabling-Access-to-Education-through-ICT&amp;amp;EventID=732"&gt;further reading&lt;/a&gt;&lt;/p&gt;
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&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/accessibility/blog/education-through-ict'&gt;https://cis-india.org/accessibility/blog/education-through-ict&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Featured</dc:subject>
    
    
        <dc:subject>Accessibility</dc:subject>
    

   <dc:date>2013-02-04T09:24:20Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/a2k/blogs/softtware-patents-and-the-commons">
    <title>Seminar on Software Patent and the Commons</title>
    <link>https://cis-india.org/a2k/blogs/softtware-patents-and-the-commons</link>
    <description>
        &lt;b&gt;A pre-grant opposition has been filed against a software patent application filed in the patent office by Certicom, a wholly owned subsidiary of Research in Motion (RIM), manufacturers of Blackberry. The opposition was filed on August 31, 2010 by the Software Freedom Law Centre which has recently expanded its operations to India. This exciting development was announced by Mishi Choudhary from SFLC on the lines of the seminar on “Software Patents and the Commons” organised on 1 September 2010 in Delhi jointly by SFLC, the Centre for Internet and Society, the Society for Knowledge Commons and Red Hat. Filing more such oppositions to software patents in India was in the pipeline and this is just the beginning of a movement to take on monopolisation of knowledge and ideas through patenting software, the organisers said.&lt;/b&gt;
        &lt;p&gt;Software patent opposition is still in its nascent stage in India while several oppositions have been filed against software patents in the US and the EU. The harmful effects of software patents are little known to the Indian public, especially from the context of its danger to development in small and medium size enterprises, as pointed out by Pranesh Prakash from the Centre for Internet and Society who spoke about why software patents are bad for innovation and development in society and also in the software industry, in particular.&lt;/p&gt;
&lt;p&gt;In the same context, Venkatesh Hariharan from Red Hat as also Mr. T.C. James, Director of the National Intellectual Property Organisation spoke about the growing importance of free and open source software in education, governmental agencies and as a key agent in information technology policy making in India. “Out of 500 super computers in the world, 446 are running on Linux”, he said, talking about how open source software makes computing highly accessible and affordable while allowing for improvements to be made to the software by any user and releasing it back to benefit the whole community. Dr. Anshu Bhardwaj involved in the Open Source Drug Discovery project undertaken by CSIR, spoke at length about the project as a live demonstration of the power of open source software in impacting drug access and development and health care reform across communities at highly economical rates.&lt;/p&gt;
&lt;p&gt;Prof. Eben Moglen, Executive Director of Software Freedom Law Centre in New York who was the keynote speaker at the conference spoke about the growth of the free software and open source movement based on the principle of equating knowledge with commons – that is, a good to be commonly shared by all members of the public – resulting in access to and sharing of knowledge and distribution of information in society for greater innovation, creation of new ideas, communication and development. Dr. Abhijit Sen, member of the Planning Commission was the other keynote speaker who stressed on the role of the government and the policy making bodies to ensure that knowledge and education is accessible and shared without restrictions in such a way that it is not misused by the members of the society.&lt;/p&gt;
&lt;p&gt;Other notable speakers in the event included Prabir Purkayastha from the Society for Knowledge Commons, Pradyut Bora, Chief Convenor of BJP's information and technology cell, Jaijit Bhattacharjee from Hewlett Packard and Sudhir Krishnaswamy, Professor, National University of Juridical Sciences. The event also witnessed the participants discuss the various strategies to be used from the perspective of legal analysis as well as policy reform, for opposing software patents filed or granted in India. Indian patent law clearly declares computer programmes per se or software patents to be unpatentable. Prabir Purkayastha pointed out that the most important and major scientific discoveries in history have not been patented and that this has, in no way prevented new ideas from being created and has in fact fostered such innovation. In spite of such a clear legal restriction on grant of software patents, around 1000 software patents have been filed in the patent offices in India in the last year. This trend is extremely disturbing since it poses a serious threat to access to knowledge and distribution of information in society in addition to stifling innovation and development in the software industry.&lt;/p&gt;
&lt;p&gt;The seminar was attended by people from diverse backgrounds including the IT industry, civil society organisations, and groups working in pharma patent advocacy, media persons and government officials.&lt;/p&gt;
&lt;h3&gt;Videos&lt;/h3&gt;
&lt;p&gt;
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        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/a2k/blogs/softtware-patents-and-the-commons'&gt;https://cis-india.org/a2k/blogs/softtware-patents-and-the-commons&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    
    
        <dc:subject>Software Patents</dc:subject>
    
    
        <dc:subject>Access to Knowledge</dc:subject>
    

   <dc:date>2011-10-23T14:22:15Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/events/software-patents-commons">
    <title>Seminar on Software Patents and the Commons</title>
    <link>https://cis-india.org/events/software-patents-commons</link>
    <description>
        &lt;b&gt;A seminar on Software Patents and Commons is being held on 1 September, 2010 in Delhi. It is jointly organised by CIS, Knowledge of Commons and the Software Freedom Law Centre. The event is sponsored by Red Hat. Pranesh Prakesh will speak on Arguments against Software Patents in India.&lt;/b&gt;
        
&lt;p&gt;For the full event details and the agenda, &lt;a href="https://cis-india.org/advocacy/ipr/software-patent" class="internal-link" title="Software Patents and the Commons"&gt;click here&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/events/software-patents-commons'&gt;https://cis-india.org/events/software-patents-commons&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    

   <dc:date>2011-04-05T03:59:59Z</dc:date>
   <dc:type>Event</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/internet-governance/blog/privacy/privacy-ita2008">
    <title>Cybercrime and Privacy </title>
    <link>https://cis-india.org/internet-governance/blog/privacy/privacy-ita2008</link>
    <description>
        &lt;b&gt;Elonnai Hickok examines privacy in the context of India’s legal provisions on cybercrime. She picks up the relevant provisions of the Information Technology Act as amended in 2008 dealing with cyber crimes and provides a fair analysis of the pros and cons of the amended Act.  &lt;/b&gt;
        
&lt;h2&gt;What is Cybercrime?&lt;/h2&gt;
&lt;p&gt;Looking at the recent &lt;a class="external-link" href="http://www.bbc.co.uk/news/technology-10796584"&gt;Facebook ‘break in’ where 100,000 of users’ information was downloaded&lt;/a&gt; and made accessible through a simple search engine,&amp;nbsp;, and t&lt;a class="external-link" href="http://www.bbc.co.uk/news/10473495"&gt;he new Microsoft virus that attacked 10,000 machines&lt;/a&gt;, it is clear that cybercrime is no longer an issue to be taken lightly. Cybercrime is defined as an unlawful act committed using a computer either as a tool or as a target (or both) for facilitating a crime. Although there is an overlap, some are more likely to use the computer as a tool, and others use it as a target. Examples of the former include: fraud, forgery, DOS, consumption of limited resources, cyberterrorism, IPR violations, software piracy, copyright infringement, trademarks violations, patent violations, cyber squatting, credit card frauds, forgery, EFT frauds, pornography, banking/credit card related crimes, sale or purchase of illegal articles, cyberstalking, phishing, theft, and breaches in privacy, and gambling. Crimes where the computer is made a target include: computer theft, physical destruction or alteration of network components, theft of computer source code, hacking, defacing websites, creation of viruses, destruction or alteration of configuration information and email spamming.&lt;/p&gt;
&lt;h2&gt;What is India's current legislation on cybercrime?&lt;/h2&gt;
&lt;h3&gt;The Information Technology Act 2000 (amended in 2008)&lt;/h3&gt;
&lt;p&gt;The &lt;a class="external-link" href="http://nicca.nic.in/pdf/itact2000.pdf"&gt;Information Technology Act&lt;/a&gt; was first drawn up in 2000, and has been &lt;a class="external-link" href="http://164.100.24.219/BillsTexts/LSBillTexts/PassedLoksabha/96-c%20of%202006.pdf"&gt;revised&lt;/a&gt; most recently 2008. The Information Technology (Amendment) Bill, 2008 amended sections 43 (data protection), 66 (hacking), 67 (protection against unauthorised access to data), 69 (cyberterrorism), and 72 (privacy and confidentiality) of the Information Technology Act, 2000, which relate to computer/cybercrimes.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Section 43 [Penalty and Compensation for damage to computer, computer system, etc.] amended vide Information Technology Amendment Act 2008 reads as under:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;If any person without permission of the owner or any other person who is in-charge of a computer, computer system or computer network:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;accesses or secures access to such computer, computer system or computer network or computer resource (ITAA2008)&lt;/li&gt;&lt;li&gt;downloads, copies or extracts any data, computer data base or information from such computer, computer system or computer network including information or data held or stored in any removable storage medium;&lt;/li&gt;&lt;li&gt;introduces or causes to be introduced any computer contaminant or computer virus into any computer, computer system or computer network;&lt;/li&gt;&lt;li&gt;damages or causes to be damaged any computer, computer system or computer &amp;nbsp;network, data, computer data base or any other programmes residing in such computer, computer system or computer network;&lt;/li&gt;&lt;li&gt;disrupts or causes disruption of any computer, computer system or computer network;&lt;/li&gt;&lt;li&gt;denies or causes the denial of access to any person authorized to access any computer, computer system or computer network by any means;&lt;/li&gt;&lt;li&gt;provides any assistance to any person to facilitate access to a computer, computer system or computer network in contravention of the provisions of this Act, rules or regulations made there under;&lt;/li&gt;&lt;li&gt;charges the services availed of by a person to the account of another person by tampering with or manipulating any computer, computer system, or computer network;&lt;/li&gt;&lt;li&gt;destroys, deletes or alters any information residing in a computer resource or diminishes its value or utility or affects it injuriously by any means (Inserted vide ITAA-2008); and&lt;/li&gt;&lt;li&gt;Steals, conceals, destroys or alters or causes any person to steal, conceal, destroy or alter any computer source code used for a computer resource with an intention to cause damage, (Inserted vide ITAA 2008) he shall be liable to pay damages by way of compensation to the person so affected. (change vide ITAA 2008)&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Critique:&lt;/strong&gt; In comparison to the laws enacted in other countries, this provision still falls short of a strong data protection law. In most other countries data protection laws specify:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;the definition and classification of data types;&lt;/li&gt;&lt;li&gt;the nature and protection of the categories of data;&lt;/li&gt;&lt;li&gt;that equal protection will be given to data stored offline and data stored manually;&lt;/li&gt;&lt;li&gt;that data controllers and data processors have distinct roles;&lt;/li&gt;&lt;li&gt;clear restrictions on the manner of data collection;&lt;/li&gt;&lt;li&gt;clear guidelines on the purposes for which the data can be put and to whom it can be sent;&lt;/li&gt;&lt;li&gt;standards and technical measures governing the collection, storage, access to, protection, retention, and destruction of data;&lt;/li&gt;&lt;li&gt;that providers of goods or services must have a clear opt - in or opt - out option; and&lt;/li&gt;&lt;li&gt;in addition, most countries provide strong safeguards and penalties against breaches of any of the above&lt;/li&gt;&lt;/ul&gt;
&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;strong&gt;&lt;br /&gt;Section 66 [Computer Related Offences] amended vide Information Technology Amendment Act 2008 reads as under:&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;
&lt;p&gt;If any person, dishonestly, or fraudulently, does any act referred to in section 43, he shall be punishable with imprisonment for a term which may extend to two three years or with fine which may extend to five lakh rupees or with both.&lt;/p&gt;
&lt;div&gt;&lt;span class="Apple-style-span"&gt;
&lt;p&gt;Explanation: For the purpose of this section,-&lt;/p&gt;
&lt;div&gt;
&lt;ul&gt;&lt;li&gt;the word "dishonestly" shall have the meaning assigned to it in section 24 of the Indian Penal Code;&lt;/li&gt;&lt;li&gt;the word "fraudulently" shall have the meaning assigned to it in section 25 of the Indian Penal Code.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;
&lt;div&gt;
&lt;div&gt;&lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;[Section 66 A] [Punishment for sending offensive messages through communication service, etc.]&amp;nbsp;&lt;/strong&gt;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;(Introduced vide ITAA 2008):&lt;/strong&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Any person who sends, by means of a computer resource or a communication device,-&lt;/p&gt;
&lt;div&gt;
&lt;div&gt;
&lt;ul&gt;&lt;li&gt;any information that is grossly offensive or has menacing character; or&lt;/li&gt;&lt;li&gt;any information which he knows to be false, but for the purpose of causing annoyance, inconvenience, danger, obstruction, insult, injury, criminal intimidation, enmity, hatred, or ill will, persistently makes by making use of such computer resource or a communication device;&lt;/li&gt;&lt;li&gt;any electronic mail or electronic mail message for the purpose of causing annoyance or inconvenience or to deceive or to mislead the addressee or recipient about the origin of such messages (Inserted vide ITAA 2008) shall be punishable with imprisonment for a term which may extend to three years and with fine.&lt;/li&gt;&lt;/ul&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Explanation: For the purposes of this section, terms "Electronic mail" and "Electronic Mail Message" means a message or information created or transmitted or received on a computer, computer system, computer resource or communication device including attachments in text, image, audio, video and any other electronic record, which may be transmitted with the message.&lt;br /&gt;&lt;span class="Apple-style-span"&gt;&lt;strong&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;[Section 66 B] [Punishment for dishonestly receiving stolen computer resource or communication device] (Inserted Vide ITA 2008):&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;Whoever dishonestly receives or retains any stolen computer resource or communication device knowing or having reason to believe the same to be stolen computer resource or communication device, shall be punished with imprisonment of either description for a term which may extend to three years or with fine which may extend to rupees one lakh or with both.&lt;/p&gt;
&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;strong&gt;[Section 66C] [Punishment for identity theft] (Inserted Vide ITA 2008):&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;
&lt;p&gt;Whoever, fraudulently or dishonestly make use of the electronic signature, password or any other unique identification feature of any other person, shall be punished with imprisonment of either description for a term which may extend to three years and shall also be liable to fine which may extend to rupees one lakh.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;[Section 66D] [Punishment for cheating by personation by using computer resource] (Inserted Vide ITA 2008):&lt;br /&gt;&lt;/strong&gt;Whoever, by means of any communication device or computer resource cheats by personation, shall be punished with imprisonment of either description for a term which may extend to three years and shall also be liable to fine which may extend to one lakh rupees.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;[Section 66E] [Punishment for violation of privacy] (Inserted Vide ITA 2008):&lt;br /&gt;&lt;/strong&gt;Whoever, intentionally or knowingly captures, publishes or transmits the image of a private area of any person without his or her consent, under circumstances violating the privacy of that person, shall be punished with imprisonment which may extend to three years or with fine not exceeding two lakh rupees, or with both&lt;/p&gt;
&lt;p&gt;Explanation - For the purposes of this section--&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;“transmit” means to electronically send a visual image with the intent that it be viewed by a person or persons;&lt;/li&gt;&lt;li&gt;“capture”, with respect to an image, means to videotape, photograph, film or record by any means;&lt;/li&gt;&lt;li&gt;“private area” means the naked or undergarment clad genitals, pubic area, buttocks or female breast;&lt;/li&gt;&lt;li&gt;“publishes” means reproduction in the printed or electronic form and making it available for public;&lt;/li&gt;&lt;li&gt;“under circumstances violating privacy” means circumstances in which a person can have a reasonable expectation that:&lt;/li&gt;&lt;/ul&gt;
&lt;div&gt;
&lt;div&gt;
&lt;ol&gt;&lt;li&gt;he or she could disrobe in privacy, without being concerned that an image of his private area was being captured; or&lt;/li&gt;&lt;li&gt;any part of his or her private area would not be visible to the public, regardless of whether that person is in a public or private place.&lt;/li&gt;&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;[Section 66F] [Punishment for cyber terrorism]:&lt;br /&gt;&lt;/strong&gt;(1) Whoever,-&lt;/p&gt;
&lt;div&gt;
&lt;div&gt;(A) with intent to threaten the unity, integrity, security or sovereignty of India or to strike terror in the people or any section of the people by –&lt;/div&gt;
&lt;div&gt;
&lt;ul&gt;&lt;li&gt;denying or cause the denial of access to any person authorized to access computer resource; or&amp;nbsp;&lt;/li&gt;&lt;li&gt;attempting to penetrate or access a computer resource without authorisation or exceeding authorized access; or&lt;/li&gt;&lt;li&gt;introducing or causing to introduce any Computer Contaminant and by means of such conduct causes or is likely to cause death or injuries to persons or damage to or destruction of property or disrupts or knowing that it is likely to cause damage or disruption of supplies or services essential to the life of the community or adversely affect the critical information infrastructure specified under section 70, or&lt;/li&gt;&lt;/ul&gt;
&lt;/div&gt;
&lt;div&gt;(B) knowingly or intentionally penetrates or accesses a computer resource without authorization or exceeding authorized access, and by means of such conduct obtains access to information, data or computer database that is restricted for reasons of the security of the State or foreign relations; or any restricted information, data or computer database, with reasons to believe that such information, data or computer database so obtained may be used to cause or likely to cause injury to the interests of the sovereignty and integrity of India, the security of the State, friendly relations with foreign States, public order, decency or morality, or in relation to contempt of court, defamation or incitement to an offence, or to the advantage of any foreign nation, group of individuals or otherwise, commits the offence of cyber terrorism.&lt;/div&gt;
&lt;div&gt;(2) Whoever commits or conspires to commit cyber terrorism shall be punishable with imprisonment which may extend to imprisonment for life’.&lt;br /&gt;&lt;strong&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;Critique&lt;/strong&gt;: We find the terminology in multiple sections too vague to ensure consistent and fair enforcement. The concepts of ‘annoyance’ and ‘insult’ are subjective. Clause (d) makes it clear that phishing requests are not permitted, but it is not clear that one cannot ask for information on a class of individuals.&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;&lt;br /&gt;&lt;strong&gt;Section 67 [Publishing of information which is obscene in electronic form] amended vide Information Technology Amendment Act 2008 reads as under:&lt;/strong&gt;&lt;/div&gt;
&lt;div&gt;Whoever publishes or transmits or causes to be published in the electronic form, any material which is lascivious or appeals to the prurient interest or if its effect is such as to tend to deprave and corrupt persons who are likely, having regard to all relevant circumstances, to read, see or hear the matter contained or embodied in it, shall be punished on first conviction with imprisonment of either description for a term which may extend to two three years and with fine which may extend to five lakh rupees and in the event of a second or subsequent conviction with imprisonment of either description for a term which may extend to five years and also with fine which may extend to ten lakh rupees.&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;p&gt;&lt;strong&gt;&lt;br /&gt;[Section 67 A] [Punishment for publishing or transmitting of material containing sexually explicit act, etc. in electronic form] (Inserted vide ITAA 2008):&lt;br /&gt;&lt;/strong&gt;Whoever publishes or transmits or causes to be published or transmitted in the electronic form any material which contains sexually explicit act or conduct shall be punished on first conviction with imprisonment of either description for a term which may extend to five years and with fine which may extend to ten lakh rupees and in the event of second or subsequent conviction with imprisonment of either description for a term which may extend to seven years and also with fine which may extend to ten lakh rupees.&lt;/p&gt;
&lt;p&gt;Exception: This section and section 67 does not extend to any book, pamphlet, paper, writing, drawing, painting, representation or figure in electronic form-&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;the publication of which is proved to be justified as being for the public good on the ground that such book, pamphlet, paper, writing, drawing, painting, representation or figure is in the interest of science, literature, art, or learning or other objects of general concern; or&lt;/li&gt;&lt;li&gt;which is kept or used bona fide for religious purposes.&lt;/li&gt;&lt;/ul&gt;
&lt;div&gt;
&lt;div&gt;&lt;strong&gt;[Section 67 B] Punishment for publishing or transmitting of material depicting children in sexually explicit act, etc. in electronic form:&lt;/strong&gt;&lt;/div&gt;
&lt;div&gt;Whoever,-&lt;/div&gt;
&lt;div&gt;(a) publishes or transmits or causes to be published or transmitted material in any electronic&lt;/div&gt;
&lt;div&gt;form which depicts children engaged in sexually explicit act or conduct or&lt;/div&gt;
&lt;div&gt;(b) creates text or digital images, collects, seeks, browses, downloads, advertises,&lt;/div&gt;
&lt;div&gt;promotes, exchanges or distributes material in any electronic form depicting children in&lt;/div&gt;
&lt;div&gt;obscene or indecent or sexually explicit manner or&lt;/div&gt;
&lt;div&gt;(c) cultivates, entices or induces children to online relationship with one or more children for&lt;/div&gt;
&lt;div&gt;and on sexually explicit act or in a manner that may offend a reasonable adult on the computer resource or&lt;/div&gt;
&lt;div&gt;(d) facilitates abusing children online or&lt;/div&gt;
&lt;div&gt;(e) records in any electronic form own abuse or that of others pertaining to sexually explicit act with children, shall be punished on first conviction with imprisonment of either description for a term which may extend to five years and with a fine which may extend to ten lakh rupees and in the event of second or subsequent conviction with imprisonment of either description for a term which may extend to seven years and also with fine which may extend to ten lakh rupees:&lt;/div&gt;
&lt;div&gt;Provided that the provisions of section 67, section 67A and this section does not extend to any book, pamphlet, paper, writing, drawing, painting, representation or figure in electronic form-&lt;/div&gt;
&lt;div&gt;(i) The publication of which is proved to be justified as being for the public good on the ground that such book, pamphlet, paper writing, drawing, painting, representation or figure is in the interest of science, literature, art or learning or other objects of general concern; or&lt;/div&gt;
&lt;div&gt;(ii) which is kept or used for bonafide heritage or religious purposes&amp;nbsp;&lt;/div&gt;
&lt;div&gt;Explanation: For the purposes of this section, "children" means a person who has not completed the age of 18 years.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;&lt;strong&gt;[Section 67 C] [Preservation and Retention of information by intermediaries]:&lt;/strong&gt;&lt;/p&gt;
&lt;div&gt;
&lt;p&gt;(1) Intermediary shall preserve and retain such information as may be specified for such duration and in such manner and format as the Central Government may prescribe.&lt;/p&gt;
&lt;p&gt;(2) Any intermediary who intentionally or knowingly contravenes the provisions of sub section (1) shall be punished with an imprisonment for a term which may extend to three years and shall also be liable to fine.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Critique&lt;/strong&gt;: This provision adequately protects both the corporate and the citizen in a positive way.&lt;/p&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;div&gt;&lt;strong&gt;Section 69 [Powers to issue directions for interception or monitoring or decryption of any information through any computer resource] amended vide Information Technology Amendment Act 2008 reads as under:&lt;/strong&gt;&lt;/div&gt;
&lt;div&gt;(1) Where the central Government or a State Government or any of its officer specially authorized by the Central Government or the State Government, as the case may be, in this behalf may, if is satisfied that it is necessary or expedient to do in the interest of the sovereignty or integrity of India, defense of India, security of the State, friendly relations with foreign States or public order or for preventing incitement to the commission of any cognizable offence relating to above or for investigation of any offence, it may, subject to the provisions of sub-section (2), for reasons to be recorded in writing, by order, direct any agency of the appropriate Government to intercept, monitor or decrypt or cause to be&lt;/div&gt;
&lt;div&gt;intercepted or monitored or decrypted any information transmitted received or stored through any computer resource.&lt;/div&gt;
&lt;div&gt;(2) The Procedure and safeguards subject to which such interception or monitoring or decryption may be carried out, shall be such as may be prescribed.&lt;/div&gt;
&lt;div&gt;(3) The subscriber or intermediary or any person in charge of the computer resource shall, when called upon by any agency which has been directed under sub section (1), extend all facilities and technical assistance to –&lt;/div&gt;
&lt;div&gt;(a) provide access to or secure access to the computer resource generating, transmitting, receiving or storing such information; or&lt;/div&gt;
&lt;div&gt;(b) intercept or monitor or decrypt the information, as the case may be; or&amp;nbsp;&lt;/div&gt;
&lt;div&gt;(c) provide information stored in computer resource.&lt;/div&gt;
&lt;div&gt;(4) The subscriber or intermediary or any person who fails to assist the agency referred to in sub-section (3) shall be punished with an imprisonment for a term which may extend to seven years and shall also be liable to fine.&lt;/div&gt;
&lt;div&gt;[ Section 69B] Power to authorize to monitor and collect traffic data or information through any computer resource for Cyber Security:&lt;/div&gt;
&lt;div&gt;(1) The Central Government may, to enhance Cyber Security and for identification, analysis and prevention of any intrusion or spread of computer contaminant in the country, by notification in the official Gazette, authorize any agency of the Government to monitor and collect traffic data or information generated, transmitted, received or stored in any computer resource.&lt;/div&gt;
&lt;div&gt;(2) The Intermediary or any person in-charge of the Computer resource shall when called upon by the agency which has been authorized under sub-section (1), provide technical assistance and extend all facilities to such agency to enable online access or to secure and provide online access to the computer resource generating, transmitting, receiving or storing such traffic data or information.&lt;/div&gt;
&lt;div&gt;(3) The procedure and safeguards for monitoring and collecting traffic data or information, shall be such as may be prescribed.&lt;/div&gt;
&lt;div&gt;(4) Any intermediary who intentionally or knowingly contravenes the provisions of subsection&lt;/div&gt;
&lt;div&gt;(2) shall be punished with an imprisonment for a term which may extend to three years and shall also be liable to fine.&lt;/div&gt;
&lt;div&gt;Explanation: For the purposes of this section,&lt;/div&gt;
&lt;div&gt;(i) "Computer Contaminant" shall have the meaning assigned to it in section 43&lt;/div&gt;
&lt;div&gt;(ii) "traffic data" means any data identifying or purporting to identify any person, computer system or computer network or location to or from which the communication is or may be transmitted and includes communications origin, destination, route, time, date, size, duration or type of underlying service or any other information.&lt;/div&gt;
&lt;div&gt;Critique: Though we recognize how important it is for a government to protect its citizens against cyberterrorism, we are concerned at the friction between these provisions and the guarantees of free dialog, debate, and free speech that are Fundamental Rights under the Constitution of India.&lt;/div&gt;
&lt;div&gt;&lt;em&gt;Specifically:&lt;/em&gt;&lt;/div&gt;
&lt;div&gt;a) there is no clear provision of a link between an intermediary and the information or resource that is to be monitored.&lt;/div&gt;
&lt;div&gt;c)the penalties laid out in the clause are believed to be too harsh, and when read in conjunction with provision 66, there is no distinction between minor offenses and serious offenses.&lt;/div&gt;
&lt;div&gt;e) the ITA is too broad in its categorization of acts of cyberterrorism by including information that is likely to cause: injury to decency, injury to morality, injury in relation to contempt of court, and injury in relation to defamation.&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;&lt;br /&gt;&lt;strong&gt;Section 72 [Breach of confidentiality and privacy] amended vide Information Technology Amendment Act 2008 reads as under:&lt;/strong&gt;&lt;/div&gt;
&lt;div&gt;
&lt;div&gt;Save as otherwise provided in this Act or any other law for the time being in force, any person who, in pursuant of any of the powers conferred under this Act, rules or regulations made there under, has secured access to any electronic record, book, register, correspondence, information, document or other material without the consent of the person concerned discloses such electronic record, book, register, correspondence, information, document or other material to any other person shall be punished with imprisonment for a term which may extend to two years, or with fine which may extend to one lakh rupees, or with both.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;[Section 72 A] Punishment for Disclosure of information in breach of lawful contract (Inserted vide ITAA-2008):&lt;/strong&gt;&lt;/div&gt;
&lt;div&gt;Save as otherwise provided in this Act or any other law for the time being in force, any person including an intermediary who, while providing services under the terms of lawful contract, has secured access to any material containing personal information about another person, with the intent to cause or knowing that he is likely to cause wrongful loss or wrongful gain discloses, without the consent of the person concerned, or in breach of a lawful contract, such material to any other person shall be punished with imprisonment for a term which may extend to three years, or with a fine which may extend to five lakh rupees, or with both.&lt;/div&gt;
&lt;/div&gt;
&lt;h3&gt;General Notes and Critiques:&lt;/h3&gt;
&lt;div&gt;
&lt;div&gt;As general notes on the ITA and data protection we find that the Act is lacking in many ways, including:&lt;/div&gt;
&lt;div&gt;
&lt;ul&gt;&lt;li&gt;there is no definition of “sensitive personal data or information” and that term is used indiscriminately without.&lt;/li&gt;&lt;li&gt;the provisions and protections cover only electronic data and not stored data or non-electronic systems of media&lt;/li&gt;&lt;li&gt;in the absence of a data controller, liability is often imposed on persons who are not necessarily in a position to control data&lt;/li&gt;&lt;li&gt;civil liability for data breach arises where negligence is involved&lt;/li&gt;&lt;li&gt;criminal liability only applies to cases of information obtained in the context of a service contract.&lt;/li&gt;&lt;/ul&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/span&gt;&lt;/div&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/internet-governance/blog/privacy/privacy-ita2008'&gt;https://cis-india.org/internet-governance/blog/privacy/privacy-ita2008&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>IT Act</dc:subject>
    
    
        <dc:subject>Internet Governance</dc:subject>
    

   <dc:date>2010-09-14T13:21:20Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/news/transparency-mdgs-key-quotes">
    <title>Transparency and MDGs: the Role of the Media and Technology </title>
    <link>https://cis-india.org/news/transparency-mdgs-key-quotes</link>
    <description>
        &lt;b&gt;Key quotes from sixth panel&lt;/b&gt;
        
&lt;p&gt;“We are thinking globally, acting locally. We take the bottom-up approach with radio for people in the community to tell their government what they need and to partake in decision making process.” &lt;br /&gt;— Lucy Maathai, Slums Information Development and Resource Centers, Kenya&lt;/p&gt;
&lt;p&gt;“For HIV/AIDS in Botswana during the 1990s, we tried creating big billboards saying ‘get tested’, we tried working through NGOs, but it was not until we also got local churches and local tribal leaders together, that things changed. We had to focus on getting buy-in from the political leadership and every local leader. UNDEF was set up to fill the gaps between UN agencies like UNICEF, UNDP, etc. What I have seen in botswana and 30 years of experience, is that if we always add information and communication at the end, we will fail. Rather we need to make sure that it is integrated all along. Furthermore, people in Botswana are aware of technologies, but they do not feel that they can use it or are supported to use it. Instead they use traditional methods, such as churches, in bars, and with local tribal leaders. The UN are mostly used to dealing with formal institutions, but in order to help the bottom billion in the world, we need to engage with the informal institutions, sometimes even with the ‘bad guys’”.&lt;br /&gt;— Bjoern Ferde, UNDP Oslo Center, Norway&lt;/p&gt;
&lt;blockquote&gt;“If a transparency system is based on suspicion rather than trust, it breeds corruption. If your demand for transparency and accountability undermines social safety nets, you will undermine your entire argument. Transparency may seem to add to accountability, but we must understand that it oftens undermines privacy (in the Gujarat genocide, muslims were found and killed by rioters using tax and electoral records). In addition, in india, a name alone reveals a lot of information on caste, area and religion, so what is normal in the west – disclosing names – is not always a good idea. Finally, in many places, particularly those in conflict, disclosing your income may lead to groups turning up at your door and demanding a share.”&lt;br /&gt;&lt;/blockquote&gt;
&lt;p&gt;— Sunil Abraham, Centre for Internet and Society, India&lt;/p&gt;
&lt;p&gt;“It’s great what ARTICLE 19 is doing. There’s often a lot of discussion within communities, but not so often discussions between communities. I want to connect the media too. So little has been done at the international level on how information and communication help development. We do need to acknowledge that the media has massive advantages as an information and transparency mechanism. If you ask politicians what they are worried about in regards to transparency, they are worried about the media. In peru, a report states that Fujimori bribed media executives 100x the amount that he bribed a judge. Indeed, there are so few people paid within UN organisations to focus on understanding and using communication to effect people’s lives. We are operating in a strategic vaccum. It’s hugely exciting to work out where we can go in the future. This event takes us a long way forward.”&lt;br /&gt;— James Deane, BBC World Trust, UK&lt;/p&gt;
&lt;p&gt;“There are simple and creative ways to demonstrate information, such as the ‘stone’ test. In Botswana, each person in a village was asked to place a stone in the middle of the group for every person that died due to HIV/AIDS. It created an immediate and devastating effect when people suddenly visualised the effect on their community and then collectively began to think about what that meant in regards to families and society.”&lt;br /&gt;— Bjoern Ferde, UNDP Oslo Center, Norway&lt;/p&gt;
&lt;p&gt;“In the south we call the media the fourth estate – a moral and ethical force to protect democracy and the constitution of our country. In the north however, we have a business model which completely removes any sense of ethics. The Indian Express, for example, will only talk about markets, not about people and their lives in poverty. Furthermore, whilst we want information shared, we do not want the information collected by the state to destroy the people.&lt;br /&gt;— Aruna Roy, MKSS&lt;/p&gt;
&lt;p&gt;&lt;a class="external-link" href="http://www.right2info-mdgs.org/sixth-panel/"&gt;Read the original&lt;/a&gt;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/news/transparency-mdgs-key-quotes'&gt;https://cis-india.org/news/transparency-mdgs-key-quotes&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Internet Governance</dc:subject>
    

   <dc:date>2011-04-02T10:16:21Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/news/copyright-bill-restricts-net-access">
    <title>Copyright bill restricts Net access</title>
    <link>https://cis-india.org/news/copyright-bill-restricts-net-access</link>
    <description>
        &lt;b&gt;Law to curb piracy may fetter creativity&lt;/b&gt;
        
&lt;p&gt;The&amp;nbsp; government introduced the copyright amendment bill in the Rajya Sabha on April 19. The bill gives independent rights to authors, film directors and musicians and makes it difficult for Internet users to access works protected by copyright.&lt;/p&gt;
&lt;p&gt;G R Raghavender, registrar of copyrights, said the amendments are necessary as the Copyright Act of 1957 gives minimum protection to writers and artists against commercial exploitation of their works through the Internet.&lt;/p&gt;
&lt;h3&gt;Under lock without key&lt;/h3&gt;
&lt;p&gt;But the bill lacks clarity on some aspects. For instance, it introduces technological protection measures (tpms)—locks that restrict access to copyrighted material and help the copyright holder decide how his or her work should be used.&lt;/p&gt;
&lt;div class="pullquote"&gt;The bill allows users to bypass the lock if it is for a purpose not prohibited by the law, such as research. But for that the user should have the means to unlock the tpm.&amp;nbsp; The bill assumes the users would know how to bypass the lock but that need not be the case, said Pranesh Prakash, of the non-profit Centre for Internet and Society.&lt;/div&gt;
&lt;p&gt;The Spanish law, for instance, requires copyright holders to help legitimate users access their work.&lt;/p&gt;
&lt;p&gt;Shamnad Basheer, who teaches intellectual property law at the National University of Juridical Sciences in Kolkata, said tpm&amp;nbsp; is an added restriction and not required. “India is not obligated to import tpms into its copyright law as it is not a member of the World International Property Organization internet treaties (the amended bill conforms to these treaties). Raghavender said tpms are a must for curbing piracy.&lt;/p&gt;
&lt;p&gt;The bill evoked mixed reactions in the film and music industry. Abhishek Chaubey, director of the recently released film Ishqiya, said the bill would put creative people in a stronger position. But Hiren Gada who runs the production house, Shemaroo Entertain-ment, is against directors getting copyrights. “It is against the fundamental principle of the film business; directors don’t share losses with producers if a film flops,” he pointed out. Dhruv Jagasia, manager of the music band Indian Ocean, said he was not sure if the bill would be implemented effectively as in the US where “cheques arrive by mail if one’s track is played on the radio”.&lt;/p&gt;
&lt;h3&gt;Print impaired get short shrift&lt;/h3&gt;
&lt;p&gt;Non-profits working for the physically challenged said the bill does not address certain handicaps. Rahul Cherian of &lt;a class="external-link" href="http://www.inclusiveplanet.com/"&gt;www.inclusiveplanet.com&lt;/a&gt;, an online platform for print impaired, said the bill permits conversion of printed material only to special formats like Braille and sign language, not mainstream formats like audio tapes and text with large font size. “There are about 70 million print disabled persons in India. Those affected by cerebral palsy, dyslexia and visually impaired persons who do not know Braille, would need to access material in mainstream formats. The bill does not benefit them,” said Cherian. He added the bill allows only organizations working for disabled to seek licence to publish works in mainstream formats. Educational institutions, self-help groups and physically challenged individuals can’t obtain the licence.&lt;/p&gt;
&lt;p&gt;While copyright amendment bill seeks to protect intellectual property, there are people who think it fetters creativity. “Copyright is a fairly recent phenomenon and should not be considered natural. Were that the case, the entire cultural history of humanity would not have occurred,” said Shuddhabrata Sen of the Centre for Study of Developing Societies. Swaraj Paul Barooah, researcher at the Nalsar university of law in Hyderabad, said, “In a developing country like India the emphasis should be on adapting and improvising on the works in the public domain.”&lt;/p&gt;
&lt;p&gt;Given the circumstances, should the copyright on Mahatma Gandhi’s works be renewed. The copyright for his writings expired in 2009. Former governor of West Bengal and Mahatma Gandhi’s grandson Gopalkrishna Gandhi said there was nothing to lament. “The expiration of the copyright term should be the beginning of responsible access and use. It would be important in the computer age to use his manuscripts with great responsibility because no one can sue the user under the copyright law,” he said.&lt;/p&gt;
&lt;p&gt;The bill has been referred to the standing committee of the Union Ministry of Human Resource Development for vetting.&lt;/p&gt;
&lt;p&gt;Read the original in &lt;a class="external-link" href="http://www.cse.org.in/full6.asp?foldername=20100615&amp;amp;filename=news&amp;amp;sec_id=4&amp;amp;sid=21"&gt;Down to Earth&lt;/a&gt;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/news/copyright-bill-restricts-net-access'&gt;https://cis-india.org/news/copyright-bill-restricts-net-access&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    

   <dc:date>2011-04-02T10:21:40Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/internet-governance/blog/privacy/privacy-copyright-act">
    <title>Privacy and the Indian Copyright Act</title>
    <link>https://cis-india.org/internet-governance/blog/privacy/privacy-copyright-act</link>
    <description>
        &lt;b&gt;India's Copyright Act was established in 1957, and is in the process of being placed before the Parliament in 2010. The provisions in the proposed Bill will work to make the Act WIPO Copyright Treaty (WCT) compliant. When looking at privacy in the context of copyright four key questions arise, says Elonnai Hickock as she analyses privacy in the context of the Indian Copyright Act. &lt;/b&gt;
        &lt;h2 style="text-align: justify; "&gt;How do DRM technologies undermine privacy and what safeguards are present in the Indian law to protect citizens’ right to privacy?&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;Technologies such as digital rights management technologies were developed to be used by hardware manufacturers, publishers, copyright holders and individuals to control the mode of use of certain digital devices and contents. DRM technologies pose as a privacy threat, because in their ability to monitor what is happening to a copyrighted work, they are also able to collect personal information and send it back to a host without knowledge of the user. The host is then able to use that data for marketing or commercial purposes. In the Copyright Act, 1957 there are no current provisions against DRM circumvention. In the proposed Copyright Bill 2010 there are two proposed provisions: to prevent anti circumvention of DRM technologies and one provision that clarifies what is a DRM technology.&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Proposed Legislation&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Section 2 (xa)&lt;/b&gt;: Defines Rights Management Information – it is important to note that within the definition of RMI the provision specifically excludes any device or procedure intended to identify the user from the definition.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Section 65A (1)&lt;/b&gt; : Protection of Technological Measures - Any person who circumvents an effective technological measure applied for the purpose of protecting any of the rights conferred by this Act, with the intention of infringing such rights, shall be punishable with imprisonment which may extend to two years and shall also be liable to fine includes that any person facilitating circumvention by another person of a technological measure, shall  maintain a complete record of such other persons including his name, address and all relevant particulars necessary to identify him.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Section 65B&lt;/b&gt;: Protection of Rights Management Information – Any person who removes, or distributes, copies, or broadcasts any rights management information without authority shall be by punishable with imprisonment.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;i&gt;Recommendation&lt;/i&gt;:  We find, not just exclusively to the Copyright Act, but that in all Indian legislation the privacy of an individual is brought into question, because there are no safeguards against the commercialization of information, and no formal process of redress if an individual discovers that his information is being used without his consent/prior knowledge. We would recommend that (perhaps appropriately in legislation on data protection) a provision be included to clearly articulate that the collection and commercialization of information and personal data is prohibited by DRM technologies and host companies, and a method of redress be put in place.&lt;/p&gt;
&lt;h2 style="text-align: justify; "&gt;Under the copyright, does a person have the ability to expose privacy infringement?&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;Because DRM technologies have the ability to collect user information, which could potentially be done through the use of spyware, it is important that an individual has the ability to know if and when their information is being collected. To do this an individual can discover the technological principles of a device, object, or system through a process known as reverse engineering.  Currently reverse engineering is permitted under provision 52 (ac). It is further supported by provision 65A (2) (f).&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Current Legislation&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;Provision 52 (ac): Certain acts not to be in infringement of copyright include: the observation, study or test of functioning of the computer programs in order to determine the ideas and principles which underlie any elements of the program while performing such acts necessary for the functions for which the computer program was supplied. The following acts shall not constitute an infringement of copyright, namely:&lt;br /&gt;65A (2) (f): Nothing in sub-section (1) shall prevent any person from, doing anything necessary to circumvent technological measures intended for identification or surveillance of a user.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Recommendation&lt;/i&gt;: We have no recommendation, but see this as a positive provision.&lt;/p&gt;
&lt;h2 style="text-align: justify; "&gt;How does the proposed exception for the disabled undermine privacy?&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;In India under the current Copyright Act, 1957 there are no provisions for the benefit of disabled persons, thus currently permission from copyright holders needs to be exclusively sought every time the visually challenged person requires access. Under the Constitution of India and the Bernes Convention, India has committed to enshrining the rights of the disabled.&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Proposed Legislation&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;Section 31B:  will grant compulsory license in respect of publication of any copyrighted works not covered by the exception under section 52 (1) (zb). For this a registered intermediary organization that is recognized under The Persons with Disability Act shall apply to the Copyright Board for approval. The board will evaluate the applicant and application, and grant permission if it sees fit. The intermediary will then be responsible for monitoring the usage of the copyrighted work to ensure that copyright law is not violated.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Recommendation&lt;/i&gt;: Though currently the Indian legislation does not threaten the privacy of the disabled, we find it concerning that under the WIPO copyright treaty – the anonymity of the disabled would be compromised.&lt;/p&gt;
&lt;h2 style="text-align: justify; "&gt;What is On the Horizon?&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;As copyright and IP is a constantly evolving issue, countries are consistently amending and changing their laws. With the flow of peoples across borders increasing, Indians will be affected by different international policies that could pose to infringe upon their privacy, for example cross-border checks or three strike regimes, which will punish a person if caught infringing copyright three times. For example: France has proposed cutting off Internet to those caught infringing on copyright three times.&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Examples of Proposed Legislation: The Anti-Counterfeiting Trade Agreement:&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;ACTA is a proposed legislation. Its objective is to combat counterfeiting and piracy. Partners in the negotiations include: The United States, Australia, Canada, the European Union, Japan, Mexico, Morocco, New Zealand, Singapore, South Korea, and Switzerland. The treaty will oblige each contracting party to adopt, in accordance with its legal system, the measures necessary to ensure the application of the treaty. Though ACTA has not been enacted, many worry that ACTA would facilitate privacy violations by trademark and copyright holders against private citizens suspected of infringement activities without any sort of legal due process. The Act could allow for random searches of laptops, MP3 players, and cellular phones for illegally downloaded or ripped music and movies.&lt;br /&gt;&lt;i&gt;&lt;br /&gt;Recommendation&lt;/i&gt;: We find that copyright infringement does not appear to justify cross border searches or other forms of regulating.  ACTA and other international treaties raise the question that if India became compliant with certain international standards, would the standards would be too stringent without safeguards, and pose as a risk to a person’s privacy.&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/internet-governance/blog/privacy/privacy-copyright-act'&gt;https://cis-india.org/internet-governance/blog/privacy/privacy-copyright-act&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Internet Governance</dc:subject>
    
    
        <dc:subject>Copyright</dc:subject>
    

   <dc:date>2013-08-06T13:37:27Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/internet-governance/blog/UID-public-meeting">
    <title>Summary of UID Public Meeting, August 25 2010</title>
    <link>https://cis-india.org/internet-governance/blog/UID-public-meeting</link>
    <description>
        &lt;b&gt;A summary of the "No UID" public meeting that took place on Aug. 25th at the Constitution Club, New Dehli. &lt;/b&gt;
        
&lt;h2&gt;The Meeting and Project&lt;/h2&gt;
&lt;p&gt;&amp;nbsp; On August 25, 2010 in Delhi, a public meeting was organized by civil society groups from Mumbai, Bangalore, and Delhi to discuss and answer questions surrounding the UID, and to present the concerns of the public to members of parliament. The meeting was successful, with many important concerns raised by both the speakers and the audience. An action plan was developed, and&amp;nbsp; MPs were able to come, listen, and share their opinions.&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;The Project&lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;The UID is a project that is supported by the government of India, and is led by Nandan Nilekani, the former CEO of Infosys.&amp;nbsp; The project is being presented as a cure to the PDS system, as a mechanism to bring benefits to the poor, and as a project that will make India an inclusive society by providing every citizen with a verifiable identity. The draft National Identification Authority of India Bill will be placed before the Lok Sabha in the current session. If the Bill is approved by parliament, the official implementation of the Bill will take place in Winter 2010 -2011.&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;Technological Flaws &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;Speaking first, Jude D'Souza, a free software professional, presented the entire technical aspect of the UID scheme. He became involved with the UID project through his work on biometrics, and he expressed shock that the UID scheme would rely on a deeply flawed system such as biometrics.&amp;nbsp; Flaws in such a system include -- but are not limited to -- duplication, verification problems, and the lack of infrastructure needed to collect biometrics properly. Explaining in detail how fingerprint and iris scanners work, he showed how both are actually very simple technologies.&amp;nbsp; An iris scanner is&amp;nbsp; essentially a camera coupled with auto-focusing. The camera focuses on one’s eye, takes a snapshot, and then divides the eye into concentric segments, conducts a type of numbering scheme for each segment, and then generates a number that represents the pattern. A fingerprint scanner works in a similar manner. First a&amp;nbsp; picture is taken of your finger-print,&amp;nbsp; the system then generates an inverted image of the finger, with darker areas representing more reflected light and lighter areas representing less reflected light. The image is then compared against the stored fingerprint.&amp;nbsp; Both technologies&amp;nbsp; are easily spoofed. Iris scanners cannot detect contact lenses, and a scientist in Japan found that fingerprint scanners can be “tricked” easily with materials costing under 10 dollars. D'Souza explained how all identification systems go through an enrollment and authentication process which includes: the capturing of the image, the processing of the image, extraction of features, the creation of a template, encryption, duplication and storage of the information. If a step in either the enrollment or authentication process goes wrong, the whole process is brought&amp;nbsp; back to square one – manual recording&amp;nbsp; of information. For instance, if a fingerprint is swiped, and the machine cannot read it because it has changed with age, or the machine is malfunctioning, or the fingerprint is logged with water (something that is not uncommon in India) – the person would either have to re-enroll, and then re-verify who they are manually. If this scenario applies to, say, someone coming into a hospital, the consequences of his/her fingerprints not being read are grave.&lt;/p&gt;
&lt;p&gt;Another concern is the compromising of the system. Bogus templates can easily be created and switched with the real template, key duplication is possible, or the system could be hacked and a virus introduced. In general, it is dangerous when any database containing personal information is compromised; a database that contains biometrics is twice as dangerous. D'Souza closed his presentation by making the point that biometrics cannot be withdrawn – if your password (biometrics) is compromised, you are still stuck with it for life. Once you leave your&amp;nbsp; footprint through biometrics, it is irrevocable.&lt;/p&gt;
&lt;h2&gt;Civil Rights &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;The second speaker of the day was Usha Ramanathan, an internationally recognized expert on law and poverty, who spoke on human rights and the UID. From the beginning of her presentation she challenged the audience to think deeply about the question “Why would the government want to put this project in place?” She brought to the table many points about how the project violates human rights, including the fact that no type of feasibility study has been done on the technology or the financial cost of the project; a white paper was never issued at the genesis of the project; and Nandan Nilekani and other members of the authority refused directly to answer the concerns brought forth to them when they were approached.&amp;nbsp; To her, the corporatization of the project is also very clear. From the marketing of the scheme, to the implementation of the scheme, to the fact that the convergence of databases will allow business and corporate powers to network using individual’s data that they obtain from the database – the issuance of a Unique Identification Number provides opportunities for huge profits to be made by corporations and the government. What makes the consequences of a UID number even more powerful is the fact that even though the Authority says that the number is voluntary, businesses, shop owners, banks and hospitals have the ability to deny access if one does not have&amp;nbsp; number.&amp;nbsp; In this way, the number is at least de-facto compulsory. This number also threatens violations to an individual’s privacy.&lt;/p&gt;
&lt;h2&gt;Benefits to the Poor &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;When analyzing the benefits to the poor that the number promises, the 
picture begins to look less and less beneficial. The Authority has been 
stressing the benefit of the portability of a Unique Identification 
Number. The positive aspects of having a portable ID stem from the idea 
that a person living in one village could be traveling and would still 
be able to collect his or her rations from the Free Trade Shop in the 
location he or she is visiting. No longer would people have to return 
home to collect their rations.&amp;nbsp; Though this seems to be a useful benefit
 indeed, problems begin to arise if the Free Trade Shop in that village 
does not have enough grain in stock to provide for the unexpected 
visitor or if the biometric data malfunction.&amp;nbsp; Other complications that 
the poor might have with a unique ID number is that to enroll you must 
know your address and name, and be able to spell them correctly. When 
looking at if the UID will plug the leakages of the PDS system, it will 
perhaps make the delivery of grain more efficient – theoretically it 
could stop the use of fake ration cards etc, but it does not stop the 
waste of grain, and at the end of the day – it still only a number, it 
does not regulate the person authenticating the individual and 
distributing the grain. Other difficulties the rural populations 
face are power outages: what if the power goes out – no one can be 
authenticated, what if the notice that benefits are available are 
electronically transmitted and do not arrive? What if data are lost 
during power outages?&lt;/p&gt;
&lt;h2&gt;Response of the Audience&amp;nbsp;&lt;/h2&gt;
&lt;p&gt;After lunch the floor was opened up to discussion about steps that need 
to be taken in the future. It&amp;nbsp; was determined that&amp;nbsp; academics need to 
be&amp;nbsp; consulted, the NO UID campaign needs to be presented in a language 
that everyone can understand and relate to,&amp;nbsp; more political leaders need
 to be contacted, volunteers from Universities need to be recruited, 
petitions need to be written, and emails and contact information shared for open communication amongst each other. Another response from the audience was that privacy is an issue for the elite – the poor are concerned with surviving day to day. What is interesting, though, is how untrue that is. The issuance of a UID number brings privacy of the poor into the limelight. Privacy is a question of a person’s ability to control individual information, to know how it is being used, and by whom. A Unique Identification Number given to the poor suddenly places all of his or her personal data on the grid. It places it into networks, business databases, and governmental data banks. The current lack of data protection and lack of control an individual has over these data under the scheme creates a privacy crisis for anyone who has a number.&amp;nbsp; And, given the ability to deny services to someone who does not have a number, it creates a crisis for those who opt out as well.&lt;/p&gt;
&lt;h2&gt;The Opinion of the MPs &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;Many of the MPs were unable to come, but the two who did were in opposition to the UID. MP Syed Azeez Pasha (CPI)&amp;nbsp; commented on the need for a campaign to have started earlier, while Senior Member of Parliament from the Revolutionary Socialist Party of India (RSP) Abani Roy called for the launching of a massive campaign to resist this expensive and dangerous project through which several companies will gain massive contracts from the public exchequer.&lt;/p&gt;
&lt;h2&gt;Conclusion &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;As the UID project continues to unroll, it seems that&amp;nbsp; that Nandan Nilekani has imagined a new India – one that looks to technology as its solution to its political and social problems. If this is the case, a UID number that will work to shift the entire population onto a digital database could just be the beginning of many&amp;nbsp; other changes to come. Indian citizens should carefully consider if this is the India that they have imagined.&lt;/p&gt;
&lt;h2&gt;&amp;nbsp;Resources from the Meeting&lt;/h2&gt;
&lt;p&gt;&lt;a class="external-link" href="http://www.slideshare.net/anivar/biometrics-vulnerabilities-exploits"&gt;D'Souza powerpoint presentation &lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://cis-india.org/internet-governance/uid-booklet-aug25" class="internal-link" title="UID Booklet"&gt;UID Booklet&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://cis-india.org/internet-governance/uid-appeal-to-mps" class="internal-link" title="UID Appeal to MPs"&gt;UID Appeal to MPs&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://cis-india.org/internet-governance/uid-booklet-hindi" class="internal-link" title="UID Booklet in Hindi"&gt;UID in Hindi&lt;/a&gt;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/internet-governance/blog/UID-public-meeting'&gt;https://cis-india.org/internet-governance/blog/UID-public-meeting&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2011-08-02T07:28:46Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/internet-governance/blog/no-uid-campaign">
    <title>No UID Campaign in New Delhi - A Report</title>
    <link>https://cis-india.org/internet-governance/blog/no-uid-campaign</link>
    <description>
        &lt;b&gt;The Unique Identification (UID) Bill is not pro-citizen. The scheme is deeply undemocratic, expensive and fraught with unforseen consequences. A public meeting on UID was held at the Constitution Club, Rafi Marg in New Delhi on 25 August, 2010. The said Bill came under scrutiny at the meeting which was organised by civil society groups from Mumbai, Bangalore and Delhi campaigning under the banner of "No UID". The speakers brought to light many concerns, unanswered questions and problems of the UID scheme.&lt;/b&gt;
        
&lt;p&gt;Since 2009, when the UID Bill was presented to the general public by Nandan Nilekani, the project has been characterized as a landmark initiative that will transform India, bring in good governance, and provide relief and basic services for the poor.&amp;nbsp; The scheme is rapidly being put in place; the draft Bill has been put before the Parliament of India and the resident numbers and data have been collected.&lt;/p&gt;
&lt;p&gt;The UID proposes to take the finger prints and iris scans of every resident of India for authentication of each individual. J. T. D'Souza, an expert in free software technology exposed the flaws of the entire technical aspect of the UID project.&amp;nbsp; He presented the risks and loopholes that technology such as iris and fingerprint scanners pose, and the risks in using a biometric system as a form of identification system.&amp;nbsp; Contrary to the claim of the UID authority, that a scheme based on biometrics is foolproof, he explained how fingerprints&amp;nbsp; are not unchanging, both fingerprints and iris scans can be easily spoofed (with a budget of only $10), and there are many ways in which the technology can break, be inconsistent, or be inaccurate.&lt;/p&gt;
&lt;p&gt;From a human rights perspective the lack of democracy in the entire project was stressed. Usha Ramanathan reiterated the fact that&amp;nbsp; no white paper was issued, the Bill has not gone through the Parliament and yet citizens’ data is being collected, citizens were given only a two week period to comment on the Bill, and in practice the UID number will not be voluntary for individuals.&lt;/p&gt;
&lt;p&gt;The UID authority has posited the scheme as bringing benefits to the poor, plugging leakages in the Public Distribution System and the Mahatma Gandhi National Rural Employment Guarantee Scheme (MGNREGS), as well as enabling inclusive growth by providing each citizen with a verifiable and portable identity. These claims were debunked. An identity number will not fix the waste of grain that takes place every day, the portability of the number raises new problems of accessibility and distribution of resources, and the MGNREGS system is already working to be financially inclusive with a majority of its members already having a bank account.&lt;/p&gt;
&lt;p&gt;In response to hearing the presentations of the speakers and the comments by the audience, senior Member of Parliament of the Revolutionary Socialist Party of India (RSP), Abani Roy called for the launching of a massive campaign to resist this expensive and dangerous project through which several companies will gain massive contracts from the public exchequer.&lt;/p&gt;
&lt;p&gt;The campaigners for No UID plans to hold further meetings across the country and lobby Parliamentarians in the coming months.&lt;/p&gt;
&lt;p&gt;For more information contact: Mathew Thomas (Bangalore) mathew111983@gmaill.com, Elonnai Hickok (Bangalore) elonnai@cis-india.org , Sajan Venniyoor (Delhi): +91-9818453483 - Bobby Kunhu (Delhi): +91-9654510398&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/internet-governance/blog/no-uid-campaign'&gt;https://cis-india.org/internet-governance/blog/no-uid-campaign&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Internet Governance</dc:subject>
    
    
        <dc:subject>Privacy</dc:subject>
    

   <dc:date>2012-06-20T03:51:45Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming">
    <title>Attentional Capital in Online Gaming : The Currency of Survival</title>
    <link>https://cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming</link>
    <description>
        &lt;b&gt;This blog post by Arun Menon discusses the concepts of production, labour and race in virtual worlds and their influence on the production of attention as a currency. An attempt is made to locate attentional capital, attentional repositories and attention currencies within gaming to examine 'attention currencies and its trade and transactions in virtual worlds. A minimal collection of attention currencies are placed as central and as a pre-requisite for survival in MMOs in much the same way that real currency become a necessity for survival. The approach is to locate attentional capital through different perspectives as well as examine a few concepts around virtual worlds.&lt;/b&gt;
        
&lt;p&gt;Virtual Worlds&lt;strong&gt;1&lt;/strong&gt; have been examined extensively for their capacities in creating simulated spaces for fun, play, and entertainment. Presently there is a trend in&amp;nbsp; research studies worldwide to focus on examining questions of informational labour, production, ownership, racism, and the currencies of trade. By drawing examples from the published works of some of the leading writers in this field , I explore these questions and their connections with attention currency and the attention economy&lt;strong&gt;2&lt;/strong&gt; in gaming. I posit attention currency as a third currency&amp;nbsp; in addition to virtual and real currencies in the ability in which it operates as a currency. Through the concepts put forth, an attempt is made for a reading of attentional capital, attention currencies, attention repositories, trades in attention, and the functions of attention as a currency in gaming economies besides a reading of&amp;nbsp; confluences in terminologies and application&amp;nbsp; and&amp;nbsp; to expand them to examine attention economies in gaming. The games examined for this purpose are wide ranging, such as Eternal Duel, Rising Era from the Fantasy RPG Genre, Travian, T.K.O from the RTS genre, and select and limited readings of and around WoW. All of these fall under the MMO genre.&lt;strong&gt;3&lt;/strong&gt;&lt;/p&gt;
&lt;h2&gt;Introduction&lt;/h2&gt;
&lt;p&gt;Edward Castronova is a professor at Indiana University and has prolifically written on virtual economies. His most prominent works are 'Synthetic Worlds: The Business and Culture of Online Games' and 'Exodus to the Virtual World: How Online Fun is Changing Reality' and has done extensive research and commentaries on the economies of virtual worlds and online games. His concept the 'Avatarial Capital' (Castronova 2005) is articulated in a similar manner as Human Capital&lt;strong&gt;4 &lt;/strong&gt;, and Cultural Capital.&lt;strong&gt;5&lt;/strong&gt; Castronova's Avatarial capital is approached as a set of non-material factors such as in-game knowledge, experience, growth, skills and other character related functions. Along the same lines as human capital and cultural capital, increases in the investments in Avatar Capital proportionally increases the power of the entity (p. 41 Castronova 2005 also refer p. 110-114).&lt;/p&gt;
&lt;p&gt;What would be ideally termed, in a broader fashion, as 'attentional capital' is articulated by Castronova as Avatar Capital in a minimalist manner, such that it can be argued that avatar capital forms an essential and basic part of attentional capital in gaming. Some concepts that are accepted as exemptions (real world problems – race, class, and gender – devoid in Synthetic Worlds) are addressed by Nakamura when she engages with questions of human capital and cultural capital in fantasy warfare games such as World of Warcraft (WoW). By examining concepts of production and segregation of production processes as well as organic systems of production and designed systems of production, an attempt is made to read racialisation of informational labour within virtual worlds in light of designed races, rather than real races and posit that other forms of racism and racial warfare exist. This in contrast to Nakamura's examination dealing with racial stereotyping of informational labour, particularly of the fourth world labour, an attempt is made to posit that racial and/or class warfare (not similar in the manner that Nakamura addresses racial warfare) is present and inevitable in any designed world that has characteristics of Role Play. I posit that such forms of racial warfare need not necessarily be examined as a proxy warfare among leisure gamers and worker gamers but as inherent in any fantasy construct that places racial choices as essential to imagining certain types of roles within the game.&lt;/p&gt;
&lt;p&gt;Lisa Nakamura is a professor in the Institute of Communications Research and Director of the&amp;nbsp; &lt;a class="external-link" href="http://www.aasp.illinois.edu/people/lnakamur"&gt;Asian American Studies program&lt;/a&gt; at the University
of Illinois, Urbana-Champaign. Her work revolves around questioning race, ethnicity, and identity in Virtual Worlds. Robbie Cooper who has written expansively on Avatar Identities and their relation with the real identities of gamers (and thus relevant to locating any shifts in attention trades) has been approached through secondary readings, reviews and a partial (limited preview) reading of the text, due to the availability or lack thereof of the text in question. By addressing avatar identities and their links to real world identities, connections can be made in the way attentional capital and attention currency interacts with, and between, virtual, and real world currencies. Although questions of the Virtual - Real Binary6 arise through multiple tangents, it is only examined as a part of discussing the Earth - Synthetic binary that Castronova uses. An attempt is made to clarify some of the terms which are common to this field and place them in perspective. The terms, their limitations and some binaries are juxtaposed for discussion. This is not to imply that Castronova cannot be used to read virtual worlds (or rather their economies), on the contrary his narrative becomes more central as his predictions on exponential growth and impact&lt;strong&gt;7&lt;/strong&gt; of virtual worlds (economies) are realized.&lt;strong&gt;8&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;By using these authors and their concepts, I posit that Attention can be read as a currency of transaction&amp;nbsp; that enables the survival of the player in virtual gaming worlds and at most stages forms a pre-requisite often similar to real world currencies – a basic amount of which ensures human survival. Drawn from the concepts of Goldhaber who posits that attention is an essential pre-requisite to human survival, I extend his reading to virtual worlds to locate the transactions in attention and attentional capital and how they influence the flows of attention as a currency – making a collection of attention currency essential to survival in a virtual world.&lt;/p&gt;
&lt;p&gt;In the following segments some of the terminologies, their dichotomies, and a commentary is made on the terms common to this area. The specific usage by these writers and the commentary is speculative, interpretative, and by no means a closed debate. I explore the terms and attempt to make connections with the attention economy in gaming and in the process explore the possibilities of expanding or broadening some of the terms.&lt;/p&gt;
&lt;h2&gt;Synthetic Worlds&lt;/h2&gt;
&lt;p&gt;Castronova (2005) describes Synthetic Worlds as[C]rafted places inside computers that are designed to accommodate large numbers of people. He goes on to describe Synthetic Worlds as the playgrounds of imagination being host to ordinary human activity. The only notable difference between simulated worlds in offline settings and online settings is that the latter can accommodate a large number of people. This definition basically stands for almost all online games, be they client-server, browser-based, persistent worlds,&lt;strong&gt;9&lt;/strong&gt; text based (also&amp;nbsp; MUDs&lt;strong&gt;10&lt;/strong&gt;),and many more where multiple users can engage with each other in an online setting, but by focusing on MMORPGs and visual superiority. Castronova in this process isolates multiple genres of games that are capable of social, political, and economic activity similar to that of graphically constructed worlds.&lt;/p&gt;
&lt;p&gt;On developing his thesis Castronova seems to suggest an undue emphasis on worlds that are graphically represented and superior (visually well defined and designed), and such games/worlds being viable synthetic worlds. Viability can be interpreted as the immersion of the player in the game as one factor. On the other hand the economic viability of the synthethic world could be another factor, economic in that there are active gold farming (termed secondary) markets in that game. In such a case synthetic worlds as a term is applicable to even non-graphical text based constructs that run online. Julian Dibbell's documentation of the LambdaMoo community reiterates a certain complexity in the textual construction of the synthetic world, even though it is not visually or graphically represented.&lt;/p&gt;
&lt;p&gt;On a similar note, virtual economic activity is not restricted to graphical worlds either.&lt;strong&gt;11&lt;/strong&gt; The economic activities and organizations that Castronova ascribes to these synthetic worlds are present in almost every virtual world (graphically or textually defined), where there is an aggregation of human activity and congregation of human avatars.&lt;strong&gt;12&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The possibilities of human economic activity both within the virtual world and the real world can be connected through an examination of gold farming. Depending on attentional capital (and the attentional repository of the entire virtual world) economic activity connects to real world trade as well. Here the popularity of the game and the ability of the secondary market to generate profits is paramount. Synthetic Worlds or in an expansive definition Virtual Worlds and the attentional capital and repositories of attention are examined that support basic forms of communication, social interaction and game play.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;In 'what is a synthetic world' an essay in Space, Time, and Play, Castronova, et al uses the term 'Synthetic Worlds' interchangeably with virtual worlds, the difference being a focus on the 'interconnections' between the two worlds. A reading of Castronova (2005), would suggest that his usage limited what synthetic (or virtual) worlds are capable and constitute of. By using Synthetic Worlds and Virtual Worlds interchangeably throughout this article, I intend to broaden Synthetic Worlds beyond Castronova's imposed limitations.&lt;strong&gt;13&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;When Castronova says that all synthetic worlds are MMORPGs, he has arguably limited the usage to only games that have an RPG element – furthermore, those with graphical clarity and representation. If say the Virtual World in question such as Eternal Duel were to be examined, it would not fall under what Castronova describes as a synthetic world largely because of its focus on a text based construction of Etheria. Interestingly, Etheria is not identified as a 'diasporic' homeland as much as the cities, the clans, or the game itself. In Eternal Duel, players tended towards their clans identity or the city they were based close to rather than 'Etheria' the Land itself. Unlike SL, WoW, and others where there is an identification towards the whole game 'land' such as a citizen of Lindenberg or Azeroth. Agreed that graphical constructions use visual aids to better connect with an imagined homeland, whereas the same immersive effect is restricted through text. Text based games such as these depend on the interpretative and subjective interpretations of the gamer to create, in the imagination, an idea of the homeland.&lt;/p&gt;
&lt;p&gt;Even though Castronova (2005) states that virtual worlds as a conceptual term is closed and synthetic worlds are more open and interconnected (such that its not possible to read them as sealed and separate disconnected systems), it is possible that synthetic worlds are in fact limited in that they are applicable to certain graphically functional and visual worlds (MMORPGs according to Castronova) by express definition.&lt;/p&gt;
&lt;p&gt;Perhaps it is relevant to look at MMORPGs as one among many other genres of online games, where there is a collection of avatars and a common synthetic world is constructed. Mizuko Ito in her documentation and usage of the 5thD project notes that the gamer and paired guide were able to construct 'micro-worlds' through narrative experiences of the real world in Simcity 2000, a city building simulation game. This construction of the micro-world was facilitated through a transfer of narrative experiences from the guide to the young gamer, through what is percieved as logical in the real world without actual knowledge of the scripts and algorithms behind the game that dictated its response. Reading micro-worlds as synthetic worlds has its own pitfalls and problems but such a reading is possible particularly when using the alone together phenomenon. Though an 'out of context' reading might be appropriate in an offline setting as well, where games have a sustainable&lt;strong&gt;14&lt;/strong&gt; capacity for immersion, the only failure, if any, would be evolution which is a predominant characteristic of virtual worlds in a massive setting.&lt;/p&gt;
&lt;p&gt;Whereas RPG games in an offline setting do not have any types of evolution that is sustainable, this feature is resultant of the 'massive' effect in online games, such that narratives of the game are constantly rewritten and brief, even short periods of disconnections leads to a narrative disjunct in the player, which may surface as a diasporic experience. Diasporic experiences here are similar to real world diasporic displacements in that there is a severance from the imagined 'homeland' of the avatar. A severance results in the displacement of the avatar. Evolution of the world is a prominent feature in any persistent or even a temporary time-bound world, where there is an aggregation of human interest. Constant human activity, economic, social, and political create narrative disjuncts in the timeline for those players who are removed from that particular community. MMORPGs have strong evolutionary elements drawn from and often ascribed to the massive element&lt;strong&gt;15&lt;/strong&gt; such that any form of change within virtual synthetic worlds are resultant of the activities of thousands of people participating in that world including their organization, collective achievements in the achievement hierarchies and engagement in their virtual worlds.&lt;/p&gt;
&lt;p&gt;There are often diasporic experiences faced by players on withdrawal from a community of gamers. The Uru Diaspora was one such – the diasporic effects were documented by Celia Pearce in Communities of Play. An extensive reading of identities, associations and severance of the homeland has been documented – examining concepts like the virtual homeland and association with the homeland such that there is a sense of rights and citizenship that arise out of this 'belonging', to eventually lead to a 'resurrection'. I would interpret diasporic experiences such as these as indicative of the immersive nature of the narrative architecture in an online game. Although the concept of the narrative architecture as one is largely applied to offline games, a confluence of human activity produces its own narrative, such that importing 'narrative architecture' to read into online spaces becomes possible.&lt;/p&gt;
&lt;p&gt;Castronova's suggestion that there are possibilities of a thriving parallel economy in and through secondary markets&lt;strong&gt;16 &lt;/strong&gt;makes it possible to locate avatar capital and by extension attentional capital more accurately. That is by terming avatar capital as a part of attentional capital, the outworld&lt;strong&gt;17&lt;/strong&gt; relevance of avatar capital and the possibility of attention flows functioning as a currency within virtual worlds and between the real world is made.&lt;strong&gt;18&lt;/strong&gt; It is possible to argue that Castronova implies certain attentional repositories when he posits that exploration, expansion, and advancement (p.110 Castronova 2005) are necessities to build up the player level, experience, and other intangible capital, which develops as the Avatar[ial] Capital, much in the same manner as Human Capital, Cultural Capital, and Gaming Capital (Pierre Bordieu's term 'Cultural Capital' is influential to both Castronova's 'Avatar[ial] Capital' and later Consalvo's 'Gaming Capital'). In the following sections, an attempt is made at approaching attention currency and its operations and positing attention as the currency of survival rather than the investments of either virtual or real world currencies.&lt;/p&gt;
&lt;h2&gt;Avatarial Capital, Attentional Capital, and the Repositories of Attention&lt;/h2&gt;
&lt;p&gt;Whereas Castronova places avatar skills and experience&lt;strong&gt;20&lt;/strong&gt; as 'avatar capital'
alone is limiting, in that the focus is on one avatar rather than a
set of avatars. This limit also manifests in the set of resources
that the avatar has access to, particularly attention, which changes
the accesses to resources in-world and out-world and effects the
production of attention currency in its turn. Thus, it is almost
cyclical in that attentional capital in repositories ensure survival,
 survival leads to greater activity and production in virtual worlds,
 which in turn gives greater accesses to in-world resources and
avatarial capital and  which then through the hierarchies of
achievement produces more attentional capital.&lt;/p&gt;
&lt;p&gt;Even though Castronova articulates the avatarial capital as a necessity (along with physical capital) for survival, he leaves out the relevance of ranking systems (that Hamari and Lehdonvirta (2010) posit as the achievement hierarchy) that seemingly organize a massive amount of data into statistically and graphically available information in almost every virtual world and through this activity build channels of attention. Attention&amp;nbsp; then flows in often unpredictable manners&lt;strong&gt;21&lt;/strong&gt; and ensures the survival of the player or avatar character in that game. Every game has a system that organizes seemingly irrelevant information on avatars to provide a daily statistical representation on growth, (re-)investment, level, experience, amount of virtual gold, player vs player and non-player character 'kills' . In some hierarchies attemtpted attacks and successful kills are also recorded and made public with a ratio in percentage, the time aristocracy that lehdonvirta 2005, 2007 addresses can be located by this percentage represented in the achievement hierarchy, and so forth in a ranked&amp;nbsp; hierarchy . Depending on the design and architecture of the game world (Synthetic Worlds), there may be detailed statistical data that provides for in-game information and players that are active, joined recently, completed a certain quest, requests assistance with another quest, etc., are news items that are filtered into general gameverse ranking, clan, community, alliance or group ranking.&lt;strong&gt;22&lt;/strong&gt; Central to the attentional capital and its flows are these gameverse&lt;strong&gt;23&lt;/strong&gt; ranking systems both internal to the game and external tools that pull data from the server to plot out potential targets for attacks, raids, and so forth.&lt;strong&gt;24&lt;/strong&gt; Metagaming, or influences on the game from outside the game and its rules, affects every scenario of gaming in some manner. Metagaming most often than not, dictates the attention of individuals and their investments in time and labour.&lt;/p&gt;
&lt;p&gt;For instance – Travian which is a popular MMORTS&lt;strong&gt;25&lt;/strong&gt; has an array of scripts, tools, paid services, external data aggregators – i.e., external to the game - that assist in finding other players/alliances and groups for warfare. Although the game itself has sufficiently developed communication and social interaction systems&lt;strong&gt;26&lt;/strong&gt;, players ranking 1-1500&lt;strong&gt;27&lt;/strong&gt;  most often use a variety
of external tools and IM programs to support their gameplay.&lt;strong&gt;28&lt;/strong&gt; Skype or MSN&lt;strong&gt;29&lt;/strong&gt; becomes preferred means of communication, coordination, and policy&lt;strong&gt;30&lt;/strong&gt; discussion – and this is not limited to one game server (Travian) whose example I am citing. The number ranges that have been chosen select players whose achievements ranking is comparatively in the top 10 – 20 per cent in terms of activity, presence, and by extension, economic activity, in an international server this number would be a maximum of 1500-2000 whereas on regional servers which witness lower members the number ranges of active gamers with a reasonable growth rate are fixed at around 500-1000. These players have sufficient amount of attentional capital invested in their game to join larger groups based on common cultural symbols and perceived commonalities, which may amount to social commonalities.&lt;/p&gt;
&lt;p&gt;Attentional Capital, though it draws from avatarial capital, is broader than just in-game related ranking.&lt;strong&gt;31 &lt;/strong&gt;Attentional capital (and attentional repositories, which makes attention the basic currency of survival) would ideally encompass a larger sphere including real life associations as well as virtual world associations and experiences&lt;strong&gt;32&lt;/strong&gt; Avatarial capital limits itself to the collection of intangible non-material capital within gaming worlds alone, there is very little discussion (by Castronova or Nakamura who uses avatarial capital) on the extent to which avatarial capital can be streched. If the term is indeed limited to single virtual worlds, a concept of consolidation of avatars (naturally avatarial capital), which occurs at multiple points should also be articulated in light of attentional repositories which allow for the aggregation of attention to reach the threshold required for survival (and thus trade, activity, and so forth). This is not constant but almost always in flux, a lack of investment for a short period would mean death gradual or instant, and depends entirely on the disposition and design of the game in question.&lt;/p&gt;
&lt;p&gt;Advancement and progression of an avatar is addressed by Castronova (2005) as the accumulation of the various forms of avatar capital within a virtual world enabling the 'avatar' greater access to the virtual world and the systems of production within the virtual world, defined or rather limited by a requirement&amp;nbsp; for progression. If the avatar grows, more accesses to the game's systems become available, stagnation on the other hand limits these accesses. In a collective sense the growth of a lot of avatars (in an MMORPG) collectively denotes the growth of a synthetic world. Thus, essential to the aggregation of Avatarial Capital as well as attentional capital is the evolution of a synthetic world. Evolution that may be incorporated into the design of the game but is also in a state of constant change and extremely dynamic. A stagnation in the growth of avatars (in a collective) has repurcussion s in the exchanges of attention, exchanges of virtual currencies as well as the collective attention that resides in a synthetic world.. Stagnation even in markets inflicts attrition that destabilizes the virtual world – a lack of attention could well mean the stagnation and eventual decay of the virtual world – this effect can be attributed to Illusory Attention and the decay of attention – for more refer Goldhaber (1997, and 2008). The evolution and advancement could be rapid such that a break from this world for even a short duration, may result in minor diasporic effects. A loss of contact with a community that has developed and evolved in absentia of the player-avatar and non-investment, either of time or resources by the player makes the narrative disjunct more pronounced.By narrative disjunct, I imply that the narrative of the player and the narrative of the community is not in tune, such that diasporic yearnings may be present even without the closure of the game world which is what transpired in Uru – The uru diaspora is documented very well by Celia Pearce and Artemesia in “Communities of Play: Emergent Cultures in multiplayer games and virtual worlds”, 2009 MIT Press. This narrative growth and subsequent disjunct captures the essence of persistent worlds and evolution within them most appropriately. Thus, Synthetic Worlds as a conceptual term is limiting rather than liberating as Castronova (2003, 2005) implies, even with its conceptual failings at achieving a state of 'inter-connectedness'&lt;strong&gt;34&lt;/strong&gt; with the Real World, Virtual World is a conceptually anchored term to articulate human activity in online gaming spaces, perhaps broader than synthetic worlds.&lt;/p&gt;
&lt;p&gt;Avatar capital can locate the influences of attentional capital. Castronova (2005) describes “the accumulated experience points and skills and attributes [as] &lt;em&gt;avatar capital&lt;/em&gt; ”, which is the advancement&amp;nbsp; through specific actions resulting in the growth or increment of non-physical capital of the avatar. What are the non-physical capital of the avatar? Non-physical capital is dependent on the design and genre of the game or MMORPG oriented games will have forms of character development that as represented as levels and stages, which when attained allows for further progression in gameplay. Some of these include but are not limited to the attributes, the skills, experience points, all depending on the design and model of the game world concerned. Empire building games on the other hand would design a different set of avatarial capital altogether.&lt;/p&gt;
&lt;p&gt;Avatar capital enables further progression in the game world and makes accessible quest lines&lt;strong&gt;36&lt;/strong&gt;, virtual goods linked to those quest lines, and higher growth, ability to gain more from attacks and so forth (The Sway of the stars as a Elvish&lt;strong&gt;37&lt;/strong&gt; race weapon grants additional gold income and experience points with each kill –&amp;nbsp; largely for NPC attacks, i.e., Non Player Character attacks, other weapons&lt;strong&gt;38&lt;/strong&gt; are preferred for PvP {Player vs Player} attacks). At this stage the attempt is not to examine the 'real' value attached to the weapon in a fashion that Castronova et al (2008) does, but to locate the attentional capital that is generated by the possession of such a virtual good which enhances avatar capital. Thus, an almost cyclical progression, I extrapolate this further when examining production. So, its possible to articulate avatarial capital as a small part of attentional capital and its collection in what I would term as attentional repositories.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Whereas the Physical Capital is juxtaposed as the virtual money or goods/items and rewards that the avatar earns as part of gameplay (and subsequent reinvestment of rewards), and is the distinguishing link between real and virtual currencies. The time that is invested in production of virtual goods and the subsequent investment in attention (as a currency) and attentional capital (as the non material investments – such as expertise and the abstract concept called experience) can be located in the growth in what Castronova terms as the Avatar Capital.&lt;/p&gt;
&lt;p&gt;Castronova et al (2009) examines the virtual world/synthetic world EverQuest and attempts a mapping of its economy. The authors attempt to read macroeconomic behaviours using real world definitions and attempt an economic mapping quite similar to how real world economies are mapped, the research concludes that real world patterns are present in virtual worlds and in the ways and means that virtual goods are traded. They examine the 'reality' of a virtual sword [Footnote: Please refer page 686, New media and society, 5, 11, 2009, the examination of the reality of the sword, similar to the painting 'this is not a pipe' points to reality of value associated with that object, an object that is considered unreal, non exitent in many terms, Michel Foucault also comments on issues of perception, reality, and the painting and its paradox of Rene` Magritte's painting “the Treachery of Images” 1929-30 – Foucault's focus on representation and simulcura is not necessary to interpreting castronova et al's reading of virtual reality and the real value associated with a virtual good. ] . Are they 'really real'? Castronova et al notes through their study that virtual goods often follow real world patterns and thus can be mapped with real world usages and affordances. Items are classified and graphically represented as furniture, food, clothing, accessories, collectibles and so forth. Castronova et al (2009) by noting that all virtual goods had certain real world categories, armour - clothing, food – what avatars ate and drank, furniture – solid items avatars kept in their huts (homes, etc), and so forth, locate the relevance and psychological value of virtual goods, even if they serve no 'real' purpose. They also noted that virtual worlds scarcely held items that had “no real world uses or affordances”. This is incidentally reiterated to some effect in the AVEA report, which also notes that the demand for virtual goods are a result of the designed spaces (Hamari and Lehdonvirta 2010). The attempt by Williamson et al (2010) and Castronova (2003, 2005) have been locating the shifts in 'Real Life' towards 'Avatar Life'. Castronova himself dictates that such a shift towards virtual worlds is inevitable and as discussed earlier, and although speculative, has materialized and noted by none other than Consalvo (2007) and Nakamura (2009).&lt;/p&gt;
&lt;p&gt;Returning to the discussion, the authors&amp;nbsp; note that currency is representational (The value of the paper currency we use is backed by gold from the treasury of the government), thus items and in-world currencies also serve the representational purpose and in trades against real currency indicate the investment of time and labour. Such that the value of a virtual good, or in some extreme gold farming cases the value of an avatar and character, are dependent on the time and effort that has been invested in its development and the level that it holds in the ranking statistics. A virtual good such as a sword may then indicate value associated with the time it would take to develop the sword. For instance: Race levels in the fantasy text-based browser game Eternal Duel require opals to gain race experience, Opals as a gem acts as any other gem in the game except that it cannot be traded and has to be earned through grinding, farming, mining, and similar other means that would require an investment in a great deal of time. Higher race levels bring higher access for each of the six races that are available in the game – the game in question is Eternal Duel [henceforth E.D.] and Rising Era. The elf&lt;strong&gt;39&lt;/strong&gt; race gets a higher healing rate after each activity related to production such as mining and attacks, whereas the human race gets a higher gold bonus, increasing the chances of each race to develop in its own course. The higher the experience level, the higher the chances of earning opals in attacks. Race weapons and armour provide added advantage in that any other activity of production would return higher returns for the investment of time. Thus, in the end, the value that is assigned to virtual goods where real money trades come into effect are:&amp;nbsp;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;That they denote an investment in time and labour which is saved in the means by which most virtual goods in gaming are acquired, and&lt;/li&gt;&lt;li&gt;The investment in the focused cognitive resources&amp;nbsp; termed as attention transacts as real value and by extension as currency. This would be one method of locating attentional capital.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Attentional capital when it performs the functions of a currency is also representational in that the value of the item (the virtual good – including any virtual item that can be traded including avatars) depends on the market listings, the time (invested in development of that virtual good) and associated 'illusory attention' (a term borrowed from Goldhaber to situate attention and its potential and capacity to act as a currency), which is traded against real money. This form of trade saves the time that is otherwise invested in the production of this item, thus saving the purchasing party a considerable amount of time, which is transacted for real currency. Such gold farming trades are also called as RMT (real money trades – noted by Nakamura p.5 who cites Consalvo p.149-150, also refer lehdonvirta 2005, lehdonvirta and hamari and lehdonvirta 2010), the AVEA report classifies MMORPGs as the first genre of RMT. Why is the representational aspect of currencies necessary? Very simply if real currencies are representational and 'acquires' (however, that may be interpreted) a certain amount of 'reality' such that value associated with the currency and the item can be balanced and traded. It is clearly possible to interpret attentional capital having similar potential to 'acquire' real value and then emulate the functions of a currency that can be transacted for goods. But is attentional capital the same as attention currency (or for that matter attentional repository)?&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I posit that Attentional Capital and by extension Attentional Repositories are dependent on the construction (visual and textual) of the avatar, in-group or out-group racial, ethnic, cultural, and other means of identification, symbolic associations with a particular identity or group, or a perception of a common shared culture, this is similar to constructing communities and Derek Lomas (2008) uses Benedict Anderson's 'Imagined Community' to explore notions of associations (through self-representation) that can locate attentional capital in social networking.&lt;strong&gt;40&lt;/strong&gt; Lomas (2008) examines attentional capital that is built and developed through the elaborate constructions (including self representation) of profiles, through which there is an accumulation of attention (which is what I posit as the attention repository – a collection of attentional capital). The attention repository can be construed of as independent – associated to a player, or as a complex network of repositories that feed into each other through association, expression, and representation – as in a collective or a small group. Thus, the known/recognizable group identification of a particular player would mean a larger repository of attentional capital than a player with little or a lesser known group identification, even though that player may have a higher level of avatarial capital and physical capital to match. The repositories of the group would then feed into the attentional capital of the player, making identification (in-group, out-group, and so forth) easier and granting a certain amount of attention to the profile, which later results in an increased activity (and therefore, survival) in the concerned virtual world. On the notion of survival Goldhaber (1997) states thus:&lt;/p&gt;
&lt;div class="pullquote"&gt;“[P]ractically everyone must have some money to survive, so attention in some quantities is pretty much a prerequisite for survival, and attention is actually far more basic.”&lt;/div&gt;
&lt;p&gt;In a similar manner,&amp;nbsp; Goldhaber locates the relevance of currency (money) as 'the' essential pre-requisite for survival and suggests that attention is as relevant (if not more), I posit that attention in gaming (in all its capacities discussed earlier) is required minimally, as a pre-requisite amount, or what I would articulate as a threshold in the repositories for ensuring survival. This is where I propose that a threshold exits, which can be achieved or realized by the collection of attentional capital when there is&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;a certain amount built in the repository through what Castronova terms as Avatarial Capital&lt;strong&gt;42&lt;/strong&gt;, and&amp;nbsp;&lt;/li&gt;&lt;li&gt;the threshold limit is achieved through other associations or connections to other repositories.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;This is where the discussion earlier on the connections of attention repositories comes into clearer focus. These associations&lt;strong&gt;43&lt;/strong&gt; have their own repositories (not necessarily unintended when represented in player profiles)&lt;strong&gt;44&lt;/strong&gt;&amp;nbsp; and often these associations are capable of feeding attention into the players own repository.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The repositories of attention that I have explored and mentioned here are situated outside of the player avatars in other synthetic worlds, which is to say that there are – in some instances – multiple points of consolidation of avatars (and their repositories) to result in this threshold of survival being realized earlier without the collection of Avatarial capital. This is complex to articulate as well as demonstrate largely because it requires an in depth analysis, the data for which is nearly inaccessible (although, it is true that Castronova and his team were granted full access by Sony into their EverQuest Databases).&lt;/p&gt;
&lt;p&gt;The multiple points of consolidation of avatars implies the consolidation of their attentional repositories of multiple avatars in multiple similar or different (in terms of genre) virtual worlds. In gold farming practices most trades are dependent on this threshold for survival as well as trades, for the threshold limit in the attentional repositories also implies the point at which trade can take place.&lt;strong&gt;45 &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;For instance, avatar A is present on server 1 &lt;strong&gt;46&lt;/strong&gt; but has in earlier periods taken part in other servers 1-'n' and these avatars would be A1-A'n', where n is the identifiable version of the avatar in any synthetic world regardless of classification.&lt;strong&gt;47&lt;/strong&gt; Server 1 being a new game, avatar A will have a very short threshold of attentional capital and avatarial capital – assuming that, as yet, there has been no or minimal investments of time and labour in the development of the avatar that results in avatarial or physical capital.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The repository of avatar A at this juncture will be minimal in that particular synthetic world. For transactions of A1 avatar (that is gold farming for that avatar as a 'virtual good') there has to be an aggregation of attentional repository, which should ideally realize a threshold. This is achieved either through association or inter-connectedness of social viral networks, such that there are higher chances of survival, and in the case of gold farming higher chances of trade. In the event that there is minimal avatarial capital aggregation in A1, the possibility of avatarial consolidation at multiple points still exist. The pre-requisite threshold is achieved not by investments in A, but the investments made earlier in A'n' which feeds into the repository of A1 and survival is ensured. The repositories A1-A'n' would have a consolidated repository that enables avatar A1 to either initiate trade (a real world trade) or equally ensure survival rests in this consolidated repository, which has achieved a certain threshold. Note that this theory of multiple points of consolidation of avatars is not a&amp;nbsp; common occurrence and is largely noticed in successful gold farming trades, and prominent players in any game server that incorporates avatar self representation through profiles, much like social networking profiles. The consolidated repository would mean that the threshold is reached at an earlier stage, than if the normal route of game play were to be taken where avatarial and non physical capital are built up.&lt;/p&gt;
&lt;p&gt;To substantiate with a real world example, SARSteam&lt;strong&gt;48&lt;/strong&gt; is present on at least 2 of the 10 Travian international servers and is familiar with 8ag.&lt;strong&gt;49&lt;/strong&gt; Both having served in common and prominent alliances in multiple Travian servers for a considerable period of time, such that each ensure the others protection, if and when, by chance, they are present in nearby strategic locations in any server. In any new server &lt;strong&gt;50&lt;/strong&gt; a chance encounter would mean that either player would list a PNAP&lt;strong&gt;51&lt;/strong&gt; in their profiles naming the other. This connection takes place regardless of actual contact and negotiation for a PNAP and ensures that the other multitudes of players planning an attack are made aware of strategic connections that the player possess to his advantage thus enabling a further exchange of attentional capital against illusory attention. Players viewing the PNAP and alliance markings, tags, and so forth will cease offensive strategies. As Goldhaber (1997) states there is always an exchange of illusory attention in such cases&lt;strong&gt;52&lt;/strong&gt;, attention may be seen as flowing in both direction when in actuality attention flows are unidirectional compensated by Illusory attention. Lomas (2008) suggests that attention flows are regulated by self representation through profile pages and in the gaming context the same is true. Self representation is deliberative (also noted by Lomas 2008) and by representing selective information an attempt is made at controlling the attentional flows from that profile. For instance, in E. D. listing a mine's quality in&amp;nbsp; the profile page might enable other players to invest their time and labour at mining so as to make a profit and to 'mine out' the mine and thus also make a profit for the owner.&lt;/p&gt;
&lt;p&gt;In both the instances above, the focus is on one or two players and in such an out of context state, attention repositories and the threshold of trade and survival do not seem relevant, add to this the sheer numbers of an MMO and viral connections in an ever increasing spiral and attention repositories and the threshold becomes an essential part of survival in gaming and trade in gold farming.&lt;/p&gt;
&lt;h2&gt;Markets and Synthetic Worlds&lt;/h2&gt;
&lt;p&gt;In this section an attempt is made to read into trading and markets for virtual goods in synthetic worlds and outside of it thereby attempting to place secondary markets and their assumed or presumed legality and/or some form of incorporation into the regular internal market of the game. This would&amp;nbsp; make reading production and segregation of production more accessible later on. Castronova (2003, 2005) does not directly engage with describing the secondary market in Synthetic Worlds, although the market activities that he points out – such as selling game goods on online auction sites (p.16), GNP of Norrath (the country in EverQuest – Sony) being higher than the per-capita income of India and China (p.19) – are activities that connect the internal game markets to the external ones, namely the secondary market, or more commonly known and accessible as the gold farming markets. Are gold farming markets the same as secondary (as external) markets , how are they different from the primary (internal) markets? Almost all secondary markets are external auction markets such as Ebay, or more formalized gold farming trade markets such as Virtualeconomies.net, agamegold.com, myMMOshop.com, gamegoldcentral.com and many others collectively form the external trading markets and economic organizations in the real world that profit from virtual labour and investment (in time and real money). Gold farming also takes place through listings in from forums to social networking sites and gold farming in India largely thrives through such listings. Dibbell (2006) notes the emergence of brokers, traders, and a multitude of intermediaries in the professional transactions of virtual game gold. The AVEA report corroborates thus:&lt;/p&gt;
&lt;p class="callout"&gt;[It is] now possible for any player, no matter how experienced or inexperienced, dedicated or casual, to obtain high-ranking avatars and possessions simply by purchasing them from a website. Virtual goods were commodified.&lt;/p&gt;
&lt;p align="left"&gt;&lt;strong&gt;- AVEA report 2010 p.11&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The core feature(s) of synthetic worlds as Castronova puts it would be applicable to any immersive environment such that his definition is applicable to most games particularly the ones recently released such that those functions are no longer limited in Online Gaming but contributes to the Alone Together phenomenon as well. Castronova states these worlds as "worlds—the fact that they are radically manufacturable places that can be shared by many people at once." The manner of sharing of worlds from a distanced perspective makes it possible to read some synthetic worlds as offline games that are shared in online spaces not directly with other players but as hinted earlier through the achievements hierarchy that is constructed online, even though actual gameplay is strictly offline. For instance, the recent release of games such as Mass Effect, Dragon Age, The Witcher, and many more allow for a certain type of alone together phenomenon which takes place through forum posts, player profiles, and&amp;nbsp; discussions. Note that although there is no online gameplay, similar effects of online gameplay are reflected in the statistics that appear online and create an achievement hierarchy regardless of online activity. Although attentional capital plays a role in such spaces, there is very little connections to survival and team play that it results in.&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;Immersion and Immersive Environments - A Different Perspective&lt;/h2&gt;
&lt;p&gt;Immersive environments can be considered as emotionally invested spaces, spaces where there is a investment in the character as well as the synthetic world. Ethnographic interviews point to immersion being a key motivator for role playing games. Role Play or games that implemented certain elements of role play.&lt;/p&gt;
&lt;p&gt;Immersive environments are often described as the emotional investments that the player makes in the character or the game environment. Turkle (1995) describes role play as the practice of pretending to be someone else within a fictional space.&lt;/p&gt;
&lt;p&gt;The reinvestment of virtual physical and non physical capital enables the avatar better access to production and production capacities. This is manifested dependent on the design of the synthetic world and almost any item can be assigned a value. Castronova (2005) notes thus:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;“The advancement system can be used to induce a player’s emotional investment in all kinds of actions. It can endow seemingly trivial and inconsequential acts—the slaying of a digital dragon—with significant personal and social consequences. Prestige shifts; alliances change; power and wealth flow in new channels; and, most important of all, people feel happier. In the historical record of MMORPGs, the willingness of people to acquire vast storehouses of truly arcane knowledge (the casting times of hundreds of spells; the order of birth of various gods; the number of iron ingots required to make a medium-quality dwarven hammer) has been demonstrated over and over. Advancement mechanisms turn the synthetic world into a place where value can be assigned to anything, and behaviour directed accordingly. ”&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;The emotional investment that Castronova notes through the investment of virtual and real resources in advancement, is probed into by Williamson et al. (2010, in print). Williamson et al suggest through their hypothesis that immersion may take on two (central) functions -&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;that of a journey for the player to discover their 'true self', through a character constructed in role play as a space for role freedom, and &lt;br /&gt;&lt;/li&gt;&lt;li&gt;as a means of escapism.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;On a superficial reading both hypotheses seem very similar, Williamson et al distinguishes these two features using an ethnographic approach. Players who engage in the first central element describe virtual worlds (refer Williamson et al 2010, in print) as a space where they can express which is otherwise socially constrained offline. To paraphrase a quoted comment, a player feels they can be anything they want in&amp;nbsp; role-play whereas in real life they are who they are. Another player feels that their Avatar is similar to their&amp;nbsp; real life but is capable of doing or being more (flirty, casual, and outgoing) than they are in their real lives. Williamson et al support their second hypotheses on immersion, namely as a means of escapism by using ethnographic studies. Players focus on the Virtual World as something to 'get away' from real life hassles, largely all comments that Williamson et al notes are positive, as such there is no indication if there were any connotations of addiction involved with immersion. Not an avoidance of real life situations but more in terms of relaxation, rest, a break and so forth. In fact Williamson et al seem to be moving away from such connotations by making this remark. Although I do not want to address questions of addictions and violence arising out of excessive gaming, these arise out of some of the discourses I point out. More can be found in the works of Florence Chee. The &lt;a class="external-link" href="http://www.sfu.ca/cprost/docs/InteractiveConvergenceCheeSmithCh92005.pdf"&gt;article in particular&lt;/a&gt;&amp;nbsp; can be accessed &lt;a class="external-link" href="http://florencechee.blogspot.com/"&gt;on her page&lt;/a&gt;. Henry Jenkins and his stand on immersion has been addressed in an earlier blog post and would be relevant when addressing immersion in role play (and RPGs) in offline games.&lt;/p&gt;
&lt;h2&gt;The Segregation of Production&amp;nbsp; - Reading Nakamura and Racial Production&lt;/h2&gt;
&lt;p&gt;Lisa Nakamura provides an insight into reading racial stereotypes in virtual worlds and posits that&amp;nbsp; subjects carefully avoid real world racism, and racial references shifts into narratives of racial warfare in the imaginary world. Nakamura problematizes the informationalized capitalism that constructs Asian players as informational labourers and outsiders to the aesthetic integrity of the world of warcraft that the beauty of the game has somehow been polluted or tarnished by third world and fourth world informational labourers.&lt;/p&gt;
&lt;p&gt;Nakamura addresses the informational dispossession of fourth world workers and gold farmers in particular and the real world racism that is inherently present in the caricaturisation that follows informational labour. She compares Consalvo and Castronova to discuss racialization, among other social evils, which as far as Castronova (2005)&amp;nbsp; describes is ideally exempt from virtual worlds.&lt;/p&gt;
&lt;p&gt;A strong focus on racialization in the real world being imported into virtual spaces and the connotations that accompany farming or for that matter how race becomes a derogatory insult in communities that have farming cultures is present. This takes the form of (almost) imagined racial warfare in virtual worlds and Nakamura attempts to locate this in light of Chinese (and Korean) informational labour and gold farming. The derogatory connotations associated with Chinese (and Korean) players as stereotypical farmers, and thus contaminated where the aesthetic integrity of MMO worlds are concerned (Nakamura substantiates using Consalvo, p. 6). Gold farming except for legally accepted modes are considered as cheating. Consalvo points out that cheating need not be approached as a flaw or weakness in the game design that is exploited or circumvented by players, rather cheating is an inherent part of gaming culture and is a necessary element that contributes to sustained immersion.&lt;/p&gt;
&lt;p&gt;One problem would be the actual produsage of virtual goods that are dependent on racial factors that often separate production and consumption. This form of segregation of production on racial and accumulated avatarial terms would lead to a more nuanced reading of production on racial factors. Produsage is a term recently used in the New Media and Culture Journal to locate the production and simultaneous consumption on the Internet in the larger picture. In the virtual world produsage can stand for the production and consumption patterns of virtual worlds – a detailed report on the same has been recently published by the Advanced Virtual Economy Applications Project in conjunction with the Helsinki Institute of Information and Technology.&lt;/p&gt;
&lt;p&gt;Is produsage similar to prosumption, the convergence of production and consumption in social media? Whereas produsage is limited to examining the dissemination of content and the engagement with creative, collaborative, and often adhoc content, prosumption is more applicable in the virality of that content through the networks that it flows through. I would interpret the former as being form and style specific and the latter architecturally informed in that the structures of technology through which content flows rather than the form of the content is given more weightage.&lt;/p&gt;
&lt;p&gt;An examination of avatarial capital and its influences on racial production leads to the flows of attention that influence production processes. Influencing production in a systematic manner, attention as a currency dictates the prosumption of virtual goods. The AVEA report notes MMORPGs as the first genre in RMT (Real money trades). Although the AVEA reports literature focuses on 'Game Time' investments in grinding, mining, and farming – repetitive tasks that produce avatarial material and non material capital. A distinction should be made that the Game economy is not dependent on time factors alone, such that the investments of virtual and real money does not always translate into time spent in the acts of virtual production. Attention often mediates this process, such that the flow of attention would effectively enhance a player of low net worth (materially) and disenfranchise players who have invested time, effort, and money in the game and have a higher net worth in material functions. Virtual material wealth and non material wealth plays very little role in the enhancement and disenfranchisement of players and their respective investments in the virtual worlds. This is not to suggest that this is a common norm, production inevitably draws attentional capital in the automated ranking and listings that showcase this 'achievement', which also results in contest and conquest over command on virtual commodities. The AVEA report and works by Lehdonvirta (Ville) and Hamari (Juho) interpret the achievement hierarchy that those who have worked, deserve the fruit of their labour.&lt;/p&gt;
&lt;p&gt;Avatar rights&lt;strong&gt;53&lt;/strong&gt; and the Declaration of the rights of avatars are tied into the concepts of this achievement hierarchies that Hamari and Lehdonvirta uses and their materialization, if you will, in real value. Production and time are classically linked through labour and effort and to import that reading into a virtual space devoid of certain nuanced reformulations would be regressive. This is reflected in the AVEA report findings, although their trajectories are ideologically motivated. To posit that early MMORPGs had an achievement structure through which players steadily climbed the backbone of social and economic structure destabilized by the emergence of secondary markets is highly problematic. Firstly for it locates an evolutionary trajectory, the idyll (almost echoing of a Christian pre-lapsarian) state followed by the fall, so to speak, or destabilisation of the idyllic aesthetic beauty and 'integrity' by secondary markets or gold farming markets and resellers – Nakamura (2009) reiterates this perceived violation of 'western' aesthetics by eastern guest works and informational labourers. Secondly it locates all investments as a simple matter of time investment (which flows in either/both way), and to locate the connections between real and virtual currencies as simple matters of produsage or prosumption linked to time (whichever term seems more appropriate, i.e., depending on the form of content or the structure that enables its flow – naturally please read content also as virtual content, digital content, and so forth inclusive of virtual goods and services) is limiting and problematic. The problematics are not the input of time and effort but the flow of attention that dictates most gameplay formation&lt;strong&gt;54&lt;/strong&gt; and strategy in any game that has a massive environment with a PvP structure. In intense-PvP-character focused MMORPGs such as Eternal Duel the avatarial capital are a) different parameters central to role play and character development and b) dependent on racial choices that allow for different progression pathways.&lt;/p&gt;
&lt;p&gt;Nakamura notes that “China-men” are often equated with NPCs or non-player characters whose only role in the game is either grinding, or providing information and equipment. Grinding is a repetitive task, largely of killing monsters again and again to gain items, currencies, and experience in-game. By equating NPCs and Chinese players together, PvP attacks becomes nothing more than 'taking a stroll in the wilderness' and attacking 'monsters'. People who are profiled as Asian, either through their avatars or through their actions, mannerisms, associations and so forth (earlier I made an argument on in-group and out-group associations that facilitated certain forms of attentional capital flows, note that both negative and positive flows are possible). Such profiling along with informational labour dehumanizes the subjects as mere characters in a racial war. I posit that outworld racism, racist tendencies, and remarks such as that noted above and documented by Nakamura becomes only one half of racial production and game play in virtual worlds. Most fantasy genres are built on concepts of warfare with often racial connotations, such that survival, quest progression, and the accumulation of avatarial capital depends on the imaginary, constructed, and designed racial warfare in virtual worlds. All MMORPGs have some element of conflict, warfare which is often a part of design. Survival is not just a matter of survival in harsh game environment but also from other avatars. Survival also depends on the ability of the avatar to exercise command over other goods and services within the virtual world.&lt;/p&gt;
&lt;p&gt;This ability to command better resources in the virtual world dictates the survival of the avatar and in cases of warfare (constant struggle is an element of MMORPGs and warfare is the eventual representation of that struggle) the more virtual goods that an avatar commands, the better its chances of survival.&amp;nbsp; Although a commentary of Nakamura's text, an attempt is made to locate instances where attentional capital and its accumulation need not necessarily assist survival in the game.&lt;/p&gt;
&lt;p&gt;Racial production or what I would posit as the production of virtual goods dependent on race in MMO Fantasy RPGs is dependent on the attentional shifts that are regulated by the games own internal market ranking systems. What the AVEA project report terms as the achievement hierarchies, for the hierarchy or ranking is not singular but varied and distributed across multiple aspects of development in a game. These hierarchies also facilitate shifts in attentional capital and its flows (other than self representation through profiles and avatars) and locate racial characteristics of an avatar and achievement hierarchies linked to race. For instance, ED ranks players based o their race choices, for all six races in the game with race trophies being awarded to the first three in the list. The trophies are much sought after for the bonus-benefits that they provide. This leads to a form of racial warfare, within the races - for the race trophy, and outside the races for higher achievement ranking. Quests which&amp;nbsp; require the collection of one soul from each race for access to higher capability weapons have players in a constant state of warfare. Attentional capital here dictates the production, often racial production in that the high level weapons, armour, and other virtual goods that are produced are race specific. Often players tend to speculate and buy race weapons only to resell in the internal market after making enhancements to it, even though the weapon or armour itself is quite useless in terms of race compatibility. A look at the top seven race weapon internal market listings in ED and comparison with the players character profiles and race choice will show that four out of seven players have listed weapons they cannot use or equip. Race armour and other weapons have similar statistics in the internal markets in that most are not items of use by players but for speculation general compatibility armour on the other hand has very few players investing in major enhancements. Their efforts at producing these weapons and enhancing them is to speculate on the market and on possible players who will need them as they progress to level 300, and thus make a considerable profit by selling it, or renting it out through an in-game contract system.&lt;/p&gt;
&lt;p&gt;In conclusion I also introduce the concept of class production and game world race production of virtual goods and items, such that character race plays a relevant part in imagined racial warfare but not so much in the production of virtual goods, which is driven by market demand and supply. Attentional capital and avatarial capital plays pivotal roles in the systems of production and I have made an attempt to locate them from different perspectives. I posit that attentional capital flows through the self representation in profiles and the ingroup and outgroup identitification along with associations to race, class, and identity which are not necessarily outworld alone. As Nakamura (2009) notes there are no real world races in virtual worlds but the image of the farmer has been associated with real world Chinese and Korean players such that it forms a basic dichotomy between leisure players and worker players, worker players who are dehumanized subjects similar to non player characters run by the artificial intelligence of the game. Attentional currency through many of these perspectives performs the role of a currency that facilitates or enables further progress and survival. Trading in race weapons and armour and virtual goods, that are of no other interest to the game character than pure profit, assists the collection and expansion of other forms of material and non material avatarial capital.&amp;nbsp;&amp;nbsp;&lt;/p&gt;
&lt;h3 align="JUSTIFY"&gt;References&lt;br /&gt;&lt;/h3&gt;
&lt;ol&gt;&lt;li&gt;AVEA Project Report. (2010). The Advanced Virtual Economy Applications Project, Helsinki Institute of Information Technology, Accessed June 12th 2010. &amp;lt;http://virtual-economy.org/files/AVEA%20Project%20Final%20Report%208%20June%202010.pdf&amp;gt;.&lt;/li&gt;&lt;li&gt;Castronova, E. (2003). &lt;em&gt;On Virtual Economies&lt;/em&gt;, in Game Studies: The International Journal of&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Computer Game Research. Vol 3. Issue 2.&lt;/li&gt;&lt;li&gt;Castronova, E. (2005). Synthetic worlds: The Business and Culture of Online Games. Chicago: &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; University of Chicago Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Castronova, E., James J. Cummings, Will Emigh, Michael Fatten, Nathan Mishler, Travis Ross and Will Ryan. (2007). &lt;em&gt;What is a Synthetic World?&lt;/em&gt; In Space Time Play Computer Games, Architecture and Urbanism: the Next Level. Birkhäuser Basel (p. 174–177).&amp;nbsp;&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Castronova, E., Dmitri Williams, Cuihua Shen, Rabindra Ratan, Li Xiong, Yun &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Huang, and Brian Keegan. (2009). &lt;em&gt;As real as real? Macroeconomic Behavior in a Large-scale Virtual &amp;nbsp;&amp;nbsp;&amp;nbsp; World&lt;/em&gt;. New Media &amp;amp; Society. 11. 685. Accessed 22 April 2010. &amp;lt;http://nms.sagepub.com/cgi/content/abstract/11/5/685&amp;gt;.&lt;/li&gt;&lt;li&gt;Consalvo, M. (2007). Cheating: Gaining Advantage in Video Games. Cambridge: The MIT Press. &lt;br /&gt;Cooper, R. (2007). Alter Ego: Avatars and Their Creators. London: Chris Boot. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Dibbell, J. (2006). Play Money. New York: Basic Books.&lt;/li&gt;&lt;li&gt;Davenport, T. H., &amp;amp; Beck, J. C. (2000). Getting the attention you need. Harvard Business Review, 78(5), pp. 118-126.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Davenport, T. H., &amp;amp; Beck, J. C. (2001). The attention economy: Understanding the new currency of businesses. Boston, MA: Harvard Business School Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Goldhaber, M. (1997). The Attention Economy: The Natural Economy of the Net.&lt;/li&gt;&lt;li&gt;Hamari, J., and V. Lehdonvirta. (2010). Game Design as Marketing: How
Game Mechanics Create Demand for Virtual Goods, in Journal of
Business Science and Applied Management. Vol 5. Issue 1. Accessed 21
May 2010. 
&lt;/li&gt;&lt;li&gt;Lehdonvirta, V. (2005) Real-Money Trade of Virtual Assets: Ten Different User Perceptions. In: Proceedings of Digital Arts and Culture (DAC 2005), 52-58. IT University of Copenhagen: Copenhagen. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Lehdonvirta, V. (2007) MMORPG RMT and sumptuary laws. Virtual Economy Research Network. &amp;lt;http://virtual-economy.org/blog/ mmorpg_rmt_and_sumptuary_laws&amp;gt;. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Lomas, D. (2008). Attentional Capital and the Ecology of Online Social Networks. In M. Tovey (Ed.), &lt;em&gt;Collective Intelligence&lt;/em&gt;, (pp 163-172) Oakton: EIN Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Nakamura, L. (2009). &lt;em&gt;Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft&lt;/em&gt;, in Critical Studies in Media Communication. Vol 26. Issue 2. Accessed 12 Feb. 2010 &amp;lt;http://www.informaworld.com/10.1080/15295030902860252 &amp;gt;.&lt;/li&gt;&lt;li&gt;Simon, H. A. (1971). Designing organizations for an information-rich world. In M. Greenberger (Ed.), Computers, communications and the public interest (pp.40-41). Baltimore, MD: Johns Hopkins Press.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Williams, D., T. Kennedy &amp;amp; R. Moore (2010, in press). Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs. &lt;em&gt;Games &amp;amp; Culture&lt;/em&gt;.&lt;br /&gt;&lt;/li&gt;&lt;/ol&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Virtual Worlds Research Project {VWRP} has conducted extensive studies and workshops on defining virtual worlds – three main prominent characteristics of which are depiction, space and analogic – for more please refer their report published and&lt;a class="external-link" href="http://worlds.ruc.dk/archives/2891"&gt; freely available&lt;/a&gt;.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Attention economy was first implied in the works of Simon H.A (1971) who focuses on the exchange of attention as a relevant factor in the information economy – that the resource that is made scarce is not information but attention expended in its consumption is one of the seminal points made by Simon H. A. The term although was popularized by the writings of Davenport and Beck 2000, 2001 and Goldhaber 1997, 2008. For more details for the “&lt;a class="external-link" href="http://goldhaber.org/blog/?p=197"&gt;attention economy hypothesis in brief&lt;/a&gt;”.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Three kingdoms online is a merger of MMORPG and MMORTS with a focus on Real Time Strategy similar to Travian. World of Warcraft is a classical Role Playing Game Set in the Massive Environment where millions of players can join in a game – Which is what is termed an MMORPG. Eternal Duel and Rising Era are Text Based MMORPGs that have a smaller base and depends entirely on textual and not graphical representation.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although similar to Peirre bourdieu's (Bourdieu and Passeron 1973) concept of human capital, it involves the examination of non material gains that are linked to an avatar, such as in-game experience, in-game knowledge and so forth.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Refer Bourdieu and Jean Claude Passeron &lt;strong&gt;"Cultural Reproduction and Social Reproduction" (1973)&lt;/strong&gt;.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Virtual - Real Binary has been addressed in many disciplines in different capacities, concerning identity, presence, production, and labour. Here I skirt the actual binary but use it to lend credence to the virtual currency and by extention also the attention currency.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;What Castronova would like to term as part of&amp;nbsp; 'the exodus'.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Nakamura and Consalvo note this limitation in different manners and points to the realization of Castronova's speculative predictions.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Either browser- or client-based.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;MUDs stands for Multi-user Domain.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The term graphical worlds may be misleading, I use the term to denote the visually superior worlds that Castronova&amp;nbsp;&amp;nbsp; seems to imply as Synthetic Worlds, his main case study being Sony's EverQuest. Doing this I also posit that text based virtual worlds are active economically, even if not as much as graphical worlds, and the term synthetic worlds can be expanded to include the text based genre as well.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;As against NPCs or non player characters.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;And thus subjective in nature.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;By sustainable I suggest that immersion (emotional or otherwise) in the game world does not face massive disjuncts or breaks. A game that has a cohesive narrative architecture (please refer Jenkins works on narrative architectures) could be immersive.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The 'massive element' is used to locate some central points of departures between RPGs and MMORPGs, evolution being one of them.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Also defined as gold farming markets, there are some questionable problems is definitions due to legality, concepts of cheating and so forth. Mia Consalvo (2007) approaches cheating as part of gaming culture and admits that even EULAs do not sufficiently address what activities and circumventions maybe regarded as cheating and how exactly that affects some players. Some players have the ability to pay for farming services, but that does not necessarily mean its cheating, since he is still investing labour (through a process of outsourcing of that labour) into the game.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;This term is not common, I use this term outworld synonymously with out-game, and as a antonym to in-game and inworld. The term implies activities within the game and its impact, influence, or some other variable that is outside of that game mostly in the real world. Thus, although technically, these terms are not synonymously cohesive - for the purposes here is used as such.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although Castronova urges that there is an impact of synthetic economies on real world economies, I believe locating the attentional capital and its function as a currency within virtual worlds and its shifts and flows effected through real world stereotypes, uses, and affordances (as Castronova himself notes that there are very almost no virtual goods that do not have some form of real world categorization and uses and/or affordances), can be located through gold farming as a trade practice.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Can attentional capital also be read as linked to “all” non-material capital?&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Presuming that they are obtained within the game and not through metagaming, Castronova does not examine metagaming in this manner except to locate gold farming practices that he terms as secondary market activities.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Considering that social and viral networks and their effects can be often hinted at but rarely predicted beforehand. Without sufficient avatar capital, there may be very little attentional capital and trades in attentional capital that ensure survival in any game. As such predicting outcomes based on possible attentional capital can be unproductive.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Depending on how communities and groups are
organized in the game world. They could be limited to 60 as in
Travian, or above 200 as in Eternal Duel, depending on certain
circumstances membership is also often limited, a reason why
attentional capital of high performing groups stay well above the
threshold of survival. Almost all groups will have internal
communications, IGM – In-Game Mailing/Messaging, internal or
devised chat functionality – for instance   Travian has a server
chat that accommodates players of the clan but is rarely used, Skype
is preferred and if not Gtalk and Msn is preferred means of
communication and strategizing as well. This is noticeable in
International .com servers and the English .in servers, as for other
servers this may not hold true. Eternal Duel also has chat
functionality but is not clan specific. Both games have their own
internal forums for the clan pages as well as game support forums
internationally and regionally.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Also termed Metaverse where factors external to the game influence the game – practices that are termed as metagaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although at this juncture Bots and their usage should be explored, it might derail the argument on attentional capital flows. Automated programs are forms of circumventions that are often banned in the TOS and EULA of the game, but still used by many players. Multihunters or staff of the game working specifically on detecting circumvention arose out of modding and circumvention. Consalvo explores cheating to a fair amount and places cheating as a part of game culture, such that it allows players who are stuck at certain points to bypass the narrative requirement to complete a certain quest, do a certain activity and so forth. Therefore, she places cheating not so much as loopholes in design exploited by circumvention rather an essential part of a game in its ability to maintain, or sustain immersion.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Massively Multiplayer Online Real Time Strategy is a subdivision of games that focus on Empire building in a persistant or resetting massive environment.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Technologies that facilitate communication and interaction are necessary for any forms of trade and activity to develop online. An ingame messaging system, a contract system, in-game chat functionality make up for synergized communities that can strategize better in such games.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;This ranking range depends entirely on the server and the number of people playing the game. The range denotes the highest investors in the game, in terms of activity, presence, and production. These number ranges&amp;nbsp; are applicable for the international .com travian servers. The numbers would be much lower compared to Indian or other regional servers. A report can be obtained on Travian World analyzer but is limited to server resets – every 300 days for normal servers. &lt;a class="external-link" href="http://travian.ws/"&gt;http://travian.ws/&lt;/a&gt; - note that this is not the original travian site or in any manner supported by travian or their staff, but an external site that aggregates travian data for assistive gameplay.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Gathered from the Travian Forums and Strategy guides. The exact tools are numerous including user scripts and is not elaborated further.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Both are Chat and Instant Messaging Clients.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Policy here implies in-game production - From basics such as War and Peace to profit sharing, production sharing, resource collection for common growth and so forth.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatar capital is largely represented in the player profile page or in the in-game ranking system or external tools that pull data off the server to provide ranking and player search functionalities. One such case would be the extensive in-game ranking systems in Eternal Duel a text-based fantasy MMORPG, another instance would be Travian Servers which run on time bound resets and has extensive external tools to locate, plan, and strategize ideal locations, attack maneuvers, defense, farm finders and so forth. These systems act in the ways attention flows from particular activities that avatars undertake.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Attentional currency as the currency of survival is part of the paper
currently in a draft version and will be linked on my personal blog
when published.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatrial death naturally.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Castronova suggests that the term is more
appropriate as it indicates an interconnected relationship that is
not part of the real- virtual binary.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Quest lines would be particular pathways that a player character/avatar can choose for development depending on racial attributes experience points and so forth. For example, the Sway of the stars in a High eld RW1 (Race weapon 1) which is available after crossing a certain level (indicated by experience points gathered). Note that all of this is dependent on the virtual world and the design and plot of the world concerned. The example is taken from Eternal Duel.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Quest lines would be particular pathways that a player character/avatar can choose for development depending on racial attributes experience points and so forth. For example, the Sway of the stars in a High eld RW1 (Race weapon 1) which is available after crossing a certain level (indicated by experience points gathered). Note that all of this is dependent on the virtual world and the design and plot of the world concerned. The example is taken from Eternal Duel.&amp;nbsp;&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The game does not name the weapon as elvish, rather it is just termed as a high elf race weapon. The word Elvish is not particularly popular either for some reason.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Which are also virtual goods. In the paper macroeconomic behavior in large scale virtual worlds, the authors attempt to locate if the virtual 'sword' can be considered as having 'real' value.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;or the Elven Race, one of the race choices when building a character. Race choices in character building has benefits including race weapons, race specific growth benefits and so forth, all of which are tied into the production of avatarial capital and indirectly attentional capital.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;His study is on social networks, particularly Myspace.com, but can be used to read into attentional capital in gaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;And hints at the reduction of identities into interests where self representation is concerned.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;I would choose to expand this concept and make it broader so as to make it applicable to other social networks and is not limited to gaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Such as&amp;nbsp; ethnic, cultural, racial, to form an in-group or out-group association, or through common cultural symbols and so forth as mentioned earlier.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;I quote a recent debate with a few colleagues who suggested that I seem to suggest through my writing that the formation of these repositories are resultant of vague unintended actions on part of players and argued that the associations noticeable in the profiles of players are not always unintended but in most cases calculated and placed with deliberative intent. Without going into too much detail, I should clarify that that there might be the influence of the smart cow syndrome (for the lack of a better term for articulating this), where prominent groups have players who game for attention so as to be able to enter these groups (again I suggest that this would be a tactic for survival) failure to be associated with the group and other high level players often imply certain death (virtual avatar death that is). In such a case arguably there is deliberation and contemplation before networking or creating associations through profiles. For instance, a low level player would choose group A or group B – Z dependent on their position and the assumed allegiance and loyalty of the group portrayed through their own profile pages and thus their own repositories (yes this is illusory attention at work), and capabilities of the group to ensure survival of the player – this is deliberative. To return to my point there are often other messages and profile tags that the player uses to denote either strategy or tactics employed by the player and this I posit is unintended, a Gual character posting a Roman slogan on the profile, or some message indicative of strategy. So many troops killed in the first few weeks, so many players farmed and so forth, are unintended but assists in the inter-connection of these repositories perhaps a little more than group identities which are in constant flux (in worlds like travian from which this example is sourced).&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;assuming that it is non coercive and profitable.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Thus represented as A1 avatar on server 2 would be A2 and n number of servers to indicate A'n'.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;For instance SARSteam on Travian interbational severs would be A1 and A2, and on ED servers would be A3 and so forth provided that avatar is linked or recognizable to SARSteam, or any of its members.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;SARSteam is a prominent avatar of a player in
Travian.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The authors Travian Avatar.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Travian servers reset after approx 300 days, where the endgame is the successful completion of a Wonder of the World.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;A PNAP is a personal non aggression pact regardless of alliance affiliations, such that in the event that two players are in opposing and competitive alliances a PNAP would mean that either alliance would consider non aggression on the listed player regardless of alliance stand on other players. Applicable mostly unless in the event of war when PNAPs are suspended. The notion of the PNAP is similar to the NAPs forged between alliances, except its between a few players. Alone together phenomenon occurs to some extent in such cases.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Goldhaber (1997) places Illusory attention in
perspective with that of a speaker and an audience. Through a reading
of Lomas (2008) I posit that a similar situation is present in the
self representation in player profiles.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatar rights are interesting concepts that question notions of property and copyrights and ownership.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;By formation, I imply how game play progresses and forms dependent on attention flows towards a particular strategy in the game.&lt;/p&gt;
&lt;/li&gt;&lt;/ol&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming'&gt;https://cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Gaming</dc:subject>
    
    
        <dc:subject>Gaming Economy</dc:subject>
    
    
        <dc:subject>Internet Histories</dc:subject>
    
    
        <dc:subject>Histories of Internet</dc:subject>
    
    
        <dc:subject>Researchers at Work</dc:subject>
    

   <dc:date>2015-04-03T10:46:56Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>




</rdf:RDF>
