During this year’s Super Bowl, Meta debuted the Quest 2, a standalone VR headset, in an ad that looked like a crazy episode of Netflix’s original series Black Mirror.
In the ad, an electronic pet dog is teleported into Meta’s virtual reality, where he meets his former bandmates and performs together in virtual reality — which also brings us to the introduction of pets into the Metaverse in the latest adventure.
Virtual pets are an important aspect of the many impacts that Web3 and the Metaverse are bringing to consumers today.
In fact, virtual pets have been around for a long time.
Evolution history of virtual pets
The earliest virtual pets can be traced back to the “Tamagotchi” (Tamagotchi) produced by Bandai in 1996, which is the electronic chicken. At that time, Japan stipulated that pets were not allowed in offices and apartments, and Japanese houses were small and there was no space to keep pets, so one of the designers, Aki Mita, came up with the idea of making virtual pets.
*The early years of Takuma song
The technology of “Tuoma Gezi” is not complicated. There are only four buttons, which can perform eight interactive operations such as feeding, sleeping, taking medicine, and cleaning up feces. A single microcontroller can complete the main program.
At the beginning of the game’s launch, there were more experiential games such as “Pokémon” and “Digimon” competing with it.
In July 2016, the AR pet development and battle game “Pokémon Go” jointly developed by Nintendo, The Pokemon Company and Niantic Labs became a global hit.
The most cutting-edge digital pets today are blockchain pets. For many people who may not be able to own a real pet in the real world, the Metaverse allows them to experience an independent form of pet ownership without the real-world responsibility of taking care of their pets.
So it’s not entirely unthinkable to legally adopt and own pets in a virtual world.
Currently, the industry hosts four major pet platforms for the Metaverse – MetaPets, MetaGochi, Axie Infinity, and CryptoKitties, which are among the first projects in the industry.
Whether to be legally responsible for virtual pets
Unfortunately, existing laws complicate concepts such as virtual world-based pet adoption, especially when it comes to exploring intellectual rights, regulating virtual assets, privacy and cybersecurity, and regulating behavior in the Metaverse.
As new technologies emerge, so does the need for regulation and risk management in the industry.
Currently, we’ve seen some players try to use the Metaverse for their own selfish needs, which can be harmful to others. At the same time, this presents us with a new legal challenge of understanding the legal constraints on these actions and ensuring who can regulate them and how.
Let’s shift our focus to events surrounding pets. Are virtual pet owners responsible for their pet’s behavior in the virtual world – such as bites, trespassing, or any other unwarranted activity or incident?
According to the Centers for Disease Control and Prevention and the Humane Society, more than 13,000 people are reported to be bitten by dogs every day, and more than 4.7 million people are bitten by dogs each year.
*Picture source network, invade and delete
Under traditional law, dog bite cases typically fall under personal injury and tort law—depending on the type of damages the claimant seeks.
Generally speaking, victims of dog bites are entitled to compensation from the dog owner if the dog involved is classified as a “pet”.
While the laws involving dog bite cases vary from state to state, do these same principles under tort law apply to virtual worlds as well?
This question has so far not been answered.
Thankfully, the Metaverse now has its first business dealing with personal injury, addressing issues such as dog bites, slips, trespasses, and other nuisances.
In December, New Jersey personal injury attorney Richard Grungo, Jr. opened a personal injury law firm that he claims is the first in the Metaverse, Fortune reported.
“A lot of lawyers and law firms might be tempted to label it a gimmick, and very few people pay attention,” Grungo said.
“These lawyers and law firms saw social media in the same way in the late 2000s, and social media has since revolutionized the way clients interact with lawyers and law firms. It is for this reason that we believe the Metaverse has The same game-changing potential and planting our flag in the virtual world.”
The virtual office is located in Decentraland and provides educational information about injuries and employment discrimination – which directs potential clients to real-world law firms.
Posted by:CoinYuppie，Reprinted with attribution to:https://coinyuppie.com/should-virtual-pet-owners-be-legally-responsible-in-the-metaverse/
Coinyuppie is an open information publishing platform, all information provided is not related to the views and positions of coinyuppie, and does not constitute any investment and financial advice. Users are expected to carefully screen and prevent risks.