Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law
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Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law

Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law
Product Code: 5370172
Editors: Ross A. Dannenberg, Stephen Mortinger, Roxanne Christ, Chrissie Scelsi, Farnaz Alemi
Publication Date: March 23, 2010
ISBN: 978-1-60442-750-9
Page Count: 270
Trim Size: 6 x 9
Sponsoring Entities: Section of Intellectual Property Law
Topics: E-Commerce & Cyberspace Law, Entertainment & Sports Law, Intellectual Property Law
Format: Book - 5370172
Pricing: $69.95 (Regular)
$59.95 (ABA Member) ABA Members, Log in now to receive this discount!
$55.95 (Section of Intellectual Property Law) ABA Members, Log in now to receive this discount!
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About Computer Games and Virtual Worlds

As the uses and ubiquity of video games and virtual worlds expand, the legal issues they raise grow more complex and commonplace. These issues include the traditional areas of intellectual property law, namely, copyright, trademark, patent and trade secrets, as affected by contractual issues arising from the end user licensing agreements (EULA) and terms of service (ToS) promulgated by each video game and virtual world proprietor.

This book explores and discusses how to obtain these traditional rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for legal practitioners researching these emerging legal issues. Each chapter addresses, in order, end user license agreements, copyrights, patents, trademarks, and trade secrets, as addressed by U.S. law. The book also includes a commentary on international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.

More Information

Table of Contents PDF
Introduction PDF
About the Editors PDF
About the Contributors PDF


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