Computer Games and Virtual Worlds

Computer Games and Virtual Worlds

A New Frontier in Intellectual Property Law

by Ross A. Dannenberg

270 pages· 2010· ISBN 9781604427509
About
This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.

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