The above-titled publication (Ross A. Dannenberg, Steve Mortinger, Roxanne Christ, Chrissie Scelsi, Farnaz Alemi, Editors) is available at the American Bar Association Web Store.
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.
You may purchase the book here.
The world of online computer games is filled with countless varieties such as action, sports, racing, simulation, role playing, and so forth. So if you are craving for the purchase of computer games in any genre, there are numerous methods to approach this task. Discovering all types of games, ranging from action to role playing, at a single source is now possible with the existence of an online game store. However, that was not the case a decade ago.
Posted by: playmobil knights | November 17, 2010 at 07:39 AM
It is nice to know there some sectors really work hard for the sake of "Intellectual Property". Nice one.
Posted by: Don Dave | November 20, 2010 at 04:27 AM