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.Introduction The aquot;predominant functionaquot; of trademarks is to distinguish one source of goods or services from another.2 The Xbox, PlayStation, and Wii marks reduce consumer confusion in identifying which games are associated with Microsoft, Sony, and Nintendo, and ... 347, 347 (1997), available at http://www. haas.berkeley.edu/ groups/finance/Papers/Dimensions%20of%20BP%20JMR% 201997.pdf.
|Title||:||Computer Games and Virtual Worlds|
|Author||:||Ross A. Dannenberg|
|Publisher||:||American Bar Association - 2010|