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How to apply intellectual property law to Virtual worlds? On the blurring borders between the real world (IRL) and virtual reality (in-game)
| Content Provider | Semantic Scholar |
|---|---|
| Author | Boonk, Martine Lodder, Arno R. |
| Copyright Year | 2007 |
| Abstract | In this paper we highlight some interesting aspects of Massively Multiplayer Online Role Playing Games (MMORPGs), such as World of Warcraft and Second Life. The number of participants in these so-called virtual worlds are increasing exponentially (currently millions of players). Beside the economic and social impact, several challenging legal issues arise. The indirect communication by players through their characters in these worlds (avatars) as well as the fading borders between in-game and real life. Our focus in this paper is on intellectual |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://bileta.ac.uk/content/files/conference%20papers/2007/How%20to%20apply%20intellectual%20property%20law%20to%20Virtual%20worlds.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |