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print/download PDF version
How to apply intellectual property law to Virtual worlds? On the blurring
borders between the real world (IRL) and virtual reality
(in-game)M.L. Boonk and A.R. Lodder, In BILETA
conference, 2007.
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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 property issues.
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