This Article proposes measures that attempt to strike the balance between creation and access. The virtual-world community is not likely to persevere with the little copyright protection it currently enjoys. Creativity will dwindle and the rich, energetic settings that make virtual worlds so attractive to businesses and entertainers will follow suit. At the same time, because much of the creativity in virtual worlds is derivative in nature, virtual creators are also unlikely to benefit from strong copyright protections. Therefore, current interpretation of copyright law must be revisited and revised before applying it to virtual worlds. Part I details virtual worlds and, in particular, the features that set Second Life apart. Part II asks w...
Ownership in virtual worlds is somewhat of an enigma. (If it is not clear that you exist, how can...
International audienceUnlike the traditional media, where users are mere passive consumers of creati...
International audienceUnlike the traditional media, where users are mere passive consumers of creati...
This Article proposes measures that attempt to strike the balance between creation and access. The v...
This Article proposes measures that attempt to strike the balance between creation and access. The v...
This Article proposes measures that attempt to strike the balance between creation and access. The v...
This Article argues that copyright law can and should apply to artistic and literary creations occur...
Over the past several years scholars have wrestled with how property rights in items created in virt...
This note will attempt to shed light on the question of what kind of protection copyright law afford...
To explore these issues, this Comment will first give some background on the rise and explosive grow...
Communities that interact on-line through computer games and other virtual worlds are mediated by th...
Over the past several years scholars have wrestled with how property rights in items created in virt...
An emerging issue in online role-playing games is whether the licensor or participant owns the virtu...
This article questions the preconceived notions that participants in virtual worlds are essentially ...
Over the past several years scholars have wrestled with how property rights in items created in virt...
Ownership in virtual worlds is somewhat of an enigma. (If it is not clear that you exist, how can...
International audienceUnlike the traditional media, where users are mere passive consumers of creati...
International audienceUnlike the traditional media, where users are mere passive consumers of creati...
This Article proposes measures that attempt to strike the balance between creation and access. The v...
This Article proposes measures that attempt to strike the balance between creation and access. The v...
This Article proposes measures that attempt to strike the balance between creation and access. The v...
This Article argues that copyright law can and should apply to artistic and literary creations occur...
Over the past several years scholars have wrestled with how property rights in items created in virt...
This note will attempt to shed light on the question of what kind of protection copyright law afford...
To explore these issues, this Comment will first give some background on the rise and explosive grow...
Communities that interact on-line through computer games and other virtual worlds are mediated by th...
Over the past several years scholars have wrestled with how property rights in items created in virt...
An emerging issue in online role-playing games is whether the licensor or participant owns the virtu...
This article questions the preconceived notions that participants in virtual worlds are essentially ...
Over the past several years scholars have wrestled with how property rights in items created in virt...
Ownership in virtual worlds is somewhat of an enigma. (If it is not clear that you exist, how can...
International audienceUnlike the traditional media, where users are mere passive consumers of creati...
International audienceUnlike the traditional media, where users are mere passive consumers of creati...