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Virtual Worlds

 Robert Blamires
 Digital Media Lawyer, Technology Law Group
 Field Fisher Waterhouse LLP

 robert.blamires@ffw.com


 Presentation to Cambridge University
 24 February 2009
Contents

•   Introduction to virtual worlds and Second Life
•   Applications
•   Commerce
•   Key legal issues
•   Spotlight on intellectual property
•   Conclusions
Virtual Worlds: Introduction

• Virtual Worlds
   • Some goal-based
   • Some free-form
   • Characterised by persistence, interactivity, large
     numbers of simultaneous users
   • Second Life
   • Informed estimates suggest US$2 billion real
     money on MMOG in-world transactions between
     users in 2007
Virtual Worlds: Introduction
Virtual worlds: Second Life

• One of many synthetic
  worlds
• Established in 2003
• Now more than 16.5
  million registered users
• More than 8 million
  unique residents
• 112 million user hours
  per quarter
• More than US$33 million
  spent per month in-world
Second Life: Real life presences

•   Universities
•   Religious institutions
•   Nicolas Sarkozy
•   Unofficial US Presidential Campaigns
•   The Maldivian Embassy, the Swedish Embassy
•   Dublin, Venice, Knightsbridge, Tokyo
Second Life: Real life businesses and brands
Second Life: Applications

•   Real time collaboration / communication between
    multiple participants

•   Political, social, cultural and artistic activities

•   Games and entertainment

•   Training and education

•   Researching new concepts / products

•   Selling goods and services
Second Life: Applications
Real time collaboration/communication
Second Life: Applications
Political, cultural, social and artistic activities
Second Life: Applications
        Games and entertainment


[Picture of games and entertainment]
Second Life: Applications
 Training and education
Second Life: Applications
 Training and education
Second Life: Applications
 Training and education
Second Life: Applications
 Training and education
Second Life: Applications
Training and education
Second Life: Applications
Training and education
Second Life: Applications
Researching new concepts / products
Second Life: Applications
Researching new concepts / products


[Pic of researching new concepts]
Second Life: Applications
Researching new concepts / products
Second Life: Applications
Researching new concepts / products
Second Life: Applications
Second Life:
Transactions may take place into the services
           Selling goods and real world
Second Life: Commerce

• In World: Consumer to consumer


• In World: Business to consumer


• In World: Business to business

• Into the real world


• In secondary markets
Second Life: Commerce
In-world: consumer to consumer
Second Life: Commerce
In-world: consumer to consumer
Second Life: Commerce
In-world: business to business
Second Life: Commerce
  Into the real world
Second Life: Commerce
  Into the real world
Second Life: commerceCommerce
       Second Life:
             Into the real world
Transactions may take place into the real world
Second Life: Commerce
Secondary markets
Second Life: Commerce
Payments

Transactions can be paid for:
   • ‘in-world’ in Linden $
   • ‘round world’ via transactional website from SL
     hyperlink, generally in US $
Linden $ are exchangeable for US $
Second Life: Commerce
Applicable rules

  Which rules apply to Second Life commerce?
    • Technology
    • Second Life Community Standards
        • Behavioural guidelines (the ‘Big Six’): Intolerance, Harassment,
          Assault, Disclosure, Indecency, Disturbing the Peace
     • Second Life Terms of Service
     • Vendor contractual terms imposed in world and via
       transactional websites accessed from Second Life
     • Resident custom and practice?
     • Applicable law (the law doesn’t stop on entry)
Second Life: Commerce
Applicable rules

Applicable law?
  • Challenging area
  • Affected by:
     • nature of issue at hand – contract, tort, crime
     • where contracts are involved, whether dealing with a consumer
       and/or on standard terms, and
     • willingness of local courts to exercise extra-territorial jurisdiction
  • Complicated by:
     • anonymity, and
     • lack of jurisdiction information
Legal issues
1. Ownership of assets
2. Consumer protection
3. Regulated activities
4. Employment
5. Tax
6. Competition
7. Content liability
8. Privacy
9. Crime
10. Intellectual property
Legal issues

  Compounded by:
  • Anonymity
  • Global nature
     • cross-border issues

     • lack of jurisdictional information
  • Problems of enforcement
Legal issues (1): Ownership of assets

  • Nature of in world assets and transactions
  • Ownership of assets
  • “Second Life is a 3-D virtual world entirely built and
    owned by its Residents … Because Residents retain
    the rights to their digital creations, they can buy, sell
    and trade with other Residents.”
                                     (http://secondlife.com/whatis/)
Legal issues (1): Ownership of assets
Legal issues (1): Ownership of assets

• “Second Life is a 3-D virtual world entirely built and owned
  by its Residents … Because Residents retain the rights to
  their digital creations, they can buy, sell and trade with
  other Residents.”
                        (http://secondlife.com/whatis) [2007]




• Second Life® is a 3-D virtual world created by its
  Residents … Because Residents retain the rights to their
  digital creations, they can buy, sell and trade with other
  Residents.”
                        (http://secondlife.com/whatis) [2008]
Legal issues (1): Ownership of assets

• Under the Terms of Service
   • Users own all IP in content they create
   • However, Linden:
      • reserves rights to terminate accounts and hold onto
        assets without reimbursement
      • reserves rights to deny, block or reverse Linden $
        transactions, and
      • takes broad licences of all IP in content
Legal issues (2): Consumer protection

  • Application of contract
    and general consumer
    protection law
  • Application of specific
    ecommerce and
    distance selling
    regulations
Legal issues (2): Consumer protection
Legal issues (3): Regulated activities

  • Regulated activities: for example gambling, sale of
    prescription medicines, financial services, etc
Legal issues (3): Regulated activities
Legal issues (4): Employment
Legal issues (5): Tax
Legal Issues (5): Tax

The Electric Sheep Company

•   IRS ruling that ESC “greeters” for its CSI:NY promotion were
    “employees” rather than independent contractors
•   Under IRS rules, companies must:
     • withhold income taxes
     • withhold and pay Social Security and Medicare taxes, and
     • pay unemployment tax
     on wages paid to an employee, but not on wages paid to a
     contractor.
•   IRS can impose fines, penalties, and back taxes for misclassifying an
    employee as an independent contractor
Legal issues (6): Competition
Legal issues (7): Content liability
  • For example, defamation, obscene publications etc
Legal issues (8): Privacy
Legal issues (9): Crime


  •   Paedophilia
  •   Theft
  •   Phishing
  •   Hacking
  •   Fraud
Legal issues: Crime (9)
Hacks and cheats – system hacks
Legal issues: Crime (9)
Phishing
Legal issues: Crime (9)
Consumer fraud – pyramid schemes
Legal issues: Crime (9)
Consumer fraud – empty box scams
Legal issues: Crime (9)
Consumer fraud – island scams
Legal issues (10)
Spotlight on intellectual property
A. IP refresher
B. IP in virtual assets
C. Ownership of IP in
   virtual assets
D. IP ‘tour’
E. Recommendations
Legal issues (10):
Spotlight on intellectual property

A. IP refresher (1)
   •   Broad range of legal rights that attach to inventions, software,
       artistic and musical works, performances, brands, data bases,
       designs etc
   •   Do not protect ‘ideas’ on their own: only the expression of those
       ideas
   •   Protect inventors, programmers, authors, artists, brand owners
   •   Generally tradable and transferable
   •   Generally jurisdictionally specific
   •   A shield and a sword
Legal issues (10):
Spotlight on intellectual property

A. IP refresher (2)
   •   Monopoly rights
   •   Ability to exploit
   •   Right to prevent infringement:
        • Injunctions
        • Damages
        • Seizure / accounting for profits


   • Sometimes punitive damages available
Legal issues (10):
Spotlight on intellectual property
B. IP in virtual assets
   •   Typically Copyright and Trade Mark
   •   Copyright protects:
        • Creative and artistic works (eg literature, software, movies,
          music, art, photographs, performances, broadcasts and film
          and sound recordings)
        • In Second Life, copyright will protect virtual buildings and
          items, textures, scripts and software, ‘performances’
   •   Trade Mark rights protect
        • ‘signs’ (eg words and logos) used in the course of trade to
          distinguish one traders goods and services from others
Legal issues (10):
Spotlight on intellectual property

C. Ownership of IP in virtual assets (1)
• Copyright
    •   Typically copyright owned by creator
    •   Exception: copyright in works created by employees will be owned
        by employer if created in the ‘course of employment’
    •   Commissioned works!
•   Trade Mark
    •   Registered marks owned by registered proprietors
    •   Unregistered marks
Legal issues (10):
Spotlight on intellectual property

  C. Ownership of IP in virtual assets (2)
Legal issues (10):
Spotlight on intellectual property

C. Ownership of IP in virtual assets (3)

   Second Life® is a 3-D virtual world created by its
   Residents … Because Residents retain the rights to their
   digital creations, they can buy, sell and trade with other
   Residents.”
                        (http://secondlife.com/whatis) [2008]
Legal issues (10):
Spotlight on intellectual property
  •   Under the Terms of Service
      • Users own all IP in content they create
      • However, Linden:
         • reserves rights to terminate accounts and hold
           onto assets without reimbursement
         • reserves rights to deny, block or reverse
           Linden $ transactions, and
         • takes broad licences of all IP in content
Legal issues (10):
Spotlight on intellectual property
  C. Ownership of IP in virtual assets(5)

  •   ‘You agree that even though you may retain certain copyright or
      other intellectual property rights with respect to Content you
      create while using the Service, you do not own the account you
      use to access the Service, nor do you own any data Linden Lab
      stores on Linden Lab servers …Your intellectual property rights
      do not confer any rights of access to the Service or any rights to
      data stored by or on behalf of Linden Lab.’
  •   ‘When using the Service, you may accumulate Content,
      Currency, objects, items, scripts, equipment, or other value or
      status indicators that reside as data on Linden Lab's servers.
      THESE DATA, AND ANY OTHER DATA, ACCOUNT
      HISTORY AND ACCOUNT NAMES RESIDING ON LINDEN
      LAB'S SERVERS, MAY BE DELETED, ALTERED, MOVED
      OR TRANSFERRED AT ANY TIME FOR ANY REASON IN
      LINDEN LAB'S SOLE DISCRETION … AND WITH NO
      LIABILITY OF ANY KIND.’
Legal issues (10):
Spotlight on intellectual property

D. IP infringement ‘tour’
•   Infringing virtual assets
•   Infringing physical assets marketed in Second Life
•   Enforcement
•   Recommendations
Infringing virtual assets
Infringing virtual assets
Virtual Worlds: IP Challenges
Infringing virtual assets
Infringing virtual assets
Infringing virtual assets
Infringing virtual assets
Infringing virtual assets
Infringing physical assets marketed in Second Life
Infringing physical assets marketed in Second Life
Infringing physical assets
 marketed in Second Life
Infringing physical
assets marketed in
Second Life
Infringing physical assets marketed in Second Life
Enforcement: Role of the platform operator?

  Second Life Terms of Service enable Linden to
    take action against IP infringement:

  • Users agree not to transmit content that infringes or
    violates any 3rd party rights (and Linden may suspend
    or terminate their account for breach)

  • copyright-infringing materials can be identified and
    removed in accordance with Linden Lab’s Digital
    Millennium Copyright Act compliance process

  But…
Enforcement: Role of the platform operator?

   Linden’s intervention not necessarily satisfactory, at
   least not for all IP owners:
   • IP owners lack contractual rights under the Terms of
     Service to require Linden to remove infringing content
     (the IP owners may not even be Second Life
     residents)
   • A resource intensive task, therefore
      • probably unmanageable, and, in any case
      • unlikely to produce solutions acceptable to all
        relevant IP owners
Enforcement: Role of the platform operator?

  • Linden not well placed to determine whether IP
    infringement is taking place – Linden is not a
    court or authorised dispute resolution body

  • Linden unable to provide or enforce financial
    remedies

  • Platform operator unlikely to be generally willing
    or able to provide necessary resolution
Enforcement: Eros v John Doe
Possibly the first Second Life copyright infringement claim

Eros created and sold “SexGen” virtual products, including a
virtual bed for $45

“Volkov Cattaneo” selling a similar virtual bed for $15

Eros: “has been damaged, and continues to be irreparably
damaged by the diversion of sales”

Sued for damages equivalent to three
times Cattaneo’s estimated profit.

Suing John Doe…
Enforcement: Marvel v Cryptic Studios

Virtual world based on
superhero comic books

Users creating avatars
based on characters
trade marked by Marvel

Trade mark infringement?

Probably not because not
use in commerce
Virtual Worlds IP: Recommendations
•       Monitor and manage use of your brands and content in
        virtual environments

•       When building a virtual worlds presence:
    •    Understand the platform operator’s rights
    •    Ensure your brands and content are properly
         protected
    •    Beware of having infringement built into your premises
•       If selling goods / services in a virtual environment, make
        sure you get the IP ownership / licensing right:
    •    Check you have the necessary rights
    •    Ensure your IP is protected
    •    Be careful about what you assign/license
Conclusions
  •   Highly dynamic area – constant technological and business
      change
  •   The law doesn’t stop at the edges of the computer screen – it’s
      capable of touching almost everything in virtual worlds, as in RL
  •   But, jurisdictional uncertainty, relative
      anonymity, different rule-sets, and
      the inability of law-makers and
      regulators to perfectly anticipate
      virtual world developments means
      laws will not always apply
      appropriately or as you’d expect
  •   And the law can never be totally
      future-proof…
Robert Blamires
Digital Media Lawyer
Technology Law Group
Field Fisher Waterhouse
e: robert.blamires@ffw.com
Avatar: Declan Shelman

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Virtual worlds

  • 1. Virtual Worlds Robert Blamires Digital Media Lawyer, Technology Law Group Field Fisher Waterhouse LLP robert.blamires@ffw.com Presentation to Cambridge University 24 February 2009
  • 2. Contents • Introduction to virtual worlds and Second Life • Applications • Commerce • Key legal issues • Spotlight on intellectual property • Conclusions
  • 3. Virtual Worlds: Introduction • Virtual Worlds • Some goal-based • Some free-form • Characterised by persistence, interactivity, large numbers of simultaneous users • Second Life • Informed estimates suggest US$2 billion real money on MMOG in-world transactions between users in 2007
  • 5. Virtual worlds: Second Life • One of many synthetic worlds • Established in 2003 • Now more than 16.5 million registered users • More than 8 million unique residents • 112 million user hours per quarter • More than US$33 million spent per month in-world
  • 6. Second Life: Real life presences • Universities • Religious institutions • Nicolas Sarkozy • Unofficial US Presidential Campaigns • The Maldivian Embassy, the Swedish Embassy • Dublin, Venice, Knightsbridge, Tokyo
  • 7. Second Life: Real life businesses and brands
  • 8.
  • 9.
  • 10. Second Life: Applications • Real time collaboration / communication between multiple participants • Political, social, cultural and artistic activities • Games and entertainment • Training and education • Researching new concepts / products • Selling goods and services
  • 11. Second Life: Applications Real time collaboration/communication
  • 12. Second Life: Applications Political, cultural, social and artistic activities
  • 13. Second Life: Applications Games and entertainment [Picture of games and entertainment]
  • 14. Second Life: Applications Training and education
  • 15. Second Life: Applications Training and education
  • 16. Second Life: Applications Training and education
  • 17. Second Life: Applications Training and education
  • 20. Second Life: Applications Researching new concepts / products
  • 21. Second Life: Applications Researching new concepts / products [Pic of researching new concepts]
  • 22. Second Life: Applications Researching new concepts / products
  • 23. Second Life: Applications Researching new concepts / products
  • 24. Second Life: Applications Second Life: Transactions may take place into the services Selling goods and real world
  • 25. Second Life: Commerce • In World: Consumer to consumer • In World: Business to consumer • In World: Business to business • Into the real world • In secondary markets
  • 26. Second Life: Commerce In-world: consumer to consumer
  • 27. Second Life: Commerce In-world: consumer to consumer
  • 28. Second Life: Commerce In-world: business to business
  • 29. Second Life: Commerce Into the real world
  • 30. Second Life: Commerce Into the real world
  • 31. Second Life: commerceCommerce Second Life: Into the real world Transactions may take place into the real world
  • 33. Second Life: Commerce Payments Transactions can be paid for: • ‘in-world’ in Linden $ • ‘round world’ via transactional website from SL hyperlink, generally in US $ Linden $ are exchangeable for US $
  • 34. Second Life: Commerce Applicable rules Which rules apply to Second Life commerce? • Technology • Second Life Community Standards • Behavioural guidelines (the ‘Big Six’): Intolerance, Harassment, Assault, Disclosure, Indecency, Disturbing the Peace • Second Life Terms of Service • Vendor contractual terms imposed in world and via transactional websites accessed from Second Life • Resident custom and practice? • Applicable law (the law doesn’t stop on entry)
  • 35. Second Life: Commerce Applicable rules Applicable law? • Challenging area • Affected by: • nature of issue at hand – contract, tort, crime • where contracts are involved, whether dealing with a consumer and/or on standard terms, and • willingness of local courts to exercise extra-territorial jurisdiction • Complicated by: • anonymity, and • lack of jurisdiction information
  • 36. Legal issues 1. Ownership of assets 2. Consumer protection 3. Regulated activities 4. Employment 5. Tax 6. Competition 7. Content liability 8. Privacy 9. Crime 10. Intellectual property
  • 37. Legal issues Compounded by: • Anonymity • Global nature • cross-border issues • lack of jurisdictional information • Problems of enforcement
  • 38. Legal issues (1): Ownership of assets • Nature of in world assets and transactions • Ownership of assets • “Second Life is a 3-D virtual world entirely built and owned by its Residents … Because Residents retain the rights to their digital creations, they can buy, sell and trade with other Residents.” (http://secondlife.com/whatis/)
  • 39. Legal issues (1): Ownership of assets
  • 40. Legal issues (1): Ownership of assets • “Second Life is a 3-D virtual world entirely built and owned by its Residents … Because Residents retain the rights to their digital creations, they can buy, sell and trade with other Residents.” (http://secondlife.com/whatis) [2007] • Second Life® is a 3-D virtual world created by its Residents … Because Residents retain the rights to their digital creations, they can buy, sell and trade with other Residents.” (http://secondlife.com/whatis) [2008]
  • 41. Legal issues (1): Ownership of assets • Under the Terms of Service • Users own all IP in content they create • However, Linden: • reserves rights to terminate accounts and hold onto assets without reimbursement • reserves rights to deny, block or reverse Linden $ transactions, and • takes broad licences of all IP in content
  • 42. Legal issues (2): Consumer protection • Application of contract and general consumer protection law • Application of specific ecommerce and distance selling regulations
  • 43. Legal issues (2): Consumer protection
  • 44. Legal issues (3): Regulated activities • Regulated activities: for example gambling, sale of prescription medicines, financial services, etc
  • 45.
  • 46. Legal issues (3): Regulated activities
  • 47. Legal issues (4): Employment
  • 49.
  • 50. Legal Issues (5): Tax The Electric Sheep Company • IRS ruling that ESC “greeters” for its CSI:NY promotion were “employees” rather than independent contractors • Under IRS rules, companies must: • withhold income taxes • withhold and pay Social Security and Medicare taxes, and • pay unemployment tax on wages paid to an employee, but not on wages paid to a contractor. • IRS can impose fines, penalties, and back taxes for misclassifying an employee as an independent contractor
  • 51. Legal issues (6): Competition
  • 52. Legal issues (7): Content liability • For example, defamation, obscene publications etc
  • 53. Legal issues (8): Privacy
  • 54. Legal issues (9): Crime • Paedophilia • Theft • Phishing • Hacking • Fraud
  • 55. Legal issues: Crime (9) Hacks and cheats – system hacks
  • 56. Legal issues: Crime (9) Phishing
  • 57. Legal issues: Crime (9) Consumer fraud – pyramid schemes
  • 58. Legal issues: Crime (9) Consumer fraud – empty box scams
  • 59. Legal issues: Crime (9) Consumer fraud – island scams
  • 60. Legal issues (10) Spotlight on intellectual property A. IP refresher B. IP in virtual assets C. Ownership of IP in virtual assets D. IP ‘tour’ E. Recommendations
  • 61. Legal issues (10): Spotlight on intellectual property A. IP refresher (1) • Broad range of legal rights that attach to inventions, software, artistic and musical works, performances, brands, data bases, designs etc • Do not protect ‘ideas’ on their own: only the expression of those ideas • Protect inventors, programmers, authors, artists, brand owners • Generally tradable and transferable • Generally jurisdictionally specific • A shield and a sword
  • 62. Legal issues (10): Spotlight on intellectual property A. IP refresher (2) • Monopoly rights • Ability to exploit • Right to prevent infringement: • Injunctions • Damages • Seizure / accounting for profits • Sometimes punitive damages available
  • 63. Legal issues (10): Spotlight on intellectual property B. IP in virtual assets • Typically Copyright and Trade Mark • Copyright protects: • Creative and artistic works (eg literature, software, movies, music, art, photographs, performances, broadcasts and film and sound recordings) • In Second Life, copyright will protect virtual buildings and items, textures, scripts and software, ‘performances’ • Trade Mark rights protect • ‘signs’ (eg words and logos) used in the course of trade to distinguish one traders goods and services from others
  • 64. Legal issues (10): Spotlight on intellectual property C. Ownership of IP in virtual assets (1) • Copyright • Typically copyright owned by creator • Exception: copyright in works created by employees will be owned by employer if created in the ‘course of employment’ • Commissioned works! • Trade Mark • Registered marks owned by registered proprietors • Unregistered marks
  • 65. Legal issues (10): Spotlight on intellectual property C. Ownership of IP in virtual assets (2)
  • 66. Legal issues (10): Spotlight on intellectual property C. Ownership of IP in virtual assets (3) Second Life® is a 3-D virtual world created by its Residents … Because Residents retain the rights to their digital creations, they can buy, sell and trade with other Residents.” (http://secondlife.com/whatis) [2008]
  • 67. Legal issues (10): Spotlight on intellectual property • Under the Terms of Service • Users own all IP in content they create • However, Linden: • reserves rights to terminate accounts and hold onto assets without reimbursement • reserves rights to deny, block or reverse Linden $ transactions, and • takes broad licences of all IP in content
  • 68. Legal issues (10): Spotlight on intellectual property C. Ownership of IP in virtual assets(5) • ‘You agree that even though you may retain certain copyright or other intellectual property rights with respect to Content you create while using the Service, you do not own the account you use to access the Service, nor do you own any data Linden Lab stores on Linden Lab servers …Your intellectual property rights do not confer any rights of access to the Service or any rights to data stored by or on behalf of Linden Lab.’ • ‘When using the Service, you may accumulate Content, Currency, objects, items, scripts, equipment, or other value or status indicators that reside as data on Linden Lab's servers. THESE DATA, AND ANY OTHER DATA, ACCOUNT HISTORY AND ACCOUNT NAMES RESIDING ON LINDEN LAB'S SERVERS, MAY BE DELETED, ALTERED, MOVED OR TRANSFERRED AT ANY TIME FOR ANY REASON IN LINDEN LAB'S SOLE DISCRETION … AND WITH NO LIABILITY OF ANY KIND.’
  • 69. Legal issues (10): Spotlight on intellectual property D. IP infringement ‘tour’ • Infringing virtual assets • Infringing physical assets marketed in Second Life • Enforcement • Recommendations
  • 71. Infringing virtual assets Virtual Worlds: IP Challenges
  • 77. Infringing physical assets marketed in Second Life
  • 78. Infringing physical assets marketed in Second Life
  • 79. Infringing physical assets marketed in Second Life
  • 81. Infringing physical assets marketed in Second Life
  • 82. Enforcement: Role of the platform operator? Second Life Terms of Service enable Linden to take action against IP infringement: • Users agree not to transmit content that infringes or violates any 3rd party rights (and Linden may suspend or terminate their account for breach) • copyright-infringing materials can be identified and removed in accordance with Linden Lab’s Digital Millennium Copyright Act compliance process But…
  • 83. Enforcement: Role of the platform operator? Linden’s intervention not necessarily satisfactory, at least not for all IP owners: • IP owners lack contractual rights under the Terms of Service to require Linden to remove infringing content (the IP owners may not even be Second Life residents) • A resource intensive task, therefore • probably unmanageable, and, in any case • unlikely to produce solutions acceptable to all relevant IP owners
  • 84. Enforcement: Role of the platform operator? • Linden not well placed to determine whether IP infringement is taking place – Linden is not a court or authorised dispute resolution body • Linden unable to provide or enforce financial remedies • Platform operator unlikely to be generally willing or able to provide necessary resolution
  • 85. Enforcement: Eros v John Doe Possibly the first Second Life copyright infringement claim Eros created and sold “SexGen” virtual products, including a virtual bed for $45 “Volkov Cattaneo” selling a similar virtual bed for $15 Eros: “has been damaged, and continues to be irreparably damaged by the diversion of sales” Sued for damages equivalent to three times Cattaneo’s estimated profit. Suing John Doe…
  • 86. Enforcement: Marvel v Cryptic Studios Virtual world based on superhero comic books Users creating avatars based on characters trade marked by Marvel Trade mark infringement? Probably not because not use in commerce
  • 87. Virtual Worlds IP: Recommendations • Monitor and manage use of your brands and content in virtual environments • When building a virtual worlds presence: • Understand the platform operator’s rights • Ensure your brands and content are properly protected • Beware of having infringement built into your premises • If selling goods / services in a virtual environment, make sure you get the IP ownership / licensing right: • Check you have the necessary rights • Ensure your IP is protected • Be careful about what you assign/license
  • 88. Conclusions • Highly dynamic area – constant technological and business change • The law doesn’t stop at the edges of the computer screen – it’s capable of touching almost everything in virtual worlds, as in RL • But, jurisdictional uncertainty, relative anonymity, different rule-sets, and the inability of law-makers and regulators to perfectly anticipate virtual world developments means laws will not always apply appropriately or as you’d expect • And the law can never be totally future-proof…
  • 89. Robert Blamires Digital Media Lawyer Technology Law Group Field Fisher Waterhouse e: robert.blamires@ffw.com Avatar: Declan Shelman