FAQs

FAQ

Here you will find an FAQ's relating to the virtual world law and economies.

If a player leaves one virtual world to take up “residence” in another virtual world their virtual property rights will be governed by two things.
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The most important aspect of trade secret law from the standpoint of videogames and virtual worlds is the requirement that the information be treated in a way that can reasonably be expected to prevent its disclosure.
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Patents are inevitable in any new technological space and the videogame and Virtual World space is no different.  Patents have been issued covering various aspects of videogame hardware and game play elements.
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Concern should arise for real-world companies that their products or marks are being counterfeited in videogames and virtual worlds.  Trademark law requires that companies holding trademarks actively enforce those trademarks in the event of infringement.
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DMCA is the acronym for the Digital Millennium Copyright Act which provides certain protections to companies which can be considered on-line service providers.
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RMT, RCE, otherwise known as Real Money Transaction and Real Cash Economy, and microtransactions identify the type of small scale commerce being allowed in a videogame or Virtual World.  RMT, RCE, or microtransactions
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“Open worlds” like Second Life have been designed where the barrier between the real world and the virtual world is much more porous.  In an “open world”, the EULA allows for individual players to retain ownership of certain real world rights to their creations in the virtual world.
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 A “closed world” is one in which the language of the EULA differentiates the virtual world as a game space which is not subject to the real world laws and other requirements.  If a player fails to comply with the obligations of the “closed world”
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Every virtual world game comes with a EULA, or End User License Agreement, to which the players must agree if they wish to play the game.
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The majority of online games does not have a distinct win or lose scenario. Instead, they are designed to allow for gamers to build up their Avatars in the virtual society by earning virtual currency and developing skills, so-called “leveling up”
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A virtual world is a persistent computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations
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Today’s Massively Multiplayer Online Role Playing Games (“MMO’s”) evolved from text-based role-playing games like Dungeons and Dragons.  They began for the most part in the late 1970’s and early 1980’s.
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