This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.Circuit City Stores, Inc., 328 F.3d 1165, 1178 (9th Cir. 2003) (cost-splitting provision unconscionable because it aquot;would sanction charging even a successful litigant for her share of arbitration costsaquot;)); Ferguson v. Countrywide Credit Indus.
|Title||:||Computer Games and Virtual Worlds|
|Author||:||Ross A. Dannenberg|
|Publisher||:||American Bar Association - 2010|