December 04, 2008

Generating and Protecting Intellectual Property in Virtual Worlds

The rapid growth of online "virtual worlds," or computer-based interactive electronic environments, such as Second Life® and There.com, has created new opportunities for creating custom, virtual content, and for advertising and selling "real world" and virtual products and services. Along with those opportunities come a number of unique and potentially complex legal issues that arise in establishing and enforcing intellectual property rights – including trademark, trade dress, copyright, rights of publicity and other rights – in the context of "virtual realities."

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