Serious Business: When Virtual Items Gain Real World Value
51 Pages Posted: 6 Feb 2008
Date Written: December 1, 2007
Abstract
Millions of People world-wide play computer games known as 'Massively Multiplayer Online Role Playing Games'. In these virtual worlds players obtain items that can have significant real world value to other players. This paper looks at the legal issues that arise when players have disputes over virtual property that has real world value.
Keywords: Law, Virtual Property, Computer Games, MMORPG, Intellectual Property
Suggested Citation: Suggested Citation
Do you have a job opening that you would like to promote on SSRN?
Recommended Papers
-
How to Compete in the Metaverse: The Business Models in Second Life
-
By Reina Y. Arakji and Karl Reiner Lang
-
Virtual Worlds, Real Damages: The Odd Case of American Hero, the Greatest Horse that May Have Lived
-
Virtual Worlds: Multi-Disciplinary Research Opportunities
By David A. Bray and Benn Konsynski
-
Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods
By Juho Hamari and Vili Lehdonvirta
-
Answering to Bloomfield's Invitation: The Application of the Density-Dependence Model to VWs
-
Optimal Pricing and Permissions Strategy for Virtual Good Creators in Second Life
-
Values, Beliefs, Artifacts and Avatars: Cultural Issues Mediated by Virtual Worlds
By Rubens Pauluzzo, Maria Rosita Cagnina, ...