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@ -2,6 +2,40 @@ |
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<eventdefs> |
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<!-- fall 2007 --> |
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<eventitem date="2007-09-25" time="1:30 PM" room="DC 1302" title="Virtual Reality, Real Law: The regulation of Property in Vidoe Games"> |
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<short>Susan Abramovitch</short> |
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<abstract> |
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<p> |
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This talk is run by the School of Computer Science |
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</p> |
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<p> |
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How should virtual property created in games, such as weapons used in |
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games like Mir 3 and real estate or clothing created or acquired in |
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games like Second Life, be treated in law. Although the videogaming |
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industry continues to multiply in value, virtual property created in |
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virtual worlds has not been formally recognized by any North American |
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court or legislature. A bridge has been taking shape from gaming's |
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virtual economies to real world economies, for example, through |
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unauthorized copying of designer clothes sold on Second Life for in-game |
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cash, or real court damages awarded against deletion of player-earned |
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swords in Mir 3. The trading of virtual property is important to a |
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large number of people and property rights in virtual property are |
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currently being recognized by some foreign legal bodies. |
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</p> |
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<p> |
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Susan Abramovitch will explain the legal considerations in determining |
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how virtual property can or should be governed, and ways it can be |
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legally similar to tangible property. Virtual property can carry both |
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physical and intellectual property rights. Typically video game |
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developers retain these rights via online agreements, but Ms. |
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Abramovitch questions whether these rights are ultimately enforceable |
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and will describe policy issues that may impact law makers in deciding |
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how to treat virtual property under such agreements. |
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</p> |
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</abstract> |
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</eventitem> |
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<eventitem date="2007-10-2" time="4:30 PM" room="TBA" title="Putting the fun into Functional Languages and Useful Programming with OCaml/F#"> |
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<short>Brennan Taylor</short> |
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<abstract> |
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