From e9a08912e3dbe75c13f53905c192789fb4a997c6 Mon Sep 17 00:00:00 2001 From: Holden Karau Date: Mon, 24 Sep 2007 19:22:04 -0400 Subject: [PATCH] ninjas --- events.xml | 34 ++++++++++++++++++++++++++++++++++ 1 file changed, 34 insertions(+) diff --git a/events.xml b/events.xml index 8cca6ac..9b43cf6 100644 --- a/events.xml +++ b/events.xml @@ -2,6 +2,40 @@ + + + Susan Abramovitch + +

+ This talk is run by the School of Computer Science +

+

+ How should virtual property created in games, such as weapons used in +games like Mir 3 and real estate or clothing created or acquired in +games like Second Life, be treated in law. Although the videogaming +industry continues to multiply in value, virtual property created in +virtual worlds has not been formally recognized by any North American +court or legislature. A bridge has been taking shape from gaming's +virtual economies to real world economies, for example, through +unauthorized copying of designer clothes sold on Second Life for in-game +cash, or real court damages awarded against deletion of player-earned +swords in Mir 3. The trading of virtual property is important to a +large number of people and property rights in virtual property are +currently being recognized by some foreign legal bodies. +

+

+Susan Abramovitch will explain the legal considerations in determining +how virtual property can or should be governed, and ways it can be +legally similar to tangible property. Virtual property can carry both +physical and intellectual property rights. Typically video game +developers retain these rights via online agreements, but Ms. +Abramovitch questions whether these rights are ultimately enforceable +and will describe policy issues that may impact law makers in deciding +how to treat virtual property under such agreements. +

+
+
+ Brennan Taylor