LinuxInsider Talkback
|
|
|
Posted by: Ross Dannenberg 2008-11-12 11:43:53
See Full Story
Virtual worlds provide not only a new universe in which brave explorers stake their claims, but also a new legal landscape in which the colonists are often at odds with the natives from the "old world." How do real-world laws apply? How do traditional concepts of intellectual property -- patents, copyrights, and trademarks -- apply in a virtual world? Can virtual worlds contract around intellectual property rights by forcing users to license their intellectual property, or forego such claims altogether?
Posted by: BettinaTizzy 2008-11-12 12:04:22 In reply to: Ross Dannenberg
There's a lot of speculation and community wrangling in Second Life these days over the legality of a number of things, since legal precedents have not been established on many fronts. Most things get settled "in-house," if you will. Outright theft of content/IP is being tackled head on by in-world organizations such as the Content Creators Association led by Gwen Carillon.
I'd like to get your view on attribution of images taken in VWs where content creation by residents is possible, such as Second Life and on Opensims... a very hot topic: http://npirl.blogspot.com/2008/11/proper-attribution-of-images-taken-in.html
I'd like to get your view on attribution of images taken in VWs where content creation by residents is possible, such as Second Life and on Opensims... a very hot topic: http://npirl.blogspot.com/2008/11/proper-attribution-of-images-taken-in.html

Headline Feeds
