Please use this identifier to cite or link to this item: https://repository.iimb.ac.in/handle/2074/20969
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dc.contributor.advisorSuraj, Anil B
dc.contributor.authorRaghavendra, K
dc.contributor.authorRavi, Srikkanth
dc.date.accessioned2022-03-31T05:30:41Z-
dc.date.available2022-03-31T05:30:41Z-
dc.date.issued2010
dc.identifier.urihttps://repository.iimb.ac.in/handle/2074/20969-
dc.description.abstractWe have entered a new era. The virtual world has now become not just an avenue for gathering information, transacting deals and entertainment- people have started to live on the internet through various virtual communities. This work is an attempt to understand the different aspects of the virtual world or more specifically: MMORPGs (Massive Multi-player Online role Playing Games), with a focus on Intellectual property issues. Lawyers are challenged by what role law should play in the virtual world. The regulations for cyber law are rather underdeveloped. The application of real life litigation to the virtual world is not selfevident and needs a deeper analysis. The primary objective of the paper is to determine the extent of applicability of real world laws to the virtual world. Do transgressions in the virtual world fall under the ambit of real world litigation. If yes, then should the redressal be in the real or virtual world? The paper also seeks to clarify the role played by the internet firm- to what extent is Second life liable for use of material copyrighted in the real world in the virtual world?
dc.publisherIndian Institute of Management Bangalore
dc.relation.ispartofseriesPGP_CCS_P10_117
dc.subjectIntelectual property rights
dc.subjectIPR
dc.subjectVirtual reality
dc.titleNavigating the legal landscape of the virtual world: The blurring IPR boundaries between the real world and the virtual reality
dc.typeCCS Project Report-PGP
dc.pages20p.
Appears in Collections:2010
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