Unauthorized Use of Famous Brands In Virtual Products of The Metaverse World In The Perspective of Brand Law And Technology Law In Indonesia

Kimiko Auguchiro Putri Samudra, Tasya Safiranita, Rika Ratna Permata
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Abstract

The Metaverse is a new form of virtual interactive and physically cyber interaction where users can experience activities in a virtual environment that feels very real. For companies that utilize the Metaverse well, such as promoting or commercializing virtual products within it, it can bring significant profits. However, commercialization through cross-border technology often faces legal issues that arise. The use of brand elements on a product marketed by others without permission is a major issue in the field of brands, which also occurs in the digital world. This study aims to prove legal action against the use of famous brands in the Metaverse, as well as the legal actions that can be taken by owners of famous brands against the use of their brands in virtual Metaverse products. This study was conducted through a normative juridical approach using literature or secondary data as the main source. Based on the research conducted, it was found that the use of famous brand elements in the Metaverse is considered a violation of the brand, similar to brand violations in the real world in general. Therefore, based on Law Number 20 of 2016 concerning Trademarks and Geographical Indications (Trademark Law) harmonized with the ITE Law, the rights of brand owners to take legal action to protect their brands will still apply even if the brand violations occur in the digital space.
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印尼品牌法与技术法视角下虚拟世界虚拟产品中名牌的非法使用
虚拟世界是一种虚拟互动和物理网络互动的新形式,用户可以在虚拟环境中体验非常真实的活动。对于充分利用Metaverse的公司来说,例如在其中推广或商业化虚拟产品,可以带来可观的利润。然而,通过跨境技术实现商业化往往面临由此产生的法律问题。未经许可在他人销售的产品上使用品牌元素是品牌领域的一个主要问题,在数字世界中也会发生这种情况。本研究旨在证明针对在虚拟虚拟世界中使用知名品牌的法律行动,以及知名品牌所有者针对在虚拟虚拟世界产品中使用其品牌可以采取的法律行动。本研究是通过规范的司法方法进行的,使用文献或二手数据作为主要来源。根据所进行的研究,我们发现在虚拟世界中使用名牌元素被认为是对品牌的侵犯,类似于现实世界中的品牌侵犯。因此,根据2016年第20号关于商标和地理标志的法律(商标法)与ITE法的协调,即使品牌侵权行为发生在数字空间,品牌所有者采取法律行动保护其品牌的权利仍将适用。
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