首页 > 最新文献

Interactive Entertainment Law Review最新文献

英文 中文
Esports in Italy: an industry ready to take off (or still in search of its regulatory soul)? 意大利的电子竞技:一个准备起飞的行业(或者仍在寻找其监管灵魂)?
Q3 Social Sciences Pub Date : 2019-06-01 DOI: 10.4337/IELR.2019.01.04
A. Rizzi, N. Serao, L. Nowak
As the International Olympic Committee is considering whether Esports can and should qualify as sports, Esports events are becoming bigger and bigger worldwide, attracting fans as well as sponsors and investors looking for opportunities in this fast-developing economic sector. However, at a global level, the regulatory framework applicable to Esports tournaments is often fragmented and uncertain. This is the case in Italy, where an inadequate regulatory framework is likely to act as a disincentive for investors and, in particular, international investors. This article explores the regulatory pitfalls of the Italian legal ecosystem looking at other countries’ experiences (South Korea and France) from a comparative perspective.
随着国际奥委会正在考虑电子竞技是否能够也应该获得体育资格,电子竞技赛事在全球范围内越来越大,吸引了粉丝、赞助商和投资者在这个快速发展的经济领域寻找机会。然而,在全球范围内,适用于电子竞技锦标赛的监管框架往往是分散和不确定的。意大利就是这样,监管框架不足可能会抑制投资者,尤其是国际投资者的积极性。本文从比较的角度考察了其他国家(韩国和法国)的经验,探讨了意大利法律生态系统的监管陷阱。
{"title":"Esports in Italy: an industry ready to take off (or still in search of its regulatory soul)?","authors":"A. Rizzi, N. Serao, L. Nowak","doi":"10.4337/IELR.2019.01.04","DOIUrl":"https://doi.org/10.4337/IELR.2019.01.04","url":null,"abstract":"As the International Olympic Committee is considering whether Esports can and should qualify as sports, Esports events are becoming bigger and bigger worldwide, attracting fans as well as sponsors and investors looking for opportunities in this fast-developing economic sector. However, at a global level, the regulatory framework applicable to Esports tournaments is often fragmented and uncertain. This is the case in Italy, where an inadequate regulatory framework is likely to act as a disincentive for investors and, in particular, international investors. This article explores the regulatory pitfalls of the Italian legal ecosystem looking at other countries’ experiences (South Korea and France) from a comparative perspective.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.4337/IELR.2019.01.04","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45452745","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Paramount Pictures v. Axanar Productions: identifying the infringed work when an unauthorized production is set in an existing fictional universe 派拉蒙影业诉Axanar制片公司:当未经授权的制作发生在现有的虚构世界中时,识别被侵权的作品
Q3 Social Sciences Pub Date : 2018-12-01 DOI: 10.4337/IELR.2018.02.01
M. Dunford
The copyright status of the fictional universes that form the foundation of many interactive and conventional entertainment franchises is unclear, making it difficult to determine how to assess copyright infringement claims when the universe is appropriated for use by an unauthorized work. A recent American case, Paramount Pictures v. Axanar Productions, represents one of the only known examples of such a case that does not involve the corresponding use of major plot elements or characters from within the main franchise works.This paper uses the Paramount Pictures v. Axanar Productions case as an example of the effect that decisions about how to identify the infringed work have on both the substantial similarity and fair use inquiries. The aggregation approach adopted by the court is critiqued, and an alternative approach – treating the fictional universe itself as a copyright protected work – is suggested as an alternative consistent with existing law. However, even that approach is likely to have potential pitfalls. Ultimately, those interested in copyright as applied to multi-work franchises should be aware that this is an area of lingering uncertainty, with both the nature and the extent of the copyright protection afforded to fictional universes undefined at the current time.
构成许多互动和传统娱乐特许经营基础的虚构宇宙的版权状况尚不清楚,这使得当宇宙被未经授权的作品占用时,很难确定如何评估版权侵权索赔。最近在美国发生的派拉蒙电影公司(Paramount Pictures)诉Axanar Productions一案,是目前所知的为数不多的不涉及使用主要系列作品中的主要情节元素或角色的案例之一。本文以派拉蒙电影公司诉Axanar制作公司案为例,说明如何识别侵权作品对实质相似性和合理使用调查的影响。法院采用的综合方法受到了批评,另一种方法——将虚构的宇宙本身视为受版权保护的作品——被建议作为与现行法律一致的替代方法。然而,即使这种方法也可能存在潜在的缺陷。最后,那些对多作品授权的版权感兴趣的人应该意识到,这是一个不确定的领域,目前对虚构世界的版权保护的性质和范围都不明确。
{"title":"Paramount Pictures v. Axanar Productions: identifying the infringed work when an unauthorized production is set in an existing fictional universe","authors":"M. Dunford","doi":"10.4337/IELR.2018.02.01","DOIUrl":"https://doi.org/10.4337/IELR.2018.02.01","url":null,"abstract":"The copyright status of the fictional universes that form the foundation of many interactive and conventional entertainment franchises is unclear, making it difficult to determine how to assess copyright infringement claims when the universe is appropriated for use by an unauthorized work. A recent American case, Paramount Pictures v. Axanar Productions, represents one of the only known examples of such a case that does not involve the corresponding use of major plot elements or characters from within the main franchise works.\u0000\u0000This paper uses the Paramount Pictures v. Axanar Productions case as an example of the effect that decisions about how to identify the infringed work have on both the substantial similarity and fair use inquiries. The aggregation approach adopted by the court is critiqued, and an alternative approach – treating the fictional universe itself as a copyright protected work – is suggested as an alternative consistent with existing law. However, even that approach is likely to have potential pitfalls. Ultimately, those interested in copyright as applied to multi-work franchises should be aware that this is an area of lingering uncertainty, with both the nature and the extent of the copyright protection afforded to fictional universes undefined at the current time.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45335631","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Book review: Noam Shemtov, Beyond the Code – Protection of Non-Textual Features of Software (Oxford University Press, 2017) 288 pp. 书评:诺姆·谢姆托夫,《超越代码——保护软件的非文本特征》(牛津大学出版社,2017),288页。
Q3 Social Sciences Pub Date : 2018-12-01 DOI: 10.4337/IELR.2018.02.06
M. Mimler
{"title":"Book review: Noam Shemtov, Beyond the Code – Protection of Non-Textual Features of Software (Oxford University Press, 2017) 288 pp.","authors":"M. Mimler","doi":"10.4337/IELR.2018.02.06","DOIUrl":"https://doi.org/10.4337/IELR.2018.02.06","url":null,"abstract":"","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44496767","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Making videogame history: videogame preservation and copyright law 创造电子游戏历史:电子游戏保护和版权法
Q3 Social Sciences Pub Date : 2018-12-01 DOI: 10.4337/IELR.2018.02.03
Yin Harn Lee
The continued accessibility of older videogames is threatened by the obsolescence of the hardware and software platforms on which they operate and the degradation of the physical media on which they are stored. This has made videogame preservation a topic of increasing concern to cultural heritage institutions. However, established preservation techniques, such as migration and emulation, raise numerous issues under copyright law, as they implicate rightholders' exclusive rights as well as protections against the circumvention of TPMs. This is exacerbated by the difficulty of locating the rightholders for a given videogame. Notwithstanding this, cultural heritage institutions may still take advantage of some flexibilities within the current copyright framework, in particular the exceptions relating to reverse engineering, decompilation, cultural preservation and orphan works, in order to begin the work of videogame preservation. In the longer term, it may be necessary for the sector to collaborate more closely with the videogame industry and to lobby for legislative reform.
老式视频游戏的持续可访问性受到其操作的硬件和软件平台过时以及存储它们的物理介质退化的威胁。这使得电子游戏保护成为文化遗产机构日益关注的话题。然而,现有的保护技术,如迁移和模仿,在版权法下引发了许多问题,因为它们涉及权利持有人的排他性权利以及对规避TPM的保护。由于很难找到特定视频游戏的版权持有者,这种情况更加严重。尽管如此,文化遗产机构仍然可以利用当前版权框架内的一些灵活性,特别是与逆向工程、反编译、文化保护和孤儿作品有关的例外情况,开始电子游戏保护工作。从长远来看,该行业可能有必要与视频游戏行业进行更密切的合作,并为立法改革进行游说。
{"title":"Making videogame history: videogame preservation and copyright law","authors":"Yin Harn Lee","doi":"10.4337/IELR.2018.02.03","DOIUrl":"https://doi.org/10.4337/IELR.2018.02.03","url":null,"abstract":"The continued accessibility of older videogames is threatened by the obsolescence of the hardware and software platforms on which they operate and the degradation of the physical media on which they are stored. This has made videogame preservation a topic of increasing concern to cultural heritage institutions. However, established preservation techniques, such as migration and emulation, raise numerous issues under copyright law, as they implicate rightholders' exclusive rights as well as protections against the circumvention of TPMs. This is exacerbated by the difficulty of locating the rightholders for a given videogame. Notwithstanding this, cultural heritage institutions may still take advantage of some flexibilities within the current copyright framework, in particular the exceptions relating to reverse engineering, decompilation, cultural preservation and orphan works, in order to begin the work of videogame preservation. In the longer term, it may be necessary for the sector to collaborate more closely with the videogame industry and to lobby for legislative reform.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43895745","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Case comment: the unauthorized use of the image of a football player in videogames as a violation of image rights in Brazil 案例评论:在巴西,在电子游戏中未经授权使用足球运动员的形象侵犯了形象权
Q3 Social Sciences Pub Date : 2018-12-01 DOI: 10.4337/IELR.2018.02.05
P. Westenberger
This case comment analyses a decision by the São Paulo Court of Appeal in a case concerning whether the use of the image of a football player in a videogame, without the athlete's permission, constituted a violation of his image rights. The Court of Appeal found that the use of the image of a public person, without their consent, in a commercial activity with no relevant public interest to be protected, harms a fundamental personality right and generates the right to compensate for damages.
本案例评论分析了圣保罗上诉法院的一项裁决,该裁决涉及在未经运动员许可的情况下,在视频游戏中使用足球运动员的形象是否构成对其形象权的侵犯。上诉法院认为,在商业活动中未经公众人士同意使用他们的形象,而有关公众利益不受保护,损害了一项基本人格权,并产生赔偿损害的权利。
{"title":"Case comment: the unauthorized use of the image of a football player in videogames as a violation of image rights in Brazil","authors":"P. Westenberger","doi":"10.4337/IELR.2018.02.05","DOIUrl":"https://doi.org/10.4337/IELR.2018.02.05","url":null,"abstract":"This case comment analyses a decision by the São Paulo Court of Appeal in a case concerning whether the use of the image of a football player in a videogame, without the athlete's permission, constituted a violation of his image rights. The Court of Appeal found that the use of the image of a public person, without their consent, in a commercial activity with no relevant public interest to be protected, harms a fundamental personality right and generates the right to compensate for damages.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42017289","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Editorial: Magic Circle or not? 社论:是不是魔法圈?
Q3 Social Sciences Pub Date : 2018-12-01 DOI: 10.4337/IELR.2018.02.00
Gaetano Dimita, Q. C. J. Festinger, M. Mimler
{"title":"Editorial: Magic Circle or not?","authors":"Gaetano Dimita, Q. C. J. Festinger, M. Mimler","doi":"10.4337/IELR.2018.02.00","DOIUrl":"https://doi.org/10.4337/IELR.2018.02.00","url":null,"abstract":"","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.4337/IELR.2018.02.00","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47688701","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Granting intellectual property protection to gestures used in virtual reality 为虚拟现实中使用的手势提供知识产权保护
Q3 Social Sciences Pub Date : 2018-12-01 DOI: 10.4337/IELR.2018.02.04
Johanna González-Zúñiga
The constant re-shaping of the interactive entertainment industry, along with the uprising of technology such as virtual reality, has been challenging the type of assets that can be protected through intellectual property. This paper addresses the issue of whether or not it is possible to protect a simple gesture, designed to transfer a user into a trusted environment, within a virtual reality platform. It is argued that our hypothetical gesture could potentially be protected through copyright, if social structures were to determine it as artistic, as a non-traditional trademark, which have been gaining popularity, or as a patent. As will be reviewed, even though a gesture does not pose a technical solution that would qualify it as patentable material, it is claimed that the drafting of patent applications that involve recognition of movements are describing gestures, which ultimately are granted protection.
互动娱乐产业的不断重塑,以及虚拟现实等技术的兴起,对可以通过知识产权保护的资产类型构成了挑战。本文讨论了是否有可能在虚拟现实平台中保护一个简单的手势,该手势旨在将用户转移到一个可信的环境中。有人认为,如果社会结构将我们假设的手势确定为艺术性的、非传统的、越来越受欢迎的商标或专利,那么我们假设的手势可能会受到版权的保护。正如我们将要回顾的那样,尽管一个手势并不构成一个使其成为可专利材料的技术解决方案,但有人声称,涉及动作识别的专利申请的起草是在描述手势,这些手势最终被授予保护。
{"title":"Granting intellectual property protection to gestures used in virtual reality","authors":"Johanna González-Zúñiga","doi":"10.4337/IELR.2018.02.04","DOIUrl":"https://doi.org/10.4337/IELR.2018.02.04","url":null,"abstract":"The constant re-shaping of the interactive entertainment industry, along with the uprising of technology such as virtual reality, has been challenging the type of assets that can be protected through intellectual property. This paper addresses the issue of whether or not it is possible to protect a simple gesture, designed to transfer a user into a trusted environment, within a virtual reality platform. It is argued that our hypothetical gesture could potentially be protected through copyright, if social structures were to determine it as artistic, as a non-traditional trademark, which have been gaining popularity, or as a patent. As will be reviewed, even though a gesture does not pose a technical solution that would qualify it as patentable material, it is claimed that the drafting of patent applications that involve recognition of movements are describing gestures, which ultimately are granted protection.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42134901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Top 10 video game cases (US): how video game litigation in the US has evolved since the advent of Pong 十大电子游戏案件(美国):自Pong出现以来,美国的电子游戏诉讼如何演变
Q3 Social Sciences Pub Date : 2018-12-01 DOI: 10.4337/IELR.2018.02.02
R. Dannenberg, Joshua Davenport
Video game litigation in the United States is neither new nor infrequent, and video game developers can learn valuable lessons from cases won, and lost, by others before them. This article examines the evolution of United States intellectual property law from historically narrow roots to classifying video games as an art form deserving broad free speech protection. This article examines seminal cases in a variety of IP areas, including not only copyrights, but also reverse engineering, derivative works, patents, trademarks, rights of publicity, the Digital Millennium Copyright Act, contracts, and freedom of speech. These cases explore the factual and legal limits of American jurisprudence in video game law, including how one's own expression can be limited by the rights of others, permissible and fair use and of others' IP, and the impact these cases have had in the industry. As video games have leveled up into a multi-billion dollar industry, the law has leveled up, too, and this article is the primer you need to level up with it.
美国的电子游戏诉讼既不新鲜,也不罕见,电子游戏开发商可以从之前其他人胜诉和败诉的案件中吸取宝贵的教训。本文考察了美国知识产权法的演变,从历史上的狭隘根源到将电子游戏归类为一种值得广泛言论自由保护的艺术形式。本文探讨了各种知识产权领域的开创性案例,不仅包括版权,还包括逆向工程、衍生作品、专利、商标、宣传权、《数字千年版权法》、合同和言论自由。这些案件探讨了美国电子游戏法判例的事实和法律局限性,包括一个人的言论如何受到他人权利、允许和公平使用他人知识产权的限制,以及这些案件对行业的影响。随着电子游戏已经发展成为一个价值数十亿美元的行业,法律也在升级,这篇文章是你需要升级的入门读物。
{"title":"Top 10 video game cases (US): how video game litigation in the US has evolved since the advent of Pong","authors":"R. Dannenberg, Joshua Davenport","doi":"10.4337/IELR.2018.02.02","DOIUrl":"https://doi.org/10.4337/IELR.2018.02.02","url":null,"abstract":"Video game litigation in the United States is neither new nor infrequent, and video game developers can learn valuable lessons from cases won, and lost, by others before them. This article examines the evolution of United States intellectual property law from historically narrow roots to classifying video games as an art form deserving broad free speech protection. This article examines seminal cases in a variety of IP areas, including not only copyrights, but also reverse engineering, derivative works, patents, trademarks, rights of publicity, the Digital Millennium Copyright Act, contracts, and freedom of speech. These cases explore the factual and legal limits of American jurisprudence in video game law, including how one's own expression can be limited by the rights of others, permissible and fair use and of others' IP, and the impact these cases have had in the industry. As video games have leveled up into a multi-billion dollar industry, the law has leveled up, too, and this article is the primer you need to level up with it.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.4337/IELR.2018.02.02","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48759929","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Introduction to the Journal 期刊简介
Q3 Social Sciences Pub Date : 2018-06-20 DOI: 10.4337/IELR.2018.01.00
Gaetano Dimita, J. Festinger, M. Mimler
{"title":"Introduction to the Journal","authors":"Gaetano Dimita, J. Festinger, M. Mimler","doi":"10.4337/IELR.2018.01.00","DOIUrl":"https://doi.org/10.4337/IELR.2018.01.00","url":null,"abstract":"","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.4337/IELR.2018.01.00","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47784339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Data protection challenges for virtual reality applications 虚拟现实应用的数据保护挑战
Q3 Social Sciences Pub Date : 2018-06-01 DOI: 10.4337/IELR.2018.01.05
E. Henriksson
Virtual reality technologies necessitate the collection and processing of more – and more intimate – personal data than other media. This gives rise to some particular considerations under data protection regulations and not least the EU General Data Protection Regulation. The aim of this article is to explore these characteristics particular to VR and to identify some of the issues that these might give rise to under the GDPR.
与其他媒体相比,虚拟现实技术需要收集和处理更多、更私密的个人数据。这引起了数据保护条例下的一些特殊考虑,尤其是欧盟通用数据保护条例。本文的目的是探讨VR特有的这些特征,并确定这些特征可能在GDPR下引起的一些问题。
{"title":"Data protection challenges for virtual reality applications","authors":"E. Henriksson","doi":"10.4337/IELR.2018.01.05","DOIUrl":"https://doi.org/10.4337/IELR.2018.01.05","url":null,"abstract":"Virtual reality technologies necessitate the collection and processing of more – and more intimate – personal data than other media. This gives rise to some particular considerations under data protection regulations and not least the EU General Data Protection Regulation. The aim of this article is to explore these characteristics particular to VR and to identify some of the issues that these might give rise to under the GDPR.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.4337/IELR.2018.01.05","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46908562","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
期刊
Interactive Entertainment Law Review
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1