Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law,Used

Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law,Used

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This book explores and discusses how to obtain traditional intellectual property law rights in the nontraditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multinational userbase and foreign operation of many virtual worlds.

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Shipping & Returns

Shipping
We ship your order within 2–3 business days for USA deliveries and 5–8 business days for international shipments. Once your package has been dispatched from our warehouse, you'll receive an email confirmation with a tracking number, allowing you to track the status of your delivery.

Returns
To facilitate a smooth return process, a Return Authorization (RA) Number is required for all returns. Returns without a valid RA number will be declined and may incur additional fees. You can request an RA number within 15 days of the original delivery date. For more details, please refer to our Return & Refund Policy page.

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Warranty

We provide a 2-year limited warranty, from the date of purchase for all our products.

If you believe you have received a defective product, or are experiencing any problems with your product, please contact us.

This warranty strictly does not cover damages that arose from negligence, misuse, wear and tear, or not in accordance with product instructions (dropping the product, etc.).

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Frequently Asked Questions

  • Q: What is the main focus of 'Computer Games and Virtual Worlds'? A: The book primarily explores how to obtain traditional intellectual property law rights in the non-traditional settings of video games and virtual worlds.
  • Q: Who is the author of this book? A: The author of 'Computer Games and Virtual Worlds' is Ross Dannenberg.
  • Q: What topics are covered in this book? A: The book addresses end user license agreements, copyrights, patents, trademarks, trade secrets, and international legal issues related to virtual worlds.
  • Q: What is the condition of the book? A: The book is listed as a used book in good condition.
  • Q: How many pages does the book have? A: The book contains a total of 270 pages.
  • Q: What type of binding does this book have? A: This book is available in paperback binding.
  • Q: When was this book published? A: The book was published on July 16, 2011.
  • Q: Is this book suitable for beginners in intellectual property law? A: Yes, it serves as a primer for researching emerging legal issues in the context of video games and virtual worlds.
  • Q: Does the book discuss international legal issues? A: Yes, it covers international legal issues stemming from the multi-national user base and foreign operations of many virtual worlds.
  • Q: What category does this book fall under? A: The book is categorized under Video Production.