philip lelyveld The world of entertainment technology

24Oct/17Off

Here Are Some Of The Legal Implications Of Virtual Reality In Esports

vr-esport-1Esports now has a competitive VR esports league and games such as Dota 2 and Halo incorporate these new technologies. Although we have a few years before we see VR’s full impact, slowly, but surely, the reality of esports is virtual.

The use of gaming content and software technology in this collaboration will raise issues of intellectual property rights. There’s no doubt the game developer owns the content of the game, but as VR enables the user to interact with the content in a variety of ways, what was once clear ownership becomes blurred.

...copyright law does protect the expression of ideas and the unique expression of the game’s underlying concepts that make up the character and content of the game. Patent law does provide the owner with a right to exclude others from making, using, selling, and importing the same machines and methods. Ultimately, patents provide necessary protection over the technology behind the game.

Developers will continue to seek protection over their creations, but as VR becomes another player on an already crowded playing field of developer, gamer, streamer, spectator, etc., it may make it more challenging to answer the central question of both copyright and patent law—who owns what?

Q: Do you think there will be a point where the line between gamer and spectator will be blurred with the incorporation of VR into esports?

A: Yes, and that could be the most rewarding aspect of this partnership.

See the full story here: https://www.forbes.com/sites/allabouttherupees/2017/10/24/here-are-some-of-the-legal-implications-of-virtual-reality-in-esports/#208337ce36ce

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