This paper addresses policy challenges of complex virtual environments such as virtual worlds, social network sites, and massive multiplayer online games. The complexity of these environments-apparent by the rich user interactions and sophisticated user-generated content that they offer-poses unique challenges for policy management and compliance. These challenges are also impacting the life cycle of the software system that implements the virtual environment. The goal of this paper is to identify and sketch important legal and policy challenges of virtual environments and how they affect stakeholders (i.e., operators, users, and lawmakers). Given the increasing significance of virtual environments, we expect that tackling these challenges will become increasingly important in the future.This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.The license is available here:http://creativecommons.org/licenses/by-nc-sa/3.0/us/.
TKG 1996 §12 Leitsätze 1. Nach §12 TKG a.F. müssenL izenznehmer,d ie Sprachkommunikationsdienstleistungen für die Öffentlichkeit anbieten,e inem Dritten, der einenA uskunftsdienst betreiben will, die Teilnehmerdaten so überlassen, dass sieohne Schwierigkeitenineine Telefonauskunftsdienst-Datenbank übernommen wer-den können. Der Lizenznehmer muss demDritten dagegenkeinen Online-Zugriff aufseine eigene, miteiner für den Betriebe ines Auskunftsdienstes tauglichen Such-Softwareausgestattete Datenbank eröffnen.2. Bietet der Lizenznehmer dieT eilnehmerdaten nur über denZugriff aufeineeigeneDatenbankmit Such-Software an,gilt für denPreis dergesamten Leistungendie Begrenzung des §12 TKG a.F.
Den Schöpfer verklagen -Haften Betreiber virtueller Welten ihrenNutzernfür virtuelle Güter? Virtuelle Welten werden als Wirtschaftsfaktor zunehmendrelevant -auch innerhalb der virtuellen Realität entstehenW irtschaftskreisläufe. Diese werden, willentlichoder unfreiwillig, vonden Handlungen des Betreibers der virtuellen Welt beeinflusst. Er kann virtu-ellesE igentums chaffen, vernichten, auf-und abwerten.D ieser Beitrag will die rechtlichen Grundlagen und Grenzen hierausentstehender zivilrechtlicher Ansprüche vonN utzern gegen den Betreiber untersuchen.
The 2012 UsedSoft decision of the Court of Justice of the European Union ('ECJ') disrupted the digital distribution of computer programs. Since then, unauthorised sellers of product and game keys often try to utilise the UsedSoft ruling and its principles to justify the resale of key codes. Against this background, we will review the new developments in this area, taking into account recent court decisions in Germany, which are based on European Directives. Furthermore, the impact of the UsedSoft decision on the gaming sector, where game keys are often distributed in digital form only, will be examined. Since the ECJ in its Nintendo decision and the German Federal Supreme Court 'BGH') in its World of Warcraft I decision both considered video games to be hybrid products, we will discuss whether and to what extent the Software Directive 2009/24/EC and the InfoSoc Directive 2001/29/EC are applicable. We then apply the findings to the distribution models used in the gaming sector and examine their legality.
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