top of page

Annotated Bibliography

Annotation #1

Howard, Brianna. “Protecting Intellectual Property Rights in the Billion-Dollar World of Virtual Gaming.” TechCrunch, TechCrunch, 23 Jan. 2018, https://techcrunch.com/2018/01/23/protecting-intellectual-property-rights-in-the-billion-dollar-world-of-virtual-gaming/

​

On the content side, developers will continue to seek the protection of their copyright to the games and the underlying concepts regarding how the games are played. On the technology side, patents provide the owner with a right to exclude others from making, using, selling, offering to sell and importing patented inventions. Generally, there are two types of patents at issue in terms of VR: (1) “utility” patents protect the way a technology works and (2) “design” patents protect the way an article looks.

Annotation #2

Casucci, Giovanni. “Italy: Virtual Reality And Trademark/Patent Law.” Virtual Reality And Trademark/Patent Law - Intellectual Property - Italy, Dentons, 11 Oct. 2019, http://www.mondaq.com/italy/x/853204/Trademark/VirtualRealityAndTrademarkPatentLaw.

​

The first kind of difficulty that the IP owner may face is whether the scope of its trademark covers only real goods or it can be extended to cover also intangible virtual representations. A second kind of issue that the IP owner may face is related to the evidence of damages suffered from the use of its IP in a VR platform.

Annotation #3

Ara, Tom K. “Augmented Reality and Virtual Reality: IP Considerations.” DLA Piper

​

As new AR and VR technologies emerge, so do legal questions arising from their use. This article examines certain intellectual property considerations for publishers and users venturing into this space in the United States. Copyright and trademark infringement are both highly emphasized. In all scenarios, licensing is necessary to use a product protected by IP.

bottom of page