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dc.contributor.advisorKariņa-Bērziņa, IngrīdaEN
dc.contributor.authorTsyhankou, Siarhei
dc.contributor.otherRiga Graduate School of LawEN
dc.date.accessioned2023-08-29T08:46:19Z
dc.date.available2023-08-29T08:46:19Z
dc.date.issued2023
dc.identifier.urihttps://dspace.lu.lv/dspace/handle/7/62021
dc.description.abstractThe use of virtual objects in digital environments, especially in games, has become increasingly prevalent in recent years. This thesis explores the legal treatment of virtual in-game objects, examining whether they can be considered as property and whether they qualify for protection under intellectual property law. The author reviews existing legal frameworks and always relevant case law to determine the extent to which in-game objects can be considered as property. Also, the concepts of possession, ownership, and transferability of such objects were examined. At the same time, the thesis examines the extent to which virtual in-game objects can be protected under intellectual property law. It analyses the applicability of intellectual property law to these objects, and considers the challenges that arise in protecting in-game items, particularly in relation to the difficulty of defining and enforcing intellectual property rights in virtual environments.en_US
dc.language.isoengen_US
dc.publisherRiga Graduate School of Lawen_US
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_US
dc.subjectResearch Subject Categories::LAW/JURISPRUDENCE::Private law::Intellectual property lawen_US
dc.subjectin-game objectsen_US
dc.subjectvirtual objectsen_US
dc.titleVirtual in-game objects as property and subject of intellectual property rights: comparative researchen_US
dc.typeinfo:eu-repo/semantics/masterThesisen_US


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