The metaverse is commonly known as “a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, including the sum of all virtual worlds, augmented reality, and the Internet.” The metaverse may eventually provide a three-dimensional or virtual world for users to shop, play games, travel, learn, socialize, work, compete, or otherwise experience life in a virtual environment. Users may eventually visit the metaverse for an activity or even choose to live much of their life in this virtual world.
Copyright
- Computer Law
- Fair Use
- First Sale Doctrine
- Win for Photographer in Ninth Circuit Reversal of Fair Use Finding
- Entrepreneur Spotlight: How Ray Young is Fighting Content Theft Encouraged by Big Tech Platforms
- Testing the Bounds of Copyright Protection in Choreographic Works: Hanagami v. Epic Games, Inc.
- IP Issues for Retail Businesses Advertising in Augmented Reality
- Intellectual Property Risks in the Metaverse: Protection, Jurisdiction and Enforcement
Recent Posts
- Certification Marks: The Tie that Binds Scotch Whisky, the International Ladies Garment Worker’s Union and a Rated R Motion Picture
- Win for Photographer in Ninth Circuit Reversal of Fair Use Finding
- Entrepreneur Spotlight: How Ray Young is Fighting Content Theft Encouraged by Big Tech Platforms
- Studebaker & Brackett is Hiring a Patent Attorney or Agent
- Other Barks & Bites for Friday, August 5: Win for AbbVie at Seventh Circuit; Eleventh Circuit Affirms Ruling for Monster Energy; and Ninth Circuit Reverses Fair Use Finding in Death Valley Lake Photo Case