Open Journal Systems

Intangible Property: Protection of Virtual Property in Electronic Games in China and US

Wang Hanyue(Illinois Institute of Technology Chicago-Kent College of Law)

Abstract

With blossoming of the electronic games, the strategy of game developer preference is that the player uses real money to buy the virtual property in the game. The purpose for the strategy which keeping the game promote and developing the game system on the platform to attract more users.

With the increasing amount of game, the main strategy is same. The chain, the End User License Agreement (EULA) which between the game developer and player is vital. EULA used to rule that the virtual property is belong to the game developer. However, for now, the virtual property has different acquisition way, “all virtual property belongs to the developer” since already unfair.

Staring from the first virtual property lawsuit in China, this paper introduces the virtual property of electronic game and legal protection in US and China. Second, discussion the reasons to protection virtual property and provide proposals for a potential legislative solution in China. At the end, this paper presents the reason that copyright law not suitable to protect the virtual property.

Keywords

Virtual property; Electronic game; User license agreement; Legislative solution; Property law; Copyright law

Full Text:

PDF

References

Arielle, Official Statement Regarding Valve & OPSkins Steam Accounts, OPSKINS (Jun 09, 2018), http://blog.opskins.com/official-statement-regarding-valve-opskins-steam-accounts/.

Hu Yifeng, Nian Nian Mianbi Tu Po BI: Woguo Wangluo Youxi Yanjiu (1998-2018) de Guiji, Fanshi Yu Quxiang Twenty Years of Wall Breaking: Track, Paradigm and Trend of China’s Online Game Research (1998-2018)] (文艺评论) [Article Judgement] 22-23 (10, 2018).

Zhonghua Renming Gongheguo Minfa Zongze [General Provisions of the Civil Law of the People’s Republic of China] (promulgated by the National People’s Congress., Mar. 15, 2017, effective Oct 1, 2017) 2017 Standing Comm. Nat’l People’s Cong. Gaz. 127 (China).

Joshua Fairfield, “Virtual Property” (2005) 85 B.U.L. Rev. 1047 at 1049.

Black Snow Interactive and the World’ s First Virtual Sweet Shop, JULIAN DIBBELL (Jan 2019), http://juliandibbell.com/texts/blacksnow.html

Blizzard End User License Agreement, North America (Jun. 1, 2018), https://www.blizzard.com/en-us/legal/fba4d00f-c7e4-4883-b8b9-1b4500a402ea/blizzard-end-user-license-agreement

Michael H. Passman, Transactions of Virtual Items In Virtual Worlds, Albany Law Journal of Science and Technology, 261-290, 268, https://www.westlaw.com/Document/I2f794a998a8e11dd93e7a76b30106ace/View/FullText.html?transitionType=Default&contextData=(sc.Default)&VR=3.0&RS=cblt1.0.

Reuben Grinberg, Bitcoin: An Innovative Alternative Digital Currency, 4 Hastings Sci. & Tech. L.J. 159, 163 (2012). https://www.westlaw.com/Document/Id470bb002b9e11e18b05fdf15589d8e8/View/FullText.html?transitionType=Default&contextData=(sc.Default)&VR=3.0&RS=cblt1.0.

John D. Sutter, CNN, Can People actually ‘own’ virtual land? (May. 20, 2010), http://www.cnn.com/2010/TECH/05/10/virtual.property.second.life/index.html



DOI: http://dx.doi.org/10.26549/jfr.v4i2.3752

Refbacks

  • There are currently no refbacks.
Copyright © 2020 Hanyue Wang Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  • :+65-62233778 QQ:2249355960 :contact@s-p.sg