Intellectual Property Magazine
Virtual reality, virtual laws
Next generation virtual reality is backed by billions of dollars from Facebook, among others, but the IPR situation is less than clear
Don Kelly, Evans & Dixon
Virtual reality in its computer-generated form is relatively
young – only 20 to 30 years old by most accounts. To understand how virtual
reality games generate legal concerns, one needs to understand exactly what
virtual reality is. ‘Virtual reality’ is the term people use to refer to
computer generated dynamic scenery in which the actions of certain scene images
(usually in the form of humans or animals) are controllable by a computer user.
Both the scenery and the images are created by computers executing lines of
computer code. Virtual reality gaming is a catch-all term used to describe
computer-generated imagery that contains visual elements originating from both
the system creator and those persons allowed by the system creator to use the
system. Experience has shown that potential legal pitfalls await the creators
of these systems. These pitfalls may occur in two ways: a) failing to protect
intellectual property rights; and b) infringing the rights of others. Having a
basic understanding of a few relevant intellectual property concepts will
enable creators to anticipate, spot and avoid those pitfalls.