Abstract

The article deals with intellectual property issues related to the introduction of innovative technologies into games. The author concludes that the impact of a particular technology on the game is predominantly individual and requires independent study in relation to the field of intellectual rights. As private conclusions confirming this thesis, the article substantiates: 1) the specificity of the legal nature of in-game property in crypto games; 2) the peculiarities of the impact of virtual, augmented reality technologies (hereinafter — VR, AR-technologies or VR, AR) on the legal regime of content created by players, as well as the peculiarities of using trademarks in a virtual environment; 3) the need to develop innovative contractual models related to the regulation of intellectual rights between participants in the gaming industry; 4) the importance of ensuring certainty in the rights of subjects of the gaming industry, including when deciding who will own the rights to content created jointly by the player and gaming artificial intelligence, as well as when deciding whether to grant the player exclusive rights to the content created by him in games with VR, AR elements

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