Abstract

Today, we live in a world surrounded by virtual reality. Virtual reality is commonly used in advertising, video games, cinema, entertainment, education, training, simulations, architecture, engineering and the defense industry. Applications of virtual reality in the entertainment industry can give rise to several legal questions that need to be addressed when determining the relationship between stakeholders, especially when the transaction volume in the virtual world and virtual market trades are considered. In a digital world, digital contents can be illegally copied, communicated to the public or otherwise distributed with several clicks of a mouse within seconds from anywhere in the world. Fighting piracy and infringement of rights, including copyright, on the Internet becomes more and more important for right holders each day. Enforcement of rights on the internet, where huge amount of data are exchanged across the world every second, is another challenging subject. This is also the case for virtual environments. The scientific article analyzed domestic and foreign jurisprudence in the field of protection of virtual gaming property, conducted research on barriers to protection of virtual property, and proposed a way to overcome the problem by developing a law on virtual service providers, which would regulate relations on registration of service providers. virtual facilities, monitoring their activities, determining the rights and obligations of persons using such facilities, the risks associated with the use of virtual asset services and resolving disputes arising from contracts and agreements between the virtual asset service provider and his customers. In addition, the authors propose to create blockchain games as decentralized applications that will not only make the user a full owner of virtual gaming property, but also eliminate intermediaries in the relationship between user and game developer and in turn significantly reduce server maintenance costs.

Full Text
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