Real World Implications of Virtual Trademark Infringement.
Winter 2007

Internet-based virtual worlds, such as Second Life, are becoming fertile ground for intellectual property infringement. Launched in 2003, Second Life enables its users ("Residents") to interact with one another through digital representations of themselves called "avatars." As of November 29, 2007, there were 11,160,060 registered Residents. Observers estimate that eighty percent of active Internet users will have a presence in a virtual world by 2011...

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