PatentsÂ
Once a company has patented a VR technology, they are eligible for the same protection as awarded to other patents. But it is vital that the business owner take precautionary measures in order to protect their technology in the wide online world. For example, explicitly adding a clause in their terms of service that content developers may only reproduce patented VR goods after obtaining proper authorization. Â
In the EMI Group N. Am. V. Intel Corp. case, the Court ruled that infringing VR products must perform substantially the same functions in substantially the same way, with a substantially similar result as that of the patented invention, in order to prove infringement.Â
CopyrightsÂ
Copyrights protect original works of the mind for a limited time period. Once a copyright is received, only the owner can rightfully reproduce, prepare derivative works, distribute copies, display the work publicly, and license others to use their creation. Â
An example of a copyright infringement in VR would be if a third party creates a virtual reality that uses real-world copyrighted IP, then they can be sued. While copyrights may not protect the idea or mechanics of a game, a copyright infringement may occur if a work is substantially similar to the original work or consists of imitative key elements of the existing work, like the code or other specific creative assets. Â
To ensure safety, licensing agreements too would need to be reviewed in order to address the problem of infringement. The boundaries of ownership in the real and virtual aspects of the product need to be stated clearly to avoid future legal troubles. Â
TrademarksÂ
Trademarks to protect brand names, logos, etc., have been around for some time, but their usage in VR is a relatively new experience for businesses. In certain cases, trademarks in the virtual world do not operate as they do in the real one. Â
For example, in the case of Marvel Enterprises, Inc. v. NCSoft Corp., the latter designed a video game that had avatars and superhero costumes identical to the superheroes owned by Marvel. But the court dismissed Marvel’s claim on the grounds that the trademarks were not used in a commercial sense or directly in connection with a sale, distribution, or advertising of the product, and hence did not amount to trademark infringement.