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  •  Sebastián CHAMES, Senior Vice President and General Counsel for Paramount International
  •  Prof. Giuseppe MAZZIOTTI, Professor of Intellectual Property Law at Trinity College Dublin
  •  Prof. Giuseppina D’AGOSTINO, Professor of Law, Osgoode Hall Law School, York University, Toronto

During, and further to the COVID Crisis, digital business, and access to digital products and services increased exponentially. In this context, the video games sector, including e-sports, is by far one of the fastest growing sectors, with an immense development potential. This development does not interface easily with Intellectual Property Rules established progressively over the last 150 years for a traditional environment, and raises many questions: could video games be defined as a piece of Art, with all its meanings in terms of copyright? What are the boundaries on copyright protection for video games? What about the image rights of celebrities used in video games? How can the theory of IP exhaustion be applied to the case of video games? How does consumer protection law interact with video games under the current IP framework? Which role for platforms and Internet Service Providers? Should IP Protection be currently further enhanced? For this Session of our Global Digital Encounters, Speakers with a variety of opinions and/or stakeholders’ approaches will provide a worldwide picture of the future of IP and video games, including on re-imagining IP in this area in favor of both business and consumers/society.


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