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Sept 15, 2011
General Business Model <ul><li>User Experience/Business Opportunities </li></ul><ul><li>vs.   </li></ul><ul><li>Protect As...
Examples <ul><li>User Experience —opportunities/impact of sale of leveled-up accounts </li></ul><ul><li>Business Opportuni...
Virtual Currency <ul><li>Micro transactions/ </li></ul><ul><li>New Business Models </li></ul><ul><li>vs.   </li></ul><ul><...
Examples <ul><li>Ownership vs. License— Second Life suit  </li></ul><ul><li>Virtual Currency Acquisition  </li></ul><ul><u...
Virtual Goods <ul><li>Virtual Goods Transactions/ Revenue </li></ul><ul><li>vs.  </li></ul><ul><li>Protect IP/Avoid Liabil...
Examples <ul><li>TOS Issues </li></ul><ul><ul><li>Ownership v. Licensing </li></ul></ul><ul><ul><li>Changes that impact va...
User Generated Content <ul><li>Leverage Users to create content/value </li></ul><ul><li>vs.   </li></ul><ul><li>Brand Risk...
Digital Millennium Copyright Act   |   Top Legal Issues in Gamification
Other Game Mechanics <ul><li>Leader Boards/Badges/Experts </li></ul><ul><li>vs. </li></ul><ul><li>Liability </li></ul>  | ...
Examples <ul><li>Leader boards </li></ul><ul><li>Give points (having value) for recommending product/service to friends </...
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Jim Gatto - "Gamification Law: Formula for Success"

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In this rapidly changing legal and regulatory environment, new issues are arising weekly, and there’s a lot you need to know to manage risk. From bank secrecy to gift card laws to the local, national and international stage, gamification is rewriting the legal landscape. Hear from James Gatto, Partner at Pillsbury, Winthrop, and one of the world’s leading experts on this topic. He will share his expert knowledge of the latest risks, opportunities and strategies to manage virtual goods, economies and communities in our gamified world.

Published in: Technology

Transcript of "Jim Gatto - "Gamification Law: Formula for Success""

  1. 1. Sept 15, 2011
  2. 2. General Business Model <ul><li>User Experience/Business Opportunities </li></ul><ul><li>vs. </li></ul><ul><li>Protect Assets and Users/ Avoid Liability </li></ul> | Top Legal Issues in Gamification
  3. 3. Examples <ul><li>User Experience —opportunities/impact of sale of leveled-up accounts </li></ul><ul><li>Business Opportunities/liability —Second Life suit </li></ul><ul><li>Protect Assets —common misperceptions re patent protection; untimely copyright filings; misplaced reliance in “ work for hire ” </li></ul> | Top Legal Issues in Gamification
  4. 4. Virtual Currency <ul><li>Micro transactions/ </li></ul><ul><li>New Business Models </li></ul><ul><li>vs. </li></ul><ul><li>Federal and State Regulations </li></ul> | Top Legal Issues in Gamification
  5. 5. Examples <ul><li>Ownership vs. License— Second Life suit </li></ul><ul><li>Virtual Currency Acquisition </li></ul><ul><ul><li>sweepstakes/contests/gambling </li></ul></ul><ul><li>Prepayment—gift cards/ stored value </li></ul> | Top Legal Issues in Gamification
  6. 6. Virtual Goods <ul><li>Virtual Goods Transactions/ Revenue </li></ul><ul><li>vs. </li></ul><ul><li>Protect IP/Avoid Liability </li></ul> | Top Legal Issues in Gamification
  7. 7. Examples <ul><li>TOS Issues </li></ul><ul><ul><li>Ownership v. Licensing </li></ul></ul><ul><ul><li>Changes that impact value </li></ul></ul><ul><li>Tax Issues – revenue recognition; reporting </li></ul><ul><li>IP Infringement </li></ul> | Top Legal Issues in Gamification
  8. 8. User Generated Content <ul><li>Leverage Users to create content/value </li></ul><ul><li>vs. </li></ul><ul><li>Brand Risk/IP Liability </li></ul> | Top Legal Issues in Gamification
  9. 9. Digital Millennium Copyright Act | Top Legal Issues in Gamification
  10. 10. Other Game Mechanics <ul><li>Leader Boards/Badges/Experts </li></ul><ul><li>vs. </li></ul><ul><li>Liability </li></ul> | Top Legal Issues in Gamification
  11. 11. Examples <ul><li>Leader boards </li></ul><ul><li>Give points (having value) for recommending product/service to friends </li></ul><ul><li>FTC regulations requiring disclosure for paid endorsements </li></ul> | Top Legal Issues in Gamification
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