|
 |
PUBLICATIONS
| Cite as: J. High Tech. L. |
| Christina M. Gagnier |
| Gagnier highlights how several forces have slowly pushed social networks to encroach further and further upon individual privacy rights. Celebrities , looking to promote themselves and their brand, have undermined already weak personal privacy torts. Corporations have similarly eroded an individual’s expectation of privacy by imposing their own expectation of privacy upon social networks. To combat these forces, Gagnier advocates for legislative action to enhance privacy torts and preserve the privacy of individual users online. |
 |
| Nathan Brown |
| Second Life provides users with a unique, three-dimensional online world that raises Intellectual Property rights issues. Second Life provides an interesting model of what these rights might look for two reasons: (1) users have almost unfettered freedom to manipulate the Second Life world, allowing them to create their own intellectual property, and (2) Second Life "respects" the intellectual property rights of its users. These two features distinguish Second Life from other three-dimensional online experiences. First, other games in this genre have granted users only a very limited ability to manipulate the world to create new and original objects. This article considers the possible protection and implications of the Visual Artists Rights Act ("VARA") upon Second Life and similar experiences created in the future. This examination takes the reader on a familiar, if difficult, path through the standard for electronic copies, and the appropriateness of Second Life as a medium for visual works. |
 |
|
| Stephanie Teebagy North |
 |
|
| Andrew McQuilken |
 |
 |
|