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Praise nine chapters of Suanli Poetry

Publish: 2021-04-25 09:36:24
1. This paper is similar to the topic of the paper you want. If you use it, please go to the website to check it, because it has more than 10000 words, it can't be sent out completely....

the new challenge of property law: the legal positioning of virtual property in online games

Abstract: This paper traces the different stages and characteristics of the legal problems of virtual property in online games, This paper focuses on the legal characteristics of virtual property and the legal attributes of virtual property rights; Through the analysis of three different views on the property of virtual property right, this paper puts forward that virtual property right is a kind of property right with property right attribute, which should be regulated and protected by property law rules

key words: virtual property; Virtual property right; The object of real right; network game; Legal attribute

with the rapid development of network technology, video game instry has graally become a new economic growth point in many countries. At the same time, some unprecedented legal issues have become increasingly prominent. Among them, a large number of disputes about the virtual property in the game and its legal solution are becoming the concern of all sectors of society. Whether it is the bold attempt of judicial practice or the theoretical dispute of scholars, its purpose is to seek the legal rules to solve the virtual property disputes, provide reference for the introction of relevant legislation, and then safeguard the legitimate rights and interests of the parties concerned and network order, and promote the healthy development of the game instry

first, the emergence of legal issues of virtual property in online games

the emergence of virtual goods in online games has a long history. In the early BBS online forum, in order to encourage users to post comments, we set up the points system, and graally changed from simple points to various virtual currencies. With the progress of network technology, this virtual currency has been given certain functions, and can buy some virtual goods. However, the activities around these virtual objects are limited to the virtual world and have no practical significance. Then there are some competitive or social online games that can be played by single player. In the overhead virtual environment created by the game, players can interact with non player characters, use virtual currency to buy and sell virtual goods, or play games with other players through the server, and save the user's game character data on the server to call, create or join the game at any time. These games are highly entertaining and interactive, so they are popular all over the world. With the increasingly standardized business behavior of online game operators, the conflicts between operators and players, and between players for game resources are becoming more and more intense. The so-called online game resources refer to all the resources existing in the form of data in the running virtual games, including game characters, game props, game rules and game environment. With the continuous development of online games, the interest distribution and institutional arrangement of these game resources have also experienced a tortuous process. Interestingly, they reflect the development of the real world, at least the western capitalist economic system

in the early development of online games, that is, mud games, property rights are only regarded as the basic rights of online "avatars". These early social interaction type mud games emphasize the creation of virtual goods and space. Although a large number of virtual new properties and potential markets have been hatched, the idea of network liberalism advocating resource sharing seems to dominate the whole game, and thus lead to the public property rights becoming a typical form of ownership in the game. The open source code of some games fully reflects the prevalence of sharing< However, almost at the same time, the concepts of "property" and "ownership" of online goods have emerged. The dispute between neighboring Martha Jones and dank in the lamebdmoo game community is enough to illustrate the problem. Martha's poisonous flower and dank's dog are online "props", which are online resources already set in the database. Dank is very angry that his dog was poisoned to death after eating a poisonous petal of Martha, and thinks Martha has violated his property rights; Martha believes that the dog's death can not be attributed to her, because dank can design a more drug-resistant dog to resist the venom on the flowers. Both sides of the dispute appear impassioned, even indignant, which is so similar to the real life property disputes[ 1] In this case, Martha and dank's real feelings about their own property interests fully reveal people's psychology towards the virtual world, especially the virtual property. In other words, they did not simply regard the whole event as "a game". This is because it is a human instinct to claim the ownership of "own" things, which is innate and will not disappear even in the virtual world

from the development history of property right system, we can know that after the ownership of property is clear, the further pursuit of the subject of right is to realize the free transfer of property. At the beginning of operation, some game websites usually do not have a property trading system. However, with the increasing number of players and the number of different types of virtual goods accumulated, some business atmosphere will graally emerge, and it is possible to form a property free transfer system. Now, if an online "Avatar" wants to sell its solid armor, it has the freedom to do so. If it wants to have multiple buyers, it can also sell it in the trading market of different websites. According to the requirements and expectations of reality, this kind of trading behavior under the flexible market trading system is understandable,
I'm glad to answer the question of the landlord. If there is any mistake, please forgive me
2. At present, there is no case on file for online games, no evidence
3. Encounter such thing, you can only admit bad luck
so I advise you: don't be too obsessed with the world of online games
take care of your family! Care about the people around you
this is more practical
how many years will it take for China's network to have a relatively perfect management law
if you think about it, can you wait until then?
4. Thank you for your reply. Ant blockchain platform provides a tamper proof and decentralized right storage system through the tamper proof feature of blockchain and time stamp method. It realizes "right confirmation upon publication" and solves the risk of infringement of authors from the root
I hope the answer can help you!
5. After getting off the train, take subway line 10 and get off at sanmenlu station. It's just inside the park.
6. Metro Line 1 → Metro Line 10
1 hour 11 minutes | 27.03 km | ticket price 5 yuan
get on at Lianhua Road
send to mobile phone
Lianhua Road (Metro Station)
Metro Line 1 (Xinzhuang Fujin Road)
get on at Lianhua Road
get off at 8 station
get off at Shaanxi South Road
walk 279 meters details
Metro Line 10 (hangzhong road xinjiangwan city)
get on at Shaanxi South Road < B R / > 14 stops
get off at exit 6 of Sanmen road
walk 544 meters details
Liuxiang Center
7. 1.0 km
walk to xinjiangwan City Station 2 stations
take Metro Line 10 (in the direction of Hongqiao Railway Station) and get off at sanmenlu station (exit 6) 580m
walk to Songhu road and Minfu road
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