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The Nature Of Virtual Property In Online Games

Posted on:2010-01-15Degree:MasterType:Thesis
Country:ChinaCandidate:Y L HouFull Text:PDF
GTID:2206360302976195Subject:Law
Abstract/Summary:PDF Full Text Request
Since July 2000 to launch in mainland China LotSynergy first online game, "King of Kings", coupled with substantial overseas online games, talent, capital, technology access; Chinese online games market with rapid development. Till July 2001, Shanda formally introduced Korea online games "Legend" , to July 2002, during the period, because of the grand success of the network operators, only six months, at the same time online already exceeded the number of 10 million people, has created enormous benefits. At the same time period other online games have also enters the stage, such as "nationality", "Luna", "Jinyong Quanxiazhuan", "Westward Journey online", "magic baby," "Yitian" and so on. It can be said that beginning from this period, China's online game publishing market started to network on behalf of the Chinese Games for the digital entertainment industry from this new era started. Four years, 60 times the size of the market growth, by 2003 its global market share exceeded 35 billion U.S. dollars, become a movie, television, music and other entertainment industry to keep pace. According to Press and Publication Administration published the "2004 Chinese Game Market Report," 2004 China's online game market, the overall size of 24.7 billion yuan, compared with 2003, an increase of 47.9%. By 2009, China's online game market revenue will reach 10.96 billion yuan, from 2004 to 2009 compound annual growth rate will reach 34.7%.In this huge industry, game equipment, such as virtual people virtual goods has become the core content, the pursuit of advanced equipment upgrades and the game itself become a consumer participation in one of the main purposes of the Games. More and more and more people spend time and money inside. Attendant problems have emerged, the network between the gamer, online game players with the game between the service provider of virtual weapons, equipment, etc. Items endless disputes, and some even went to court, which led to consider all sectors of the society, these networks of virtual and in the end things protected by the Civil Code on property What is the difference? What should be the law to protect? Do not need to re-enact the necessary?This article besides the introduction and the conclusion, altogether divides into four parts. First part about network hypothesized property legal characteristic, from network hypothesized property concept analysis, Elaborated gradually the hypothesized property is with extends, the network hypothesized property to the constitution property scope breakthrough is different with the traditional property characteristic as well as the current various countries about the hypothesized property.The second part has in detail proven the network hypothesized property legal attribute, the network hypothesized property relations formation.In this part, first simple narration current to hypothesized property law attribute representative viewpoint, then explained author's viewpoint, according to the network hypothesized game technical principle, the hypothesized property legal characteristic as well as the network game practice operation, elaborated the network hypothesized property relations formation, supports the network hypothesized property the legal attribute. The third part mainly elaborates whether should only then in the legal stratification plane protect to the hypothesized property.This paper from a network of virtual property legal characteristics, network technology, property rights claims of property and other laws to analyze the network of virtual property, as well as the legal property of our country network virtual property protection and legislation.
Keywords/Search Tags:Virtual property, the Legal Attributes, Creditor's rights
PDF Full Text Request
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