DECEMBER 2007 / JANUARY 2008
The brand reality of the virtual world
IP owners risk jeopardizing their rights if they fail to protect their copyright and trade mark rights in online worlds such as Second Life
Think that computer games are the preserve of semi-hibernating teenage boys and that virtual reality worlds are only for those who can't cut it in real life? Think again. The gaming industry has shaken off its reputation as the purveyor of pastimes for geeks and gone mainstream.

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