Getting to Conscionable: Negotiating Virtual Worlds' End User License Agreements without Getting Externally Regulated

Author(s):  
Brendan James Gilbert
2015 ◽  
Vol 4 (2) ◽  
pp. 216-239
Author(s):  
Olga Torres-Hostench ◽  
Ramon Piqué Huerta ◽  
Pilar Cid Leal

EULAs (End-User License Agreements) present specific translation challenges, ones contingent on how the EULAs will be used. In a recent study, the decisions made by forty-seven translation students while translating a EULA were observed and analyzed. The aim of the study was threefold: (1) to observe the criteria used for decision-making when translating a EULA; (2) to observe how decision-making criteria changed after using specific resources designed for translating EULAs (lawcalisation.com); and (3) to evaluate the overall usefulness of the lawcalisation.com resource. Results suggest that by providing translators with a single website portal of specific resources, they were able not only to find the equivalents they needed but also to consult the relevant legal and translation information that ultimately helped them develop more solid criteria for translation decision-making. Decisions were guided by principles of law applicability, terminology, legislation, and translation studies Skopos theories.


2017 ◽  
Vol 62 (1) ◽  
pp. 137-154 ◽  
Author(s):  
Mariana Orozco-Jutorán

The limitations of current terminology tools for specialized translators may, to a large extent, be explained by the complexity of the search process involved in producing good quality translations in specialist domains. This paper introduces a new approach to the development of this kind of resources aimed at satisfying the specific needs of specialized translators. This change of paradigm is reflected in the development of a prototype tool designed for use in legal translation. The tool – for use in English-Spanish translations of technological law in the localization of End User License Agreements – incorporates a revised corpus, comparative law information, and a terminological database. The features and advantages of the terminological database proposed are described in detail. Focusing on the specific needs of translators of this type of texts, comments are included on the acceptability of different terminological options on the basis of comparative legal analysis in different translation scenarios. The incorporation of these comments is a distinctive feature of this new approach to the development of resources and provides a value-added service to translators. The prototype tool designed is intended to serve as a model for the future development of similar applications in any type of specialized translation, in any given field and language combination.


2010 ◽  
Vol 26 (2) ◽  
pp. 285-307 ◽  
Author(s):  
Niklas Lavesson ◽  
Martin Boldt ◽  
Paul Davidsson ◽  
Andreas Jacobsson
Keyword(s):  
End User ◽  

Author(s):  
Jan Sablatnig ◽  
Fritz Lehmann-Grube ◽  
Sven Grottke ◽  
Sabine Cikic

Virtual environments and online games are becoming a major market force. At the same time, the virtual property contained in these environments is being traded for real money and thus attains a real value. Although the legal issues involved with this virtual property have not yet been decided, they will have to be soon. It is foreseeable that the next generation of very large virtual worlds will carry the possibility of multiple truths existing at the same time. Under such circumstances, it will be impossible to physically protect virtual property. In order to protect virtual property, virtual environment systems will therefore have to conform to certain requirements. We analyze what these requirements are in order to either prevent cheating or at least prove a digital offence has transpired. Along with greater security, this will also simplify end user support, which is one of the major cost factors for online games.


2020 ◽  
Vol 3 (1) ◽  
pp. 21-31
Author(s):  
Anthony Michael Catton

The previous article examined the issues surrounding the eligibility for in-game creations to be protected by copyright, and concluded that depending on the nature of the game and the type of creation that it could be protected by copyright. However, whilst an in-game creation could be copyrighted, it is unclear who actually owns it. In this second part of the article, the questions and issues surrounding the ownership of the in-game creation will be addressed. It will first examine following copyright rules on authorship whether players, game developers, or both parties could be considered authors and in turn owners of in-game creations. It will then assess and consider if End User License Agreements are valid contracts and whether assignment clauses which circumvent any copyright ownership which players might have are enforceable.


GEOMATICA ◽  
2012 ◽  
Vol 66 (4) ◽  
pp. 279-290 ◽  
Author(s):  
Adam Saunders ◽  
Teresa Scassa ◽  
Tracey P. Lauriault

The recent growth in citizen map-making ability has been brought about in part by the availability of base layers of geospatial information on which maps can be built, as well as software tools that allow geographic information to be represented. However, the legal relationship between the creator of the map and the owner of the base layer has received relatively little attention. In this paper, we consider legal issues regarding volunteered geographic information (VGI) submitted to third-party geographic information systems (GIS). This combination raises issues of copyright, database rights, trademark, and End User License Agreements (EULAS). The paper will consider the IP rights on which the EULAs are founded and the corresponding rights of those who build their own maps onto the base layers; analyze some of the key EULAs in this area, and identify important issues for those who create maps using these base layers.


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