title: ÐÑÐ°Ð²Ð¾Ð²Ð¾Ðµ ÑÐµÐ³ÑÐ»Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ðµ Ð¸Ð½ÑÐµÐ»Ð»ÐµÐºÑÑÐ°Ð»ÑÐ½Ð¾Ð¹ ÑÐ¾Ð±ÑÑÐ²ÐµÐ½Ð½Ð¾ÑÑÐ¸ Ð² Ð¸Ð³ÑÐ¾Ð²Ð¾Ð¹ Ð¸Ð½Ð´ÑÑÑÑÐ¸Ð¸
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð¼Ð°Ð³Ð¸ÑÑÑÐ°
titleType: Subtitle
title: Legal regulation of intellectual property in the gaming industry
Creators: name: ÐÐ²Ð°Ð½Ð¾Ð², ÐÐ°ÐºÑÐ¸Ð¼
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2023
Subjects: ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÑ Ð¸Ð½ÑÐµÐ»Ð»ÐµÐºÑÑÐ°Ð»ÑÐ½Ð¾Ð¹ Ð´ÐµÑÑÐµÐ»ÑÐ½Ð¾ÑÑÐ¸
Ð¸Ð³ÑÐ¾Ð²Ð°Ñ Ð¸Ð½Ð´ÑÑÑÑÐ¸Ñ
Ð²Ð¸Ð´ÐµÐ¾Ð¸Ð³ÑÑ
Ð¿Ð¸ÑÐ°ÑÑÑÐ²Ð¾
Ð·Ð°ÑÐ¸ÑÐ° Ð¸Ð½ÑÐµÐ»Ð»ÐµÐºÑÑÐ°Ð»ÑÐ½Ð¾Ð¹ ÑÐ¾Ð±ÑÑÐ²ÐµÐ½Ð½Ð¾ÑÑÐ¸
Ð²Ð¸ÑÑÑÐ°Ð»ÑÐ½Ð¾Ðµ Ð¸Ð¼ÑÑÐµÑÑÐ²Ð¾
results of intellectual activity
gaming industry
video games
piracy
intellectual property protection
virtual property

description: Ð Ð´Ð°Ð½Ð½Ð¾Ð¹ ÑÐ°Ð±Ð¾ÑÐµ ÑÐ°ÑÑÐ¼Ð¾ÑÑÐµÐ½ Ð³ÐµÐ½ÐµÐ·Ð¸Ñ Ð½Ð¾ÑÐ¼Ð°ÑÐ¸Ð²Ð½Ð¾Ð³Ð¾ ÑÐµÐ³ÑÐ»Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ñ Ð¸Ð½ÑÐµÐ»Ð»ÐµÐºÑÑÐ°Ð»ÑÐ½Ð¾Ð¹ ÑÐ¾Ð±ÑÑÐ²ÐµÐ½Ð½Ð¾ÑÑÐ¸, Ð¾Ð¿ÑÐµÐ´ÐµÐ»ÐµÐ½Ð¾ Ð¿Ð¾Ð½ÑÑÐ¸Ðµ, Ð¿ÑÐ¸Ð·Ð½Ð°ÐºÐ¸ Ð¸ Ð¿ÑÐ°Ð²Ð¾Ð²Ð¾Ð¹ ÑÐµÐ¶Ð¸Ð¼ Ð²Ð¸Ð´ÐµÐ¾Ð¸Ð³ÑÑ ÐºÐ°Ðº Ð¾Ð±ÑÐµÐºÑÐ° Ð¸Ð½ÑÐµÐ»Ð»ÐµÐºÑÑÐ°Ð»ÑÐ½Ð¾Ð¹ ÑÐ¾Ð±ÑÑÐ²ÐµÐ½Ð½Ð¾ÑÑÐ¸, Ð¿ÑÐ¾Ð²ÐµÐ´ÑÐ½ ÑÑÐ°Ð²Ð½Ð¸ÑÐµÐ»ÑÐ½ÑÐ¹ Ð°Ð½Ð°Ð»Ð¸Ð· Ð¿ÑÐ°Ð²Ð¾Ð³Ð¾ ÑÑÐ°ÑÑÑÐ° Ð²Ð¸Ð´ÐµÐ¾Ð¸Ð³Ñ Ð² ÑÐ°Ð·Ð»Ð¸ÑÐ½ÑÑ ÑÑÑÐ°Ð½Ð°Ñ, Ð½Ð° Ð¾ÑÐ½Ð¾Ð²Ðµ Ð¼ÐµÐ¶Ð´ÑÐ½Ð°ÑÐ¾Ð´Ð½ÑÑ Ð¸ Ð½Ð°ÑÐ¸Ð¾Ð½Ð°Ð»ÑÐ½ÑÑ ÑÑÐ°Ð½Ð´Ð°ÑÑÐ¾Ð², ÑÐ°ÑÑÐ¼Ð¾ÑÑÐµÐ½Ð° Ð¾ÑÑÐ°Ð½Ð° ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÐ¾Ð² Ð¸Ð½ÑÐµÐ»Ð»ÐµÐºÑÑÐ°Ð»ÑÐ½Ð¾Ð¹ Ð´ÐµÑÑÐµÐ»ÑÐ½Ð¾ÑÑÐ¸, ÐºÐ¾ÑÐ¾ÑÑÐµ Ð²Ð¾Ð·Ð½Ð¸ÐºÐ°ÑÑ Ð² ÑÐ¾Ð´Ðµ ÑÐ°Ð·ÑÐ°Ð±Ð¾ÑÐºÐ¸ Ð²Ð¸Ð´ÐµÐ¾Ð¸Ð³Ñ, Ð¸Ð·ÑÑÐµÐ½Ð° Ð¿ÑÐ¸ÑÐ¾Ð´Ð° Ð²Ð¸ÑÑÑÐ°Ð»ÑÐ½Ð¾Ð³Ð¾ Ð²Ð½ÑÑÑÐ¸Ð¸Ð³ÑÐ¾Ð²Ð¾Ð³Ð¾ Ð¸Ð¼ÑÑÐµÑÑÐ²Ð°, Ð¿ÑÐ¾Ð°Ð½Ð°Ð»Ð¸Ð·Ð¸ÑÐ¾Ð²Ð°Ð½Ñ Ð½Ð°ÑÑÑÐµÐ½Ð¸Ñ Ð°Ð²ÑÐ¾ÑÑÐºÐ¾Ð³Ð¾ Ð¿ÑÐ°Ð²Ð°, Ð° ÑÐ°ÐºÐ¶Ðµ ÑÐ°ÑÐ¿ÑÐ¾ÑÑÑÐ°Ð½ÐµÐ½Ð¸Ðµ Ð¿Ð¸ÑÐ°ÑÑÑÐ²Ð° Ð² Ð²Ð¸Ð´ÐµÐ¾Ð¸Ð³ÑÐ°Ñ. ÐÑÐ½Ð¾Ð²Ð½Ð°Ñ Ð·Ð°Ð´Ð°ÑÐ°, ÐºÐ¾ÑÐ¾ÑÐ°Ñ ÑÐµÑÐ°Ð»Ð°ÑÑ Ð² ÑÐ¾Ð´Ðµ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð·Ð°ÐºÐ»ÑÑÐ°Ð»Ð°ÑÑ Ð² ÑÐ¾Ð¼, ÑÑÐ¾Ð±Ñ Ð¿Ð¾Ð½ÑÑÑ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾ Ð»Ð¸ ÑÐ¾Ð·Ð´Ð°ÑÑ Ð½Ð¾Ð²ÑÐ¹ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÑÐ¸ÑÐ¾Ð²Ð°Ð½Ð½ÑÐ¹ Ð¿Ð¾Ð´ÑÐ¾Ð´, ÐºÐ¾ÑÐ¾ÑÑÐ¹ Ð±Ñ Ð¾Ð±ÐµÑÐ¿ÐµÑÐ¸Ð²Ð°Ð» Ð´Ð¾Ð»Ð¶Ð½Ð¾Ðµ Ð¿ÑÐ°Ð²Ð¾Ð²Ð¾Ðµ ÑÐµÐ³ÑÐ»Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ðµ Ð¸Ð½ÑÐµÐ»Ð»ÐµÐºÑÑÐ°Ð»ÑÐ½Ð¾Ð¹ ÑÐ¾Ð±ÑÑÐ²ÐµÐ½Ð½Ð¾ÑÑÐ¸ Ð² Ð¸Ð³ÑÐ¾Ð²Ð¾Ð¹ Ð¸Ð½Ð´ÑÑÑÑÐ¸Ð¸. Ð ÐµÐ·ÑÐ»ÑÑÐ°ÑÐ¾Ð¼ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð²ÑÐ¿ÑÑÐºÐ½Ð¾Ð¹ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð¾Ð¹ ÑÐ°Ð±Ð¾ÑÑ ÑÐ²Ð»ÑÑÑÑÑ Ð¿ÑÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾ ÑÐ¾Ð²ÐµÑÑÐµÐ½ÑÑÐ²Ð¾Ð²Ð°Ð½Ð¸Ñ Ð·Ð°ÐºÐ¾Ð½Ð¾Ð´Ð°ÑÐµÐ»ÑÑÑÐ²Ð° Ð² Ð¾Ð±Ð»Ð°ÑÑÐ¸ Ð·Ð°ÑÐ¸ÑÑ Ð²Ð¸ÑÑÑÐ°Ð»ÑÐ½Ð¾Ð¹ ÑÐ¾Ð±ÑÑÐ²ÐµÐ½Ð½Ð¾ÑÑÐ¸ Ð² Ð¸Ð³ÑÐ¾Ð²Ð¾Ð¹ Ð¸Ð½Ð´ÑÑÑÑÐ¸Ð¸ Ð² ÑÑÐ»Ð¾Ð²Ð¸ÑÑ ÑÐ°Ð·Ð²Ð¸ÑÐ¸Ñ ÑÐ¾Ð²ÑÐµÐ¼ÐµÐ½Ð½ÑÑ ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ð¹.
description: In this paper, the genesis of the regulatory regulation of intellectual property is considered, the concept, signs and legal regime of a video game as an object of intellectual property are defined, a comparative analysis of the legal status of video games in various countries is carried out, based on international and national standards, the protection of the results of intellectual activity that arise during the development of video games is considered, the nature of virtual in-game property is studied, analyzed copyright violations, as well as the spread of piracy in video games. The main task that was solved during the study was to understand whether it is possible to create a new qualified approach that would ensure proper legal regulation of intellectual property in the gaming industry. The result of the study of the final qualifying work are proposals for improving legislation in the field of protection of virtual property in the gaming industry in the context of the development of modern technologies.