A REGULAÇÃO DO USO DE JOGOS ONLINE DE COMPUTADOR
Abstract: The article focuses on the legal classification of virtual objects on example Russia and Europe. The subject of analysis is the legal classification of the computer games process. The purpose of the analysis is determining the sources and risks which are leading to legal conflicts. The article describes the features of the legal regulation using of computer games online. In the article draws the parallel between the uncertainty legislative framework and the advent of the conflicts in the regulation of relationship in case the use of “virtual objects”. The notions of “virtual” and “virtual object” were described and the virtual objects were considered as the results of intellectual activity. The conflicts of law enforcement which were leading to various court decisions were reviewed. It is given the legal assessment of the agreements terms which limit the rightsholder in rights on using of his results of intellectual activity or things are acquired in a computer game. In article an analysis of the legal misconducts committed by different actors in the process of online games was given. Thus, different actions committed by people in the process of computer games in the Internet were the source of a number of problem areas of legal regulation. This interaction of people is reflected in the real environment and such relationships should be object of legal regulation. Virtual objects have real and potential economic value and they become the object of criminal relationship. However, the legal status of virtual objects is missing that is a source of conflict relationships. In this regard, the legislature must give due attention to the problem areas of legal regulations of the Internet space.