Civil Liability Resulting from Fright (A Comparative Study of Imamieh Jurisprudence, Iran Law and Common Law)

Abstract:
Cyberspace has provided the ground for the emergence of a new generation of games, in the namely of virtual games, which are beyond the games and entertainment. Although the computer games, as a part of entertainment industry, are basically considered with cultural and economic approaches, what makes such games an attractive topic for law, is the possibility of buying and selling virtual goods and items within the context of games.In-game transactions associated with some challenges with the legal status of such transactions are the most important ones. In the meantime, what makes the validity of online transactions a challenging topic refers to the doubt on the vital elements of subject-matter of contract. Since everything occurs in a virtual environment, so the objects of transactions are intangible, and in fact, do not exist. Moreover, what purchased and sold are just beneficial and valuable for the game players through the game so that they have no function and benefit out of the game. This paper tries to have a legal analysis on virtual goods and items from the point of essential conditions for the validity of the object of transactions.
Language:
Persian
Published:
Comparative Law Researches, Volume:20 Issue: 2, 2016
Pages:
147 to 169
https://magiran.com/p1637268  
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