
Metaverses offer聽new ways to create聽and distribute content. What if you鈥檝e created content that鈥檚 part of a metaverse: is it covered by copyright?
Let鈥檚 start with the basic principle: in practice, any content that鈥檚 considered original is protected by the聽Copyright Act.
That being said, there are various other factors to take into consideration as the metaverses become more integrated into our lives:
- 鈥斅Nature of the creation
- 鈥斅Digital conversion of the content
- 鈥斅Terms of use
- 鈥聽Challenges of protecting intellectual property
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1 鈥 Nature of the creation
The first question to ask is whether the content meets the originality criteria in the聽Copyright Act.
In that case, a work of visual art created in a metaverse would automatically be protected by copyright.
However, if a user created a common object such as a shovel, their creation may not be considered 鈥渙riginal鈥 unless the creator exercised their skill and judgment in creating it.
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2 鈥 Digital conversion of the content
More and more artists and authors are being offered the opportunity to have digital versions of their physical creations produced for resale purposes.
The owners of the copyright in the original work are responsible for deciding whether to allow their content to be reproduced in a digital universe.
For that reason, when you鈥檙e negotiating agreements with business partners, it鈥檚 smart to include provisions that determine whether or not content can be used or reproduced in metaverses.
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3聽鈥 Terms of use
Content created in a metaverse is subject to the general terms of use applied by the companies running the relevant virtual reality platform.
Those terms of use govern the relationships between metaverse users and owners, and among users themselves.
In many cases, the metaverse terms of use give third parties 鈥聽i.e. other users聽鈥 a licence to take advantage of content they didn鈥檛 create. The metaverse companies are also granted very broad licences covering the content created on their platforms.
This approach is similar to the one followed by social media companies, which require users to grant the companies a very broad licence for using content.
Authors, artists and creators should read the terms of use to make sure they don鈥檛 include clauses that would impact them negatively.聽Certain clauses in the metaverse terms of use have already raised eyebrows among experts.
For example, Meta intends to retain 47% of the selling price of digital objects created by its user members.
- Read more:聽Copyright 鈥 Social media and Terms of use
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4 鈥 Challenges of protecting intellectual property
So far, there have been very few legal rulings about copyright in metaverses but we can expect there to be more in the future.
Until more case law has been established, authors and artists will have their work cut out for them if they want to defend their copyright and other rights related to their digital creations or digitally converted physical creations.
Creators can try to assert their rights directly with the metaverse owners. Those companies can be expected to turn to their terms of use in an effort to settle disputes in their favour.鈥
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Takeaways
Content creators own the copyrights for their creations available in the metaverses. Those rights include reproduction, adaptation and translation. When it comes to actually applying the principles of the聽Copyright Act聽on those platforms, the 鈥渉ow-to鈥 remains unclear for the time being.聽
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