In this rapidly changing legal and regulatory environment, new issues are arising weekly, and there's a lot you need to know to manage risk. From bank secrecy to gift card laws to the local, national and international stage, gamification is rewriting the legal landscape.
Hear from James Gatto, Partner at Pillsbury, Winthrop, and one of the world's leading experts on this topic. He shares his expert knowledge of the latest risks, opportunities and strategies to manage virtual goods, economies and communities in our gamified world.
James Gatto is the creator and leader of the Virtual Worlds & Video Games team, leader of the Open Source team and previously headed the firm's Intellectual Property practice.
He leverages a unique combination of more than 25 years of experience, business insights and attention to technology trends to help software and internet companies develop IP strategies that are aligned with their business objectives, determine IP protection and enforce IP rights.
He is an Advisory Board Member and Chair of the Legal Committee of the Association of Virtual Worlds. He is currently developing and co-chairing a working group on Virtual Worlds and Video Games for the International Technology Law Association (ITECHLaw).
He was recently named a Lexology Legal Writing Awards winner for his various client alerts and advisories focusing on social media and related legal issues. He is a recurrent contributor to the Virtual Law Blog hosted by Pillsbury.
Branch of applied mathematics devised to analyze certain situations in which there is an interplay between parties that may have similar, opposed, or mixed interests. Game theory was originally developed by John von Neumann and Oscar Morgenstern in their book The Theory of Games and Economic Behavior (1944). In a typical game, or competition with fixed rules, players try to outsmart one another by anticipating the others' decisions, or moves. A solution to a game prescribes the optimal strategy or strategies for each player and predicts the average, or expected, outcome. Until a highly contrived counterexample was devised in 1967, it was thought that every contest had at least one solution. See alsodecision theory; prisoner's dilemma.