Videojuegos y Derechos: Una introducción a su creciente relevancia
; Gardeñes, Bruno Alfredo Otros responsables
Fecha
2021
Editorial
La Ley
Revista
Título del libro
Derecho y nuevas tecnologías
Nombre del evento
Fecha del evento
Institución organizadora
ISSN
eISSN
ISBN
978-987-03-4271-7
Idioma
Español
Tipo del evento
Clasificación temática
Palabras clave
Resumen
Los videojuegos son programas interactivos de tipo recreativo, mediante los cuales el jugador puede controlar algunos aspectos de lo que ocurre en la pantalla. Actualmente, su manifestación más relevante son los videojuegos online, en donde se producen una serie de relaciones jurídicas de suma importancia, a través de las microeconomías internas de los servidores, las microtransacciones y las licencias digitales de uso.Sobre la base de esto, surgen algunas implicancias jurídicas desde elderecho del consumidor, el derecho societario y el derecho internacionalprivado. Consideramos que del contrato de videojuegos nace una relaciónjurídica de consumo, por lo que los principios y normas protectorias del sis-tema deben aplicarse. Al respecto son sumamente relevantes las disposi-ciones sobre cláusulas abusivas, que se encuentran presentes en la mayoríade los contratos celebrados por jugadores. Respecto de la constitución so-cietaria de las empresas de videojuegos, notamos dificultades a la hora demotivar su radicación en nuestro país. Esto parece responder a cuestionesde tipo económico y político y no tanto a cuestiones del orden del derechosocietario. Como consecuencia de ello, la empresa carece de patrimoniolocal y los acreedores (consumidores) se ven desprotegidos. Encontramosgran cantidad de conflictos en materia de jurisdicción internacional en es-tos contratos, dada la dificultad de encontrar un punto de conexión firme yestable, que garantice el acceso a la justicia y la protección de los derechosdel consumidor.Actualmente, el fenómeno de internet se encuentra en disputa entre postu-ras regulacionistas y posturas no intervencionistas. Es evidente que Argentinano posee legislación suficiente para responder a los problemas planteados. Enel mundo de los videojuegos se desenvuelven una gran cantidad de relacionesjurídicas que no pueden ser dejadas de lado por los estudios sobre derecho eninternet, y deben ser considerados en este marco. Existen respuestas en el de-recho comparado al respecto, pero estas requieren de una fuerte toma de deci-siones y de un rumbo definido en materia de política legislativa. Este espacio deinvestigación es aún nuevo, y, por lo tanto, queda mucho por explorar.
Videogames are recreative interactive programs, in which the player can control some aspects of what is happening in the screen. Currently, online videogames are the most important embodiment of them, from them, relevant legal relations are produced, for the internal economies of the server, microtransactions and digital licenses use. On this basis, some legal implications arise from Consumer Law, Corporate Law and Conflict Law. We consider that the videogame contract is born out of a legal consumer relation, therefore the principles and consumer protection of said system must be applied. In that respect, there are extremely relevant the legal provisions of the unfair terms that are present in the majority of the contracts signed by players. This seems to respond to economic and political reasons, and not so much so Corporate Law ones. In consequence of this, the VG company lacks any kind of local assets, and creditors (the consumers) are therefore left unprotected by the law. We found a great deal of conflicts in these contracts over their international jurisdiction, due to the great difficulty of finding a stable link factor, that guarantees access to justice and protection of consumer rights. Currently, Internet stands between the regulacionists and the non interventionists postures. It’s obvious that Argentina does not have enough legislation to address the pointed issues. The videogames are the cause of many legal relations, and they cannot be left aside from the studies of internet and law, and have to be considered in them. Answers to these problems are found in comparative law, but they require strong political decisions and a clear legislative agenda. This is a brand new field of research, and therefore, there’s a lot to explore.
Videogames are recreative interactive programs, in which the player can control some aspects of what is happening in the screen. Currently, online videogames are the most important embodiment of them, from them, relevant legal relations are produced, for the internal economies of the server, microtransactions and digital licenses use. On this basis, some legal implications arise from Consumer Law, Corporate Law and Conflict Law. We consider that the videogame contract is born out of a legal consumer relation, therefore the principles and consumer protection of said system must be applied. In that respect, there are extremely relevant the legal provisions of the unfair terms that are present in the majority of the contracts signed by players. This seems to respond to economic and political reasons, and not so much so Corporate Law ones. In consequence of this, the VG company lacks any kind of local assets, and creditors (the consumers) are therefore left unprotected by the law. We found a great deal of conflicts in these contracts over their international jurisdiction, due to the great difficulty of finding a stable link factor, that guarantees access to justice and protection of consumer rights. Currently, Internet stands between the regulacionists and the non interventionists postures. It’s obvious that Argentina does not have enough legislation to address the pointed issues. The videogames are the cause of many legal relations, and they cannot be left aside from the studies of internet and law, and have to be considered in them. Answers to these problems are found in comparative law, but they require strong political decisions and a clear legislative agenda. This is a brand new field of research, and therefore, there’s a lot to explore.
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