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IP Protection for Virtual Goods in the Metaverse: Challenges and the Way Forward

  • 13 hours ago
  • 6 min read

Introduction


The Metaverse has rapidly evolved from an imaginative science-fiction construct into a functioning digital environment where users interact, trade, and participate in virtual economies. Platforms such as Fortnite, Roblox, Meta’s Horizon Worlds, Decentraland, and Sandbox allow users to purchase and showcase virtual clothing, digital artworks, music tracks, avatar accessories, and even virtual plots of land. These assets—commonly referred to as virtual goods—often involve real monetary value and can be acquired with fiat currency or cryptocurrencies.


The expansion of virtual goods raises crucial legal questions for intellectual property (IP). Traditional IP frameworks were built with physical markets or early web platforms in mind, not immersive, decentralized digital spaces. As companies, creators, and brands engage in the Metaverse, questions surrounding ownership, infringement, and enforceability are becoming more prominent. This article examines how IP laws apply to virtual goods, highlights the key legal challenges, and discusses potential policy responses.

 

  1. Understanding Virtual Goods


Virtual goods are digitally created items intended for use in online, augmented, or virtual reality environments. Common examples include:


  • Avatar clothing and character skins

  • Digital fashion accessories

  • Virtual homes, buildings, or land plots

  • Soundtracks, audio effects, and musical loops

  • Artistic 2D or 3D models

  • NFT-based collectibles


These items can involve different branches of intellectual property law:


Copyright protects artistic and creative works, including digital art and 3D models.


Trademarks safeguard branding elements such as names, logos, and logos used on digital items.


Design rights may apply to the unique appearance or configuration of digital objects.

Thus, virtual goods operate at the intersection of several overlapping IP regimes.

 

  1. Applying IP Law to Virtual Goods


IP law can theoretically extend into the Metaverse, but practical enforcement becomes complex in borderless digital environments.


3.1 Copyright


Copyright automatically applies to original literary and artistic works, including:


  • Digital artwork and illustrations

  • 3D avatar models and animations

  • In-game cinematics and soundtracks

  • Software code


If a designer creates a unique 3D backpack for avatars, that creator owns copyright over the design. Unauthorized copying, distribution, or adaptation of these digital items constitutes infringement. Since digital objects can be duplicated infinitely without degradation, infringement can scale quickly and harm original creators.

 

3.2 Trademark


Major consumer brands are increasingly entering the Metaverse. The Trademark law is designed to preclude confusion with regard to the origin or approval of goods. Examples include:


  • Displaying branded sneakers on avatars without permission

  • Selling NFT images bearing famous logos

  • Using real-world brand names to promote virtual goods


Such misuse can mislead users and dilute brand identifiers. Companies like Nike, Gucci, and Balenciaga are already licensing digital products for virtual platforms, reinforcing trademark relevance.

 

3.3 Design Rights


Design rights protect the unique visual features of products, including shape, pattern, and ornamentation. Although rarely invoked in Metaverse disputes so far, design rights may become more relevant as digital fashion, NFT art, and virtual collectibles gain market importance.

 

4. Key Legal Challenges in the Metaverse


As virtual economies expand, several unresolved legal problems emerge.

 

4.1 Ownership vs Licensing


Purchasing a virtual item does not necessarily translate to full ownership. Most platforms rely on Terms of Service (ToS) or End-User License Agreements (EULAs) that grant a limited license to use digital goods.


This means:


  • Users rarely obtain property rights

  • Virtual goods may be non-transferable

  • Resale is often prohibited

  • Platforms can unilaterally restrict usage


This clash between perceived ownership and contractual licensing creates confusion for users and complicates IP protection.

 

4.2 Jurisdiction and Enforcement


IP rights are typically territorial—they apply within national borders. The Metaverse, however, operates across multiple jurisdictions simultaneously.


Key enforcement challenges include:


●      Identifying applicable law

●      Determining where infringement “occurs”

●      Coordinating cross-border remedies

●      Collecting evidence from decentralized servers


Traditional legal systems struggle to adapt to environments where geographic boundaries are irrelevant.

 

4.3 Virtual Counterfeiting and Trademark Misuse


Counterfeiting in virtual worlds is increasingly common. Examples include:


  • Unauthorized virtual handbags with luxury logos

  • Fake digital sneakers sold on gaming platforms

  • NFT images mimicking well-known fashion houses


Such actions can confuse consumers and dilute brand value. The risk increases in decentralized ecosystems where anonymity and cryptocurrency transactions reduce traceability.

 

4.4 Copyright Infringement


3D models and visual assets can be extracted, copied, and redistributed with minimal technical skill. Easy access to modeling software and capture tools leads to:


●      Rapid duplication of protected assets

●      Difficulty in detecting original sources

●      Lack of platform-level reporting mechanisms

This creates a challenging environment for artists, developers, and publishers.

 

4.5 NFTs and Smart Contract Misunderstandings


Some virtual goods are tied to NFTs (Non-Fungible Tokens) stored on blockchain networks. Although marketed as “ownership”, NFTs typically only prove that a buyer owns a digital token, not the underlying IP. Buyers may assume copyright is transferred when in reality only a display license is granted. This mismatch between perception and legal reality has already resulted in disputes.


[Image Sources Shutterstock]
[Image Sources Shutterstock]

 

  1. Illustrative Case Developments


Real-world cases help illustrate how courts view digital IP disputes.


Hermès v. Rothschild – The MetaBirkin Case[1]


An artist sold “MetaBirkin” NFTs featuring fur-covered Birkin bags. Hermès claimed trademark infringement and dilution. A U.S. jury ruled in favor of Hermès in 2023, holding that virtual goods can infringe trademarks when they mislead consumers regarding endorsement.

 

Nike v. StockX[2]


StockX issued NFTs linked to Nike sneakers without Nike’s authorization. Nike alleged trademark infringement and false association. The case underscores uncertainty surrounding NFT-linked products and highlights the need for trademark clarity in virtual markets.

These disputes confirm that courts can and will extend trademark and copyright principles to digital environments when confusion or misappropriation is involved.

 

  1. The Indian Legal Context


India currently lacks Metaverse-specific regulation, but existing IP and cyber laws can apply indirectly:


  • The Copyright Act, 1957 protects digital artwork, music, and software.

  • The Trade Marks Act, 1999 prohibits unauthorized brand usage that causes confusion.

  • The Information Technology Act, 2000 governs electronic transactions and cyber conduct.

  • The Consumer Protection Act, 2019 can address misleading digital commerce.


India’s gaming, Web3, and NFT communities are growing rapidly. As adoption expands, issues such as cross-border enforcement, licensing norms, and classification of digital property may require legislative guidance.

 

  1. Policy and Industry Recommendations


To support innovation while safeguarding IP in the Metaverse, reforms could focus on:


Recognition of Digital Assets: Clarifying whether virtual goods are treated as property, licenses, or intangible assets.

Standardizing NFT Licensing Terms: Encouraging transparent token sale agreements clarifying IP and ownership.

Strengthening Platform Accountability: Requiring takedown and reporting mechanisms similar to online copyright enforcement.

International Cooperation: Establishing cross-border mechanisms for IP enforcement.

User Awareness: Educating consumers about the difference between token ownership and copyright ownership.


These steps could create a more predictable environment for creators, consumers, and brands.

 

Conclusion


Virtual goods have become integral to emerging Metaverse economies. Brands, developers, and consumers are investing real resources into intangible digital products that carry social and commercial value. While existing IP frameworks offer a foundation for protection, important gaps remain around ownership, jurisdiction, and enforceability. Addressing these challenges will require a combination of legislative updates, platform-level solutions, and international cooperation. A balanced regulatory environment will ensure that creativity and innovation can thrive while protecting legitimate rights holders in the evolving virtual landscape.

 

Author: - Rishabh Jain, in case of any queries please contact/write back to us via email to chhavi@khuranaandkhurana.com or at  Khurana & Khurana, Advocates and IP Attorney.

 

REFERENCES:


Hermès International v. Rothschild (MetaBirkin Case), U.S. District Court for the Southern District of New York (2023).


 

Nike, Inc. v. StockX LLC, U.S. District Court for the Southern District of New York (2022).

 

Roblox Corporation — Official Platform Information:

 

Epic Games (Fortnite) — Virtual Goods & Policies:

 

Decentraland — Virtual Land Ownership Documentation:

 

The Sandbox — Virtual Assets & NFTs Platform:

 

WIPO — NFTs and Intellectual Property Resources:

 

World Economic Forum — Metaverse and Digital Assets Reports:

 

Indian Copyright Act, 1957 — Bare Act Access (Government e-Courts Feature):

 

Trademarks Act, 1999 — Bare Act Access (Government e-Courts Feature):

 

IT Act, 2000 — Official Bare Text (Government Portal):

 

Consumer Protection Act, 2019 — Bare Act Access (Government Portal):

 

Meta (Facebook) and Metaverse Concept Overview:

 

EUIPO Insights — Virtual Goods & Trademarks:

 

[1] Hermès International v. Rothschild, U.S. District Court, Southern District of New York (2023).


[2] Nike, Inc. v. StockX LLC, U.S. District Court, Southern District of New York (2022).

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