Monthly Archives: November 2003

That Trademarked Baby

US babies get global brand names. As more and more ordinary words become national and international brands, some overlap between personal name space and TM-space was inevitable. But naming kids “ESPN”? I think naming a child after a brand is a pretty awful thing to do — but that doesn't make it illegal.

I haven’t researched it, but it seems to me that were any owner of even a coined famous mark (the very, very strongest kind) to complain about a child bearing their trademarked name, the company would lose. Mere naming of a child is a non-commercial use of a word, and federal trademark law, at least, requires commercial use of a term for both traditional infringement and for federal dilution claims. Furthermore, the naming is neither dilution nor tarnishment (although it could lead to either in the long run).

The more interesting legal issues arise if the kid ever tries to use his name in commerce. Even people named McDonalds can’t open eponymous burger joints today. So the kid might have more constraints on the use of his name than the rest of us.

Drawing the line isn't easy, since dilution law is fairly hair-trigger, and doesn't require even an imminent likelihood of confusion, must less evidence of actual confusion. Nor does it require that the two sets of goods be in competition — just that the new user be thought to “blur” the uniqueness of the prior user's famous mark.

Now suppose the kid with the funny name grows up and becomes a major recording artist, uses his own name, and sings songs that the famous, coined, mark holder thinks blur or tarnish the brand…. The mark holder would certainly have an arguable case that the former kid should call his act something else.

I think the former kid should win, but it’s a comment on the state of the law that this isn’t as obvious a result as it might be, especially if the dilution claim was based on one of the more aggressive state's laws.

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Posted in Law: Trademark Law | 1 Comment

Student Teaching Evaluations

Last week the Dean of Students office took ten minutes out of each of my two classes to administer our student evaluation forms. In principle this is a good thing. In practice, the verdict is much less clear, an uncertainty exacerbated by reading Michael Huemer and Mary Gray and Barbara R. Bergmann (references via the Invisible Adjunct).

Ideally, students would evaluate a class after they had all of it, including the exam. That’s especially significant in a course like Administrative Law which, for many students, only starts to make sense when they review and find that all the pieces actually do form a coherent whole. And for every class, whether the exam is fair or not seems like it ought to be an issue for students to discuss — and which should be of particular interest to students thinking of taking the course in the future.

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Posted in Law School | 6 Comments

How Not To Pick Up Women Online

Probably the funniest thing I’ve seen at the State of Play conference was watching a demo yesterday evening. I missed the beginning of it, but by the time I got there, Will Harvey, the Founder and CTO of there.com was logged into his virtual world with an avatar of himself (well, a somewhat more buff version of himself). He was walking around, tryng to get virtual dogs to heel, and chatting up female avatars.

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Abandon All Hope Ye Who Quote Here

It’s common for academics to bring early drafts to conferences, and to warn readers that the papers shouldn’t be quoted or cited, and that indeed the author may well change his mind. That said, this author’s note from Dan Hunter and Greg Lastowka on their paper Virtual Crimes is unusually robust:

Important Note: This is a very preliminary draft, reflecting certain unresolved and undisclosed disagreements between the two authors and subject to complete and unequivocal disclaimer by both. We warn you only once that Lord Nagafen WILL STRIKE YOU DEAD if you so much as think about citing this or using this as an account of what we think. Additionally, the authors expressly reserve the right to seek redress against any such offenders by the well-established common law procedures of torture, ordeal, and trial by combat

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Virtual Worlds: A Dystopian Thought Intrudes

So I’m sitting here listening to people describing how they are building in all the ugliest features of existing intellectual property (IP) rights into various virtual worlds. The big advance the folks at There.com are touting is not that they’ve decided to use, or impose, a better set of rules but rather that they’ll allow player-designers to claim ownership for the virtual items they design. Of course, to enable and enforce a constellation of intellectual property rights, you need a means of tagging the IP rights status of every virtual item, so they’ve built-in a set of tags that go with every item that identify the IP rights assigned by the item’s creator.

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Random Notes on ‘The State of Play’

I'm not going to blog the conference if only because I don't type fast enough. And I gather some other people may do so. But I'll try to post some notes now and then.

Learned: The State of Play conference is a sell-out. In addition to the academic crowd there are lot of people involved in designing the games, or in the constellation of ancillary industries that are springing up around the games (e.g. designing stuff for the avatars, and selling it; or doing things which rely on the games or the game engines, like making movies or staging online art shows).

Learned: The level on enthusiasm among massively multiplayer online game-makers and users is as high as anything you could have found in the early days of the dot-com bubble. “This is our Woodstock” one of them told me earnestly. And the level of idealism is almost as high: many of the people designing games see themselves as enabling self-expression and creating spaces in which new social linkages and new spontaneous forms of bottom-up social organization. But there’s more of the social linkages than social organization.

Learned: In virtual worlds, the aphorism “the clothes make the man” is a lot more true than in real life.

Re-Learned: Game designers worry a lot about not discouraging the customers. This imposes massive constraints on their ability to address resource and skill inflation. And that can hurt the gameplay….

Learned: From the game designer perspective, the player-killers have much more stamina than the folks who try to settle and build something. The barbarians just don’t mind getting killed, and come back again and again (indeed, the barbarians get highly organized, form guilds or factions, and attack and re-attack, until civilization is destroyed). Even when the people who have taken the time to build something and created a community around are able to organize to defend it, they don’t have the staying power: the experience of having to fight all the time to preserve your tavern or your art gallery is juts too wearing on the soul, and eventually they give up.

Re-Learned: The level of legal sophistication among the people who build and code things is basically random. Some of the people doing some of the cutest things are going to have very high legal bills Real Soon Now.

Learned: Some Virtual Worlds are drifting in the direction of being Virtual Malls. There's probably money in that, but may co-exist uneasily with the idealists.

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