Kirk Sigmon Outlines Intellectual Property Traps in Everyday Operations for the Illinois Manufacturer
Kirk Sigmon explains intellectual property traps in everyday operations for manufacturers.
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Read KellDann's latest news, publications, events, and commentary on intellectual property, AI, technology law, and video games.
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Kirk Sigmon explains intellectual property traps in everyday operations for manufacturers.
Kirk wrote a law review article for the Georgetown Technology Law Review regarding game monetization patents and moral utility.
An article written by Kirk Sigmon and a co-author was featured in The Licensing Journal, a publication focused on intellectual property and entertainment law. In the article, the authors discuss the wearables market and various intellectual property issues to consider with wearables (electronics that are worn on the body, like smartwatches and fitness trackers). They […]
Ross Dannenberg and a co-author discussed the Delaware District Court’s decision in Blackbird Techs. v. Niantic, Inc. and patent-eligible subject matter under 35 U.S.C. § 101 in the context of augmented reality software, in the January / February 2019 edition of IP Litigator.
Scott Kelly and Kirk Sigmon discuss drafting and prosecuting blockchain-related patents.
Kirk A. Sigmon explains how startups can avoid or mitigate intellectual property traps if they avoid five common mistakes in World Intellectual Property Review. Click here to read the article, “5 common IP traps startups should avoid.” Subscription is required.
Scott M. Kelly and Kirk A. Sigmon are the authors of a paper on data ownership, eSports, copyright, and data rights: The key to key presses: eSports game input streaming and copyright protection, published in the first Interactive Entertainment Law Review. it is available for free on the IELR website. Abstract The eSports industry has […]
Ross Dannenberg authored this publication on Promoting Your Game With a Game: Legal Trouble Spots to Watch Out For With Sweepstakes and Contests. The piece addresses practical intellectual property and technology issues tied to the subject.
This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also […]
13 Journla of Internet Law No. 7, Jan. 2010
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