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Gaming Law Commons

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Full-Text Articles in Gaming Law

Guarding The Game: Building A Defensive Line Between Athletes' Biometric Data And Gambling Interests, Caroline Hébert Apr 2026

Guarding The Game: Building A Defensive Line Between Athletes' Biometric Data And Gambling Interests, Caroline Hébert

The Journal of Business, Entrepreneurship & the Law

This comment examines the intersection of wearable technology, professional sports, and the burgeoning sports betting industry. Focusing primarily on the National Football League (NFL), the author explores how biometric markers such as heart rate, stress levels, and fatigue—originally intended for player health and performance—are increasingly targeted for commercialization in the gambling market. The comment provides a critical analysis of the current legal landscape, noting that existing frameworks like HIPAA and GINA, as well as current Collective Bargaining Agreements (CBAs), offer insufficient protections for athletes' sensitive personal data. Hébert identifies key points of exploitation by third-party vendors and highlights the conflicting …


The Legal Liabilities Of Twitch, Amazon’S Livestreaming Subsidiary, Jean Fang Jun 2024

The Legal Liabilities Of Twitch, Amazon’S Livestreaming Subsidiary, Jean Fang

The Journal of Business, Entrepreneurship & the Law

Amazon’s Twitch is the leader of the video game streaming market, controlling 76% of this market in the Americas and Europe. The video gaming market is rapidly expanding, exceeding its entertainment counterparts, including music and film, by wide margins in profits; experts valued the global gaming market at $229.39 billion in 2022 and expect it to grow to $401.32 billion by 2027. Amazon paid $1 billion to acquire Twitch in 2014 in a business move to capture the views of the gaming audience; on Twitch, popular streamers broadcast themselves playing video games to thousands of devoted fans. Based on recent …


One Buffalo In Texas: Legal And Ethical Issues In Native American Gaming Operations, Tammy W. Cowart Jul 2023

One Buffalo In Texas: Legal And Ethical Issues In Native American Gaming Operations, Tammy W. Cowart

The Journal of Business, Entrepreneurship & the Law

There are three federally recognized Native American tribes in Texas: the Alabama-Coushatta, the Ysleta del Sur Pueblo, and the Texas band of Oklahoma Kickapoo. The Kickapoo tribe is the only one allowed to operate a gaming center within the state of Texas, due solely to a federal law that the federal government passed thirty years ago. The Alabama-Coushatta and Ysleta del Sur Pueblo tribes are some of the only tribes prohibited from operating gaming operations under the Indian Gaming Regulatory Act. The result is detrimental to these tribes and the Texas economy. This paper will examine the history of the …


Betting On Gambling: How Professional Sports Leagues Could Increase Revenues Following Murphy V. Ncaa, Edward “Max” Bell Jan 2022

Betting On Gambling: How Professional Sports Leagues Could Increase Revenues Following Murphy V. Ncaa, Edward “Max” Bell

The Journal of Business, Entrepreneurship & the Law

This comment explores the avenues professional sports leagues are taking to profit from legalized sports gambling following the Murphy decision. Part II provides the modern historical legal background of sports gambling in America, discussing the Professional and Amateur Sports Protection Act and the reasoning for and the effects following the Act’s falling in Murphy. Part III analyzes the current sports gambling landscape, including the current federal and state legal landscape; society’s ever-revolving views on sports gambling; the American sports gambling industry, the offshore industry, and the growth of the industry as a whole; and the stances of sports leagues before …


Copyrighting Experiences: How Copyright Law Applies To Virtual Reality Programs, Alexis Dunne Oct 2019

Copyrighting Experiences: How Copyright Law Applies To Virtual Reality Programs, Alexis Dunne

The Journal of Business, Entrepreneurship & the Law

This note will attempt to shed light on the question of what kind of protection copyright law affords VR experiences. Part II discusses the nature of VR experiences and their implementation through specifically tailored VR technology. Part III provides an overview of copyright protection, its limitations, and specifically the history of the copyrightability of computer programs. Parts IV and V outline case law relevant to the discussion of the copyrightability of different types of VR experiences and how that case law similarly or dissimilarly apply to the protection of VR experiences. Part IV focuses on protecting VR experiences as a …