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Edited by Hanns Ullrich, Peter Drahos and Gustavo Ghidini

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Edited by Carlo S. Lavizzari and René Viljoen

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Edited by Carlo S. Lavizzari and René Viljoen

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Edited by Carlo S. Lavizzari and René Viljoen

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Edited by Carlo S. Lavizzari and René Viljoen

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Edited by Carlo S. Lavizzari and René Viljoen

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Kostyantyn Lobov

As virtual reality (VR) products increase in popularity, stakeholders in the games industry wanting to promote their VR products, or to leverage VR technology for advertising more generally, need to be aware of the most common legal and regulatory pitfalls, particularly as this is an area in which advertising and consumer protection regulators are likely to take a keen interest. Meanwhile, the regulators themselves will also have to be agile. They face the challenge of having to apply laws and self-regulatory codes which were not drafted with VR technology in mind to new situations, in a fair and rational manner which does not expose them to the risk of judicial review.

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Emil Albihn Henriksson

Virtual reality technologies necessitate the collection and processing of more – and more intimate – personal data than other media. This gives rise to some particular considerations under data protection regulations and not least the EU General Data Protection Regulation. The aim of this article is to explore these characteristics particular to VR and to identify some of the issues that these might give rise to under the GDPR.

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Edited by Richard Clements and Ya Lan Chang

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Edited by Gaetano Dimita, Jon Festinger and Marc Mimler