The concept of metaverse, which is the combination of an augmented reality, the virtual reality and blockchain is one such of a phenomenon that has the potential to change our world. It is an immersive form of virtual commerce, entertainment, and communication. As the number of brands entering virtual worlds such as Decentraland, Roblox, and Meta Horizon increases, the need for the protection of trademarks in the virtual world cannot be overemphasized.[1] However, the traditional law of trademarks, which was developed for the context of physical spaces, is limited in its applicability to the virtual world.
The Legal Provisions
There are also some doctrinal issues that trademark law in the metaverse will pose. For example, the requirement of "likelihood of confusion" in infringement, which is one of the most important concepts in trademark infringement, will have to be reinterpreted in the context of the metaverse. Indeed, a consumer in a virtual marketplace will encounter avatars with virtual products bearing trademarks, and if these are not authorized, confusion will be heightened since the consumer will not be able to touch the product.[2]
Furthermore, doctrines such as dilution and passing off take on new significance. Dilution occurs when marks with distinctive reputation lose their distinctiveness owing to unauthorized use.[3] Dilution risk is heightened in the context of the metaverse, as marks may replicate and proliferate rapidly. Passing off, typically associated with trade, is now also associated with avatars or NFTs.
Indian Framework
The Trade Marks Act, of 1999 is the governing legislation for protection of Trademarks in India. It is a robust legislation for tangible goods but its application of the Trademark Act is currently questionable for virtual goods and NFTs. The initial registrations of Class 9 (Software and other digital goods) and Class 41 (Entertainment services) suggest an attempt to extend existing classes to metaverse branding.[4] The jurisdiction remains ambiguous and the infringement in virtual marketplace could involve the parties from various jurisdictions.[5]
Global Developments
The USPTO has accepted applications for trademarks covering the “downloadable virtual goods” category since 2021, with one of the early fillers being Nike.[6] Guidelines were issued by the EUIPO on classifying virtual goods and recognized them as distinct from the physical goods.[7] Protection was granted in Canada to Nike protection for virtual goods in 2024, signalling international readiness.[8]
Key Legal Issues
- Classification of the virtual goods: For Instance, Are virtual sneakers a piece of software or a piece of footwear and clothing?
- Jurisdiction: What jurisdiction would apply if somebody breaks the law inside a decentralized metaverse?
- Trademark Squatting: Registration of famous trademarks for virtual goods.
- Confusion for Consumers: NFTs or avatars that aren't authorized could confuse customers.
- Problems with Enforcement: It's hard to enforce rules in a decentralized system.
Key Arguments and Legal Analysis
Argument 1: Territorial Trademark Law vs. Borderless Metaverse
While trademark laws are applicable within a territory, the metaverse is a global phenomenon. This difference has led to a gap in enforcement. [9] There is a need to harmonize international laws, so argue legal scholars.
Argument 2: Expansion of Trademark Classes
There is a recommendation to add more categories to trademarks so they can include digital assets and things, like avatars and NFTs. Trademarks should cover assets, avatars and NFTs to make sure they are protected. The idea is to expand trademark classes to include these types of digital assets, avatars and NFTs.[10]
Argument 3: Blockchain as Enforcement Tool
The blockchain is really good at helping us make sure that products are genuine. It can verify that the things we buy are actually made by the companies that claim to have made them.
The blockchain also uses something called contracts. These smart contracts can automatically make sure that the rules, about licensing are followed. This means that people will not be able to sell products as easily which reduces the risk of people getting cheated.[11]
Argument 4: Consumer Protection
Trademark law in the metaverse is not just about brand owners, it safeguards consumers from counterfeit digital goods and misleading endorsements.[12]
Comparative Perspective
- United States: Courts are increasingly accepting virtual goods as protected under the existing law of trademarks, as evident in the case of Hermès International v. Rothschild.
- European Union: The EUIPO’s guidelines clearly indicate the inclusion of virtual goods, signifying a willingness to adapt to changing circumstances.
- India: Although Indian law is still in the development stage, it is recommended by theorists that the Trade Marks Act, 1999, be amended with references to digital goods and services, as is being practiced globally, to safeguard the digital revolution in India.[13]
Relevant Case Laws
- Nike v. StockX
- StockX introduced something called "Vault NFTs" that have pictures of Nike shoes on them. Nike took them to court because they said StockX used their name without permission. It was confusing for people who buy Nike shoes.
- In 2025 StockX and Nike reached an agreement that said NFTs that are connected to things like Nike shoes have to obey the rules, about using names and logos that belong to someone else like Nike does with their trademark.
- This is a precedent for NFT-based trademark infringement cases.[14]
- Hermès v. MetaBirkins
- Mason Rothschild, an artist created NFTs that resembled Hermès handbags. Hermès took him to court saying he used their brand name without permission and sued him for trademark infringement.
- The court in the US ruled in Favor of Hermès, focusing on the impact of digital duplicates on brand identity.[15]
In the Indian Sphere
While India has yet to see landmark metaverse trademark litigation, filings by brands like Ajio Luxe for virtual goods show proactive adaptation.[16]
The Role of Consumer Perception in Virtual Branding
One of the most interesting things about trademark law in the metaverse is how quickly people's opinions change. People used to look at things like packaging and the store to see if a product was real. They also thought about how good the product was. Now things are different, in the metaverse. In the metaverse people use avatars and blockchain technology to help them. They also think about what other people say about the metaverse platform. The metaverse is a place where people use avatars and the metaverse platform has to be good for people to trust it.
So, the question is: How should trademark law look at the "average consumer" in the metaverse? Experts say that technology and platform reputation are two things that affect how people in the metaverse see things.[17] So trademark law needs to change. This is because people in the metaverse are more likely to believe information. They need to be well-protected. The metaverse is a place where people can be easily misled. Trademark law should keep people in the metaverse safe from information.
Policy Recommendations
We need to change the statutes of trademarks so they include things we buy and use online in the metaverse i.e. the virtual goods and services. The World Intellectual Property Organization (WIPO) can help make rules that help solve disputes that can occur across countries. Additionally, Online platforms have to take responsibility for what's on their sites and get rid of anything that is in consonance of the principles of consumer protection.
We also need rules to ensure consumer protection laws being exercised efficiently even in the metaverse sphere. The metaverse will be a safe place if we implement rules and regulations to protect trademarks and the consumers in the metaverse.
The Practical Implications
The impact of the protection of trademarks in the metaverse has significant implications for businesses, lawmakers, and consumers. Businesses must be ahead of the game by registering their marks for use in the metaverse, utilizing AI technology to detect any unauthorized use of their trademarks, and utilizing blockchain technology to verify the use of their marks on NFTs.
Lawmakers must adapt to the changing metaverse environment, work towards cooperation with foreign governments to curb the proliferation of counterfeit products, and work towards consumer awareness of the risks associated with the metaverse.
Finally, consumers must be vigilant and utilize blockchain technology to verify the authenticity of products before purchasing branded NFTs.
Conclusion
Trademark law faces new challenges in the Metaverse because existing legal frameworks cannot handle the technological advancements which disrupt established legal standards. The cases Nike versus StockX and Hermès versus MetaBirkins demonstrated that brand dilution and consumer confusion represented two major challenges for both cases. The Trade Marks Act of 1999 requires amendment to recognize virtual goods within India's legal framework. The world needs to establish legal systems which will create uniform regulations for all aspects of blockchain technology.
The Metaverse functions as a digital environment which needs trademark protection to prevent corporate interests from passing through to it.
[1] Shubha Ghosh, Trademark Law in the Metaverse: Challenges and Opportunities, 28 J. Intell. Prop. Rts. 45 (2023).
[2] Dinwoodie, G. (2023). Likelihood of confusion in digital marketplaces. Intellectual Property Quarterly, 27(3), 201–225.
[3] Cornish, W., & Llewelyn, D. (2022). Intellectual Property: Patents, Copyright, Trade Marks and Allied Rights. Sweet & Maxwell.
[4] Trade Marks Act, 1999 (India). Government of India.
[5] Singh, R. (2024). Virtual goods and Indian trademark law: A comparative perspective. NUJS Law Review, 16(1), 112–134.
[6] USPTO. (2021). Trademark applications for downloadable virtual goods. United States Patent and Trademark Office.
[7] EUIPO. (2022). Guidelines on classification of virtual goods and NFTs. European Union Intellectual Property Office.
[8] WIPO. (2023). NFTs and intellectual property: Emerging issues. World Intellectual Property Organization.
[9] Ghosh, S. (2023). Trademark law in the metaverse.
[10] Singh, R. (2024). Virtual goods and Indian trademark law.
[11] WIPO. (2023). NFTs and intellectual property.
[12] Ibid.
[13] Yuga Labs, Inc. v. Ripps, Case No. 2:22‑cv‑04355 (C.D. Cal. 2023).
[14] Nike, Inc. v. StockX LLC, Case No. 1:22‑cv‑00983 (S.D.N.Y. 2022–2025).
[15] Hermès International v. Rothschild, Case No. 1:22‑cv‑00384 (S.D.N.Y. 2022).
[16] Singh, R. (2024). Virtual goods and Indian trademark law.
[17] Burk, D. L. (2023). Virtual trademarks and consumer perception in immersive environments. Journal of World Intellectual Property, 26(4), 512–530.
