A socially oriented non-financial development institution and a major organizer of nationwide and international conventions; exhibitions; and business, public, youth, sporting, and cultural events.

The Roscongress Foundation is a socially oriented non-financial development institution and a major organizer of nationwide and international conventions; exhibitions; and business, public, youth, sporting, and cultural events. It was established in pursuance of a decision by the President of the Russian Federation.

The Foundation was established in 2007 with the aim of facilitating the development of Russia’s economic potential, promoting its national interests, and strengthening the country’s image. One of the roles of the Foundation is to comprehensively evaluate, analyse, and cover issues on the Russian and global economic agendas. It also offers administrative services, provides promotional support for business projects and attracting investment, helps foster social entrepreneurship and charitable initiatives.

Each year, the Foundation’s events draw participants from 208 countries and territories, with more than 15,000 media representatives working on-site at Roscongress’ various venues. The Foundation benefits from analytical and professional expertise provided by 5,000 people working in Russia and abroad.

The Foundation works alongside various UN departments and other international organizations, and is building multi-format cooperation with 173 economic partners, including industrialists’ and entrepreneurs’ unions, financial, trade, and business associations from 78 countries worldwide, and 188 Russian public organizations, federal and legislative agencies, and federal subjects.

The Roscongress Foundation has Telegram channels in Russian t.me/Roscongress, English – t.me/RoscongressDirect, and Spanish t.me/RoscongressEsp. Official website and Information and Analytical System of the Roscongress Foundation: roscongress.org.

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Virtual Worlds, Actual Issues: Digital Law and Cybersecurity in the Context of the Gaming Industry
28 June 2022
Legal issues unified under the title of ‘digital law’ are widely discussed in a wide variety of very serious contexts. At the same time, the gaming industry has already gained a foothold in the market and in the hearts of users, demonstrating that games are no longer a subculture but an important part of the contemporary media environment. The game industry is one of the first (if not the first) to put new technological phenomena to the test – from the simple transferable digital objects that appeared in multiplayer games in the mid-90s, the artificial intelligence that has accompanied the gaming industry since its inception, and virtual and augmented reality technologies, to blockchain and NFT. In addition, as a media type, games are also a space where different narratives collide with soft power, which means games need to be included in discussions about the limits of free speech, credibility of information, and child protection. Incidentally, games themselves are in some fundamental ways similar to law – both phenomena are based on formally defined rules and their action in relation to other parties. The legal dimension of computer games is a kind of ‘playground’ for regulatory action, and examining these issues is necessary if we hope to develop a balanced approach to regulating the domestic gaming industry.
Most people come into contact with digital law in their daily lives, though the legal encounters, which concern many online and digital service-related activities, usually take place without the user’s knowledge. Cybercrime, privacy offences, and other events of a similar nature are becoming more and more frequent with the transition of services and opportunities to the digital environment. It has therefore become quite important that we educate and promote digital law, the digital transformation of legal work, and training for lawyers in information technology.
Central topics:
• Gaming as an object of legal relations: the result of intellectual activity, information, Internet services, and natural obligations.
• Transferable digital objects in historical and contemporary computer games: what useful lessons can be learned for regulation?
• The legal classification of transactions and other legally significant actions by users of multiplayer computer games and the limits on intervention of exercisable rights.
• Artificial intelligence in games: the relationship to a modern understanding of artificial intelligence in the technological and legal dimension.
• Information security in games in a narrow and broad sense. The permissibility and limits of ‘fictional’ and ‘non-fictional’ information dissemination restriction provisions, taking into account the interactive nature of the games.
St. Petersburg International Legal Forum
Started at
Conference hall
Congress Centre, conference hall D2
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