The Freedom to Inquire: Data Privacy Lessons from Libraries

By: Anusha Seyed Nasrulai

“All people, regardless of origin, age, background, or views, possess a right to privacy and confidentiality in their library use. Libraries should advocate for, educate about, and protect people’s privacy, safeguarding all library use data, including personally identifiable information.”

These are the words enshrined in the last article of the American Library Association’s (ALA) Library Bill of Rights. The ALA first adopted principles protecting the freedom of inquiry in 1939 in response to concerns of government censorship and surveillance amid a moral panic against anarchists. In subsequent decades, the Library Bill of Rights was amended and interpreted to champion intellectual freedom during eras like McCarthyism, the Civil Rights Movement, and post-9/11. 

The Legal Right to Data Privacy 

Recognition of the freedom of inquiry in libraries also developed at the same time as a legal right to privacy was being conceptualized. In 1890, lawyers Samuel Warren and future Supreme Court Justice Louis Brandeis first defined a legal right to privacy in a famous law review article. Still, a legal right to privacy was not widely recognized till 1965 in Griswold v. Connecticut. There is currently no comprehensive federal data privacy law, resulting in a patchwork of sectoral and state data privacy laws. However, the libraries’ privacy principles obligate libraries to expand the privacy rights afforded to patrons beyond what the law requires. Examining libraries’ data privacy principles offers important lessons for envisioning new legal data privacy frameworks.

Libraries’ responsibility to protect patron privacy and confidentiality is, in fact, recognized by the law. Forty-eight states protect the confidentiality of patron records, and the attorney generals in the other two states have recognized the privacy of patrons’ library records. 

Libraries’ Approach to Data Privacy 

Precise definitions are required to understand these principles. For libraries, the right to “privacy is the right to open inquiry without having the subject of one’s interest examined or scrutinized by others.” Confidentiality is the libraries’ duty to keep personally identifiable information private on patrons’ behalf. Personally Identifiable Information (PII) is information that can be used to identify a specific person.

Data Privacy Policies 

Only 19 states have passed comprehensive privacy laws. Rights recognized under state laws may include the right to request data for correction or deletion, the right to opt out of certain processing and sales, the prohibition on discrimination for exercising rights under the law, notice and transparency requirements, and data purpose and processing limitations. The state laws typically only apply to for-profit businesses that meet high thresholds for gross revenue and amount of business activity in the state. Whereas library policies protect patron data from private and government requests. State laws are also limited by their enforcement mechanisms. Many state privacy laws rely on the enforcement of attorney generals rather than create a private right of action.

In addition to complying with privacy laws, library privacy policies are developed with guidance from the ALA’s Privacy Interpretation of the Library Bill of Rights and NISO Consensus Principles on Users’ Digital Privacy in Library, Publisher, and Software-Provider Systems. Libraries have a duty to create and maintain clear, easily accessible, and understandable privacy policies for all patrons. Privacy policies include information on what data is collected, who the data is shared with, and how long the data is retained for. PII should only be collected and stored when required for specific, clearly disclosed purposes and only with the patron’s consent. Users should have the right to access their own personal information or activity data for review, export, and request correction or deletion. Libraries should process these requests wherever operationally feasible.

Libraries practice data minimization, meaning libraries only collect personal data necessary for an operational purpose. Libraries default to practices such as purpose limitation and opting users out of nonessential data collections. Patrons should have an opportunity to give explicit consent so they can make an informed decision whether to agree with the collection of their data for nonessential purposes. Patrons should also be able to opt out at any time. For instance, some libraries offer patrons to opt in to a saved history of their checked-out books, otherwise, this data is deleted by default.

Libraries’ privacy policies often reflect a deep commitment to patron trust. As Mustafa Hassoun, a privacy attorney at Hillis Clark Martin & Peterson, noted, “Libraries always strive to do right by their patrons.” He works with libraries across Washington state and emphasized that “this commitment to patron trust and data stewardship continues even in the absence of broader legislation like the People’s Privacy Act, which would significantly expand data protection requirements in Washington.”

Vendor Partners 

Libraries aim to hold vendor partners, such as publishers and software providers, accountable to their data privacy principles where possible. Vendors are obligated to make their data use policies accessible to patrons. Libraries also carefully consider patrons’ privacy before entering data sharing agreements with vendors. The ALA’s Privacy Interpretation guides libraries to never share patron’s PII with vendors unless they have explicit patron permission or are required to under law or existing contract. When such information is shared, “any data collected for analysis should be anonymous or aggregated, it should never be linked to personal information.” Finally, when procuring new technologies, “[b]iometric technologies, like facial recognition, do not align with the library’s mission of facilitating access without unjust surveillance.”

The library community has developed processes and resources to negotiate contracts that align with their privacy principles. This is significant given that readers often lack clarity into how vendors use their data. Also, vendor partners may have great incentives to collect and aggregate as much user data as possible.

Complying with Law Enforcement 

The ALA guides library workers to consult with their library administration and legal counsel before complying with law enforcement. Records are to be shared only in response to a properly executed court order or legal process. “If a library worker is compelled to release information by a valid subpoena or court order,” they are instructed to personally retrieve the requested information rather than “allowing the law enforcement agency to perform its own retrieval [which] may compromise confidential information that is not subject to the current request.” 

Libraries have chosen to strictly comply with the boundaries of the law to balance the strong interest of protecting patron privacy while complying with legal orders. As Jonathan Franklin, a Digital Innovation Law Librarian at the University of Washington, puts it, “In a world where all data is seen as having value, it might be that the easiest path is to delete nothing and sell/use everything, so protecting privacy over profits takes extra-effort.” Companies or other entities may have different incentives for more broadly collaborating with law enforcement. Companies like Ring, Flock, and many others are directly partnering with law enforcement to share data that facilitates surveillance of customers and the broader public.

Looking Forward: Lessons and Challenges

Libraries provide important insights regarding how to enact data privacy principles and policies that champion people’s freedom of intellectual exploration and expression. As data privacy law continues to develop and transform, these lessons from libraries exemplify how data privacy principles can be enacted to uphold people’s privacy and civil liberties.

The privacy ideals of libraries are constrained by the realities of limited resources and funding. One study found that libraries face significant challenges when upholding patron privacy due to lack of technical knowledge and training among staff, as well as inadequate funding for training or privacy protection tools. Many of the data privacy studies and resources developed by and for librarians are funded by the Institute of Museum and Library Services (IMLS) grants. The current administration is attempting to dismantle IMLS, though that is being challenged in court. Amid these pressures, libraries have an almost century-long tradition of protecting patron data from censorship and surveillance.

As C. Allison Sills, an instructional librarian in North Carolina, aptly stated, the “Invasion of privacy by retaining patron checkout history is tantamount to book banning. If you surveil the populace, the populace will start to self-censor to prevent ‘potential’ discrimination, which starts the fear cycle.”

The Fall of 23andMe

By: Jacqueline Purmort-Labue

Following its reputation-damaging data breach in 2023 and subsequent reduced demand for testing kits, 23andMe filed for bankruptcy in late March of this year. The genetic testing company has consumers submit a saliva sample of their DNA to be analyzed for ancestry purposes, family traits, or potential health risks. The company initiated the voluntary Chapter 11 proceeding to maximize the business’s value for stakeholders through a court-supervised sale process. 

Is Your Genetic Data Being Auctioned to the Highest Bidder? 

23andMe Board Chair, Mark Jensen, stated that “data privacy will be an important consideration in any potential transaction.” In response to customer concern following the Chapter 22 filing, 23andMe released an open letter to customers, assuring users that “[a]ny buyer of 23andMe will be required to comply with our privacy policies and applicable law concerning the treatment of customer data.” Despite this, many consumers are understandably upset about their genetic information being sold to the highest bidder. In the best case scenario, users could be targeted with ads based on results from their genetic tests. However, in the worst case scenario, an employer or insurance company might find a user has a predisposition to develop early-onset Alzheimer’s, cancer, mental illness, or substance use disorder, and discriminate against the user based on that information. 

Legal Remedies For the Sale of Sensitive Data 

Those worried about their sensitive DNA information may not realize how few federal protections exist. The Health Insurance Portability and Accountability Act (HIPAA) seems like it would apply, but HIPAA’s definition of covered entities and business associates only includes healthcare providers, health insurance, and any business associate working with those companies, meaning data that’s held by direct-to-consumer companies like 23andMe is not protected. Under the law, users are treated as consumers, not patients

The Genetic Information Nondiscrimination Act (GINA) prevents health insurers, but also employers, from using genetic information in a discriminatory way. This federal law, passed in 2008, does not apply to life insurance companies, mortgage lenders, and other non-health entities. Additionally, GINA does not explicitly protect epigenetic information, which is information about the way a person’s genes are affected by external factors such as smoking, disease, or stress. 

Some states have passed a genetic information privacy law, including Alabama, Arizona, California, Florida, Kentucky, Maryland, Montana, Nebraska, South Dakota, Tennessee, Texas, Utah, Virginia, and Wyoming. Some states, like California and Texas, have taken consumer protection a step further. California Attorney General Rob Bonta issued a consumer alert to customers of 23andMe. He urged  Californians to consider invoking their rights under the Genetic Information Privacy Act (GIPA) and California Consumer Privacy Act (CCPA), and directing 23andMe to delete their data and destroy any remaining samples of genetic material. Similarly, Texas Attorney General Ken Paxton issued a statement, encouraging any Texan concerned about their data to exercise the right to have their data securely deleted. 

Bankruptcy law may provide some protections. Bankruptcy proceedings are an inherently public process and often draw scrutiny from the public. In some cases, regulators such as the Federal Trade Commission or state attorneys general may intervene and seek to participate in the proceedings. Bankruptcy cases are adjudicated in federal court and may require the appointment of a consumer privacy ombudsperson to review the proposed sale of assets. This ombudsperson assesses whether the proposed sale of assets aligns with the company’s existing privacy policies and applicable laws.

Looking to the Future

In response to pressure from many state attorneys general, 23andMe agreed in late April 2025 to allow a court-appointed overseer to safeguard customers’ genetic data during the bankruptcy proceeding. The ombudsman will also review any sale of 23andMe’s business or data during the company’s bankruptcy and report to the court any implications for customer data privacy. 

Experts believe existing law is insufficient or relies too heavily on consumers to self-manage their data privacy. Consumers are expected to read and understand companies’ privacy policies. However, studies have shown that the vast majority of consumers don’t read privacy notices or understand how companies use their data. 

The 23andMe bankruptcy case underscores the urgent need for stronger, comprehensive federal privacy protections for genetic data. While state-level efforts and the appointment of a privacy ombudsman offer some reassurance, they highlight the fragmented and reactive nature of current legal safeguards. As genetic testing becomes more widespread, policymakers must confront the gaps in federal law that leave consumers vulnerable, especially in high-stakes situations like asset sales. Until then, consumers are left to navigate a complex and opaque system on their own.

#GeneticData #Privacy #ConsumerProtection #WJLTA

Epic Games Defeats Patent Infringement Claim Over Fortnite Virtual Concerts

By: Esha Kher

Epic’s Virtual Concerts 

Epic Games has successfully defended itself against a $32.5 million patent infringement lawsuit over its groundbreaking Fortnite concerts featuring artists like Travis Scott and Ariana Grande.  On May 19, 2025, a federal jury in the Western District of Washington found that Epic did not infringe a patent held by Utherverse Gaming LLC, a company licensing technology for virtual environments. The verdict, delivered after over six hours of deliberation, ended a high-profile trial that raised critical questions about intellectual property in the metaverse.

Epic Games revolutionized in-game experiences with Fortnite concerts—live events where real artists perform as digital avatars in evolving virtual environments. These concerts exemplify the metaverse’s core: a shared, persistent digital space for interactive, social experiences that go beyond traditional gaming. In 2020, pop icon Travis Scott drew over 27 million players to his in-game concert, setting new records for Fortnite. The following year, Ariana Grande headlined the “Rift Tour,” a narrative-driven concert experience that lifted players into a dreamlike, cloudscape environment. These events not only attracted millions of viewers but also generated tens of millions of dollars through merchandise sales and in-game purchases. To meet this demand, Epic looped and replayed each concert over several days.

Utherverse claimed that Epic has utilized three of their patents concerning “multi-instance, multi-user animation platforms” to host repeatable, large scale events for multitudes of participants. However, the jury sided with Epic, reinforcing the difficulty of applying traditional patent frameworks to dynamic, interactive digital performances.

The Lawsuit: Does Replay Mean Infringement? 

In June 2021, Utherverse sued Epic Games, alleging infringement of U.S. Patent No. 9,724,605, which covers technology for “playing back recorded experiences in a virtual world system.” Utherverse claimed that Epic’s technology for managing massive online crowds and replaying events in Fortnite incorporated methods protected by this patent. 

Utherverse alleged that its technology enabled Fortnite concerts to support millions of avatars without overwhelming network bandwidth. The company argued that Epic used similar methods without permission and did so intentionally. 

Epic’s Defense: It is Innovation, Not Infringement

In response, Epic filed a counterclaim in January 2022 denying the allegations and asserting that it developed its concert technology independently using its own Unreal Engine software, which has existed since 1998. Epic argued that Utherverse’s patent covers technology for replaying past events—something that doesn’t apply to Fortnite’s concerts.

While the music was pre-recorded and performers appeared as animated 3D avatars, the concerts themselves were not recordings of prior events. Instead, they were pre-scripted, interactive shows that took place live at scheduled times. Players had to join during those windows, and there was no option to watch the events later, reinforcing that these were real-time experiences—not replays.

Epic’s attorneys further contended that Utherverse’s patent was overly broad, and invalid because the underlying concepts were well-known to professionals in the field at the time the Utherverse patent application was submitted in 2014. The video game publisher has argued in its defense that the patent is invalid because the concepts would’ve been considered obvious, abstract, and conventional to a professional in the field when the patent was sought. Finally, Epic accused Utherverse of contributing nothing to Fortnite’s development while attempting to capitalize on the game’s commercial success.

The Verdict: No Infringement 

The jury concluded that Utherverse failed to meet its burden of proof under the “preponderance of the evidence” standard, which requires showing that it is more likely than not that infringement occurred. To succeed on its infringement claims, Utherverse needed to prove that Epic’s technology fell within the scope of at least one valid patent claim. Infringement can be established either through direct infringement—where every element of a claim is present in the accused product—or under the doctrine of equivalents, which applies when a product performs substantially the same function in the same way to achieve the same result. The jury found no infringement of any of the three patent claims at issue.

While the jury largely rejected Epic’s separate claim that the patent was invalid, they did find one claim—related to how avatar movement is constrained by virtual objects—to be based on routine and conventional technology, as would have been understood by a person skilled in the art in 2014. This part of the verdict engages with the legal standard for patent validity under § 101 of the Patent Act, specifically whether the patent claims involve an “inventive concept” beyond well-understood, routine, or conventional technology.

As a result, Utherverse was awarded no damages, and Epic Games emerged from the trial without liability. The verdict ultimately reflects the legal complexity of applying traditional patent law to novel, immersive digital experiences, particularly when distinguishing between live interactive events and replayed content in virtual worlds.

Conclusion 

The jury’s verdict in Utherverse v. Epic is a landmark moment in the evolving relationship between intellectual property law and the virtual world. By rejecting Utherverse’s infringement claim, the decision highlights the challenges of applying traditional patent frameworks to immersive, real-time digital experiences. While Utherverse claimed its patent covered essential technology for replaying virtual events, the jury ultimately accepted  Epic’s argument that its concerts were original, live performances, not reproductions of past gameplay.

This case highlights the growing tension between innovation and patent enforcement in the virtual world. A ruling in favor of Utherverse could have opened the floodgates for similar lawsuits targeting large platforms and game developers, potentially stifling creativity and experimentation in digital entertainment. As the virtual landscape continues to evolve, so too must the legal frameworks that balance innovation, ownership, and fair competition.

Game On, Lawsuits Ahead? Tattoos and Copyright in the Age of Realistic Graphics

By: Dustin Lennon-Jones

Introduction

From the release of Pac-Man in 1980 to the trailer for the latest installment of the Grand Theft Auto series, the technology behind creating and displaying characters in video games has come a long way. With a release scheduled for May 2026, praise is already pouring in for the hyper-realistic graphics, with fans remarking that it “looks like a movie.” However, as video games get closer to mimicking reality, past copyright precedents may fall into obsolescence.

Solid Oak Sketches v. 2K Games

In February of 2016, Solid Oak Sketches filed a lawsuit against 2K Games, the creator of the NBA 2K video games series, alleging that 2K had used copyrighted tattoo designs in its recreation of the likeness of several NBA players. In its motion for summary judgment, 2K raised several defenses, including that the use was de minimis, that it fell within fair use, and that they had an implied license. Ultimately, the court agreed with 2K on all of these defenses, granting summary judgment, and ending the litigation.

The “De Minimis” Exception

The De minimis exception comes from a longer Latin phrase, which translates to “the law does not concern itself about trifles.” In the context of copyright law, it refers to infringement that is so trivial that the original and the copy are not substantially similar. In concluding that the tattoos in 2K’s game were not substantially similar, the court viewed videos of gameplay and noted that the tattoos “appear out of focus” and can be seen “only as undefined dark shading on the players’ arms.”

Fair Use

The doctrine of fair use allows for the unlicensed use of protected works in certain circumstances. In determining whether the doctrine applies, courts look to the purpose and character of the use, the nature of the work, the amount of the work used in relation to the protected work as a whole, and the effect of the use upon the potential market for or value of the protected work. In 2K’s case, the court found that the use of the tattoo designs was not for the purpose of self-expression, but rather to accurately capture the player’s likeness, making them incidental to the commercial value of the game. Since it was for the “transformative” purpose of a realistic depiction of the players, it does not affect the value of the design itself. The use of the tattoos was therefore fair use.

Implied License

An implied license refers to a contractual agreement that creates implicit permission to use a protected work, despite no explicit language agreeing to such use. In these cases, an implied license is found when the copyright holder creates a work at the request of another, delivers the work to the other person, and intends for the other person to copy and distribute the work. In finding there was such a license, the court found that the artists had created the tattoos at the request of the players, created and “delivered” the tattoos by inking the designs on to their bodies, and since they knew the players were likely to appear in the media, intended them to copy and distribute the tattoos. The players, therefore, had an implied license, which they granted to 2K through the NBA.

GTA 6: Character Customization

In the previous iteration of Grand Theft Auto, players had the ability to customize their avatar with tattoos. However, they suffered from the same limitations that saved 2K in its lawsuit: they were impossible to see clearly. If the game’s graphics are anywhere close to what is shown in the trailer, this limitation will be a thing of the past. While this may enhance the player experience, it has the potential to land Rockstar, the developers of the game, in hot water.

It is not difficult to imagine a court coming to the opposite result of the 2K case in a lawsuit against Rockstar. Since the tattoos will not be relegated to blurry, dark shading and instead appear as clear artwork, it is much harder to argue that a copy of an artist’s design is not “substantially similar. Additionally, as players will be using tattoos to express themselves, rather than capture the licensed likeness of a celebrity, it is unlikely to be fair use. For the same reasons, there cannot be an implied license.

This issue was addressed recently when Take-Two Interactive was found liable for infringing on a tattoo artist’s copyright by copying her tattoo designs in a WWE video game. The tattoos appeared as a part of a wrestler’s likeness, but unlike the NBA 2K lawsuit, players could use the copyrighted tattoos to customize their own wrestlers using the game’s “Create-a-Superstar” feature. Since this had nothing to do with accurately depicting a licensed likeness, it was beyond the scope of fair use.

Conclusion

The actual features of GTA 6 in terms of player customization are still to be confirmed. But as Rockstar has promised, the upcoming release will be “groundbreaking.” While customization and realism increase the user experience, it cannot come at the cost of trampling tattoo artists’ copyright protections.

#tattoos #copyright #fairuse

Shuffling the Deck: Casinos take on Light & Wonder in Antitrust Disputes

By Teagan Raffenbeul

Light & Wonder, a manufacturer of automated card-shuffling machines, recently found itself at the center of high-stakes antitrust disputes. With active cases in both New York and Chicago, these proceedings have the potential to reshape the antitrust and arbitration landscape.

Class Arbitration Approved in Case Against Light & Wonder

In 2021, more than 100 casinos filed claims alleging Light & Wonder attempted to monopolize the automated card shuffling market. The casinos allege Light & Wonder used fraudulent patent claims to establish a monopoly on automated card shufflers, thereby excluding competitors and maintaining market dominance. Since these casinos have arbitration agreements with Light & Wonder, they are required to resolve any disputes exclusively through arbitration

In a landmark decision, John Wilkinson, an arbitrator with the American Arbitration Association, certified the casinos as a class. This permits arbitration to resolve these antitrust lawsuits against Light & Wonder as a class-action. This move came after the recent U.S. Supreme Court decision in Lamps Plus, Inc. v. Varela, which held that class arbitration is permissible only when explicitly authorized in arbitration agreements. Despite Light & Wonder’s objection that the individual arbitration agreements lacked sufficient similarity, Wilkinson determined the language in the contracts was broad enough to permit class arbitration.

This certification marks a first of its kind development in the context of antitrust claims. Class arbitration offers a more streamlined and arguably fairer mechanism for resolving such disputes. Proceeding through individual arbitrations would not only be costly and time-consuming for the casinos but could also produce inconsistent outcomes – undermining arbitration’s intended efficiency. 

Light & Wonder sought to overturn Wilkinson’s decision, arguing the varying purchase histories and harm among the casinos necessitated individualized assessments. They also relied on Lamps Plus, Inc. v. Varela to assert that the variations in the casinos arbitration agreements precluded a class certification. Nonetheless, New York state trial and appellate courts upheld Wilkinson’s determination, allowing the class to proceed.

Defining the Market 

Light & Wonder faces similar antitrust claims in federal district court in Chicago. There, more than 1,000 casinos – none of which are bound by arbitration agreements – have filed suit over the same alleged conduct: fraudulent patent applications that enabled Light & Wonder to monopolize the automated card-shuffling market. These plaintiffs are also seeking class certification, but through traditional court proceedings.

In recent proceedings, an Illinois federal judge heard arguments in support of each party’s motion for summary judgment. Light & Wonder asked the court to dismiss the case before trial, arguing the casinos failed to define a valid antitrust market. Specifically, Light & Wonder claim the plaintiffs’ proposed market that includes four distinct types of card shufflers – single-deck, multi-deck, continuous, and other types  – is too broad.

In antitrust law, a valid product market (which is essential to proving the presence of a monopoly) requires functional interchangeability between products, and consideration of whether price changes in one product lead consumers to switch to another. Industry experts in this case agree that the various card shufflers are not functionally interchangeable. The choice of shuffler depends heavily on its specific use and features. 

To illustrate, one cannot place bicycles and trucks in the same product market. Although both serve the general purpose of transportation, a price increase in trucks does not impact bicycle demand, indicating they are not substitutes. The same reasoning applies to different types of card shufflers. Light & Wonder argue that because the products serve different functions and are not interchangeable, they cannot be grouped into a single market. Not a single case in antitrust law has found two products that were not interchangeable to be in the same product market

Although plaintiffs present compelling evidence that Light & Wonder controls nearly 100% of the card shuffler industry, Light & Wonder maintains the claims should fail due to an overly broad and inaccurate market definition.

Conclusion

The legal challenges facing Light & Wonder may mark pivotal moments in both antitrust enforcement and arbitration. The certification of a class in a complex antitrust context might indicate greater willingness to allow collective redress, despite an absence of explicit class arbitration clauses. Meanwhile, across the country, the litigation in Illinois highlights how critical product market definition remains in antitrust law. The court’s decision on whether the plaintiffs’ market definition holds could shape how narrowly, or broadly, future markets are defined in similar cases.

As these cases unfold, the outcomes may not only determine Light & Wonder’s legal fate but also influence the future landscape of both arbitration and antitrust law. Beyond these legal ramifications, the results could also reshape how patent fraud and market monopolization are addressed in niche tech industries, such as automated card shufflers. Ultimately, these cases could set the course for key legal and industry standards for years to come.

#wjlta #casinos #cardshufflers #antitrust