Knowing how to play games -- particularly complex online titles such as World of Warcraft -- can also be an asset. For these games, Foust said, the typical software end-user license agreements that limit a company's liability and protect its intellectual property don't work.
Legal issues arising from virtual worlds -- online environments in which members socialize or play games -- have themselves become the subject of a book titled "The State of Play: Law, Games and Virtual Worlds."
The book is a collection of articles that grew out of an annual conference organized by New York Law School, Harvard Law School, Yale Law School and other schools that explore cutting-edge topics in the burgeoning game industry.
Foust couldn't be happier diving into these esoteric legal issues.
"I just love games," he said, his freckled face stretching into a grin that makes him look more like Dennis the Menace than an envoy from a white-shoe law firm.
"There is no more fascinating area of law than video games, because it has everything."
Pham is a Times staff writer.
An occasional seriesA look at some of the jobs created by the video game industry. Visit the website for stories, graphics, photos and videos.