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Author: S. Gregory Boyd Publisher: CRC Press ISBN: 042989239X Category : Computers Languages : en Pages : 254
Book Description
Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every vid- eo game company has the financial resources to retain in-house counsel – Video Game Law addresses many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne and Sean F. Kane, the most prominent,sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know to better protect their game and grow their company.
Author: S. Gregory Boyd Publisher: CRC Press ISBN: 042989239X Category : Computers Languages : en Pages : 254
Book Description
Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every vid- eo game company has the financial resources to retain in-house counsel – Video Game Law addresses many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne and Sean F. Kane, the most prominent,sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know to better protect their game and grow their company.
Author: David Greenspan Publisher: WIPO ISBN: 9280524755 Category : Law Languages : en Pages : 240
Book Description
The video game industry is enjoying a boom period worldwide. Intellectual property (IP) – and in particular copyright – underpins the continuing success of the industry, yet the understanding and use of IP instruments of protection can remain a challenge. This publication outlines the practical business and legal issues relevant for video game developers and will thus improve their ability to get the most out of the IP system. Topics covered include: licensing agreements, music, distribution, mobile, regulation, confidentiality agreements, and more.
Author: World Intellectual Property Organization Publisher: WIPO ISBN: Category : Law Languages : en Pages : 96
Book Description
This report analyzes the classification that each country has adopted for video games, and provides, in the final section, a tentative classification of these complex works, considering their nature, the elements they are made of and the creative process.
Author: Elizabeth Townsend Gard Publisher: Taylor & Francis ISBN: 1351805983 Category : LAW Languages : en Pages : 98
Book Description
The video game industry is big business, not only in terms of the substantial revenue generated through retail sales of games themselves, but also in terms of the size and value of parallel and secondary markets. Consider any popular video game today, and you most likely are looking at a franchise that includes not only the game itself and all of its variants but also toys, books, movies, and more, with legions of fans that interact with the industry in myriad ways. Surveying the legal landscape of this emergent industry, Ron Gard and Elizabeth Townsend-Gard shed light on the many important topics where law is playing an important role. In examining these issues, Video Games and the Law is both a legal and a cultural look at the development of the video game industry and the role that law has played so far in this industry’s ability to thrive and grow.
Author: Steven Conway Publisher: Routledge ISBN: 1317607236 Category : Social Science Languages : en Pages : 298
Book Description
This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.
Author: Ashley S. Lipson Publisher: ISBN: Category : Computers Languages : en Pages : 706
Book Description
Fun and games have become serious business as evidenced by the rapidly expanding, multi-billion dollar, global computer and video game industry. The relatively new entertainment medium has been growing exponentially and so, too, have its legal difficulties. This new casebook, with its problems and exercises, deals with all aspects of this fascinating phenomenon, including: Product History and Development, Intellectual Property, Commercial Exploitation, and Regulation. The cases guide the reader down a colorful path of disputes involving such familiar hardware names and game titles as: Magnavox, Gameboy, Nintendo, Playstation, Pong, Pacman, Space Invaders, Tetris, Tomb Raiders, Frogger, Galaxian, Asteroids, Donkey Kong, Pete Rose Baseball and Doom. The casebook is suitable as a primary text for both classes and seminars.
Author: World Intellectual Property Organization Publisher: WIPO ISBN: Category : Law Languages : en Pages : 376
Book Description
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.
Author: Lawrence D. Graham Publisher: Greenwood Publishing Group ISBN: 1567201784 Category : Law Languages : en Pages : 251
Book Description
A few lawsuits have changed the entire shape of the computer industry and nearly every aspect of computers has come under litigation. These legal struggles have confused computer and legal amateurs as well as many lawyers, juries, and judges. Graham surveys the industry's legal past and shows how it frames the future. His book is a comprehensive and fascinating study of this dynamic and contentious industry.
Author: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection Publisher: ISBN: Category : Electronic games Languages : en Pages : 159
Author: Rachel Kowert Publisher: Routledge ISBN: 1000224244 Category : Social Science Languages : en Pages : 130
Book Description
This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.