The Legal Status Of Video Games
Download The Legal Status Of Video Games full books in PDF, epub, and Kindle. Read online free The Legal Status Of Video Games ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : World Intellectual Property Organization |
Publisher | : WIPO |
Total Pages | : 98 |
Release | : 2017-05-11 |
Genre | : Law |
ISBN | : |
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 | : S. Gregory Boyd |
Publisher | : CRC Press |
Total Pages | : 348 |
Release | : 2018-06-28 |
Genre | : Computers |
ISBN | : 042989239X |
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 video game company has the financial resources to retain in-house counsel–which Video Game Law seeks to address by discussing 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 in order to better protect their game and grow their company. KEY FEATURES: • Provides a solid understanding of intellectual property (IP) concepts and laws, including copyright, trademark, trade secret, and other protections that apply to video games and how each can be employed to protect a company’s unique and valuable IP • Explores cutting edge legal issues that affect the gaming industry, including gambling, virtual currency, privacy laws, the Digital Millennium Copyright Act, tax incentives, and relevant piracy laws • Provides an overview of legal and privacy vocabulary and concepts needed to navigate and succeed in an industry that is constantly growing and evolving • Provides illustrative examples and legal concepts from the video game industry in every chapter
Author | : Elizabeth Townsend Gard |
Publisher | : Taylor & Francis |
Total Pages | : 99 |
Release | : 2017-01-12 |
Genre | : Games & Activities |
ISBN | : 1351805983 |
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 | : Jonathan B. Festinger |
Publisher | : |
Total Pages | : 306 |
Release | : 2012 |
Genre | : Electronic games industry |
ISBN | : 9780433460756 |
Video Game Law, 2nd Edition addresses the overlapping and emerging issues relating to IP, freedom of speech, employment, defamation, privacy, licensing and torts as they arise within the context of the video games industry, offering unique legal analysis and guidance unavailable elsewhere."--Pub. desc.
Author | : Steven Conway |
Publisher | : Routledge |
Total Pages | : 298 |
Release | : 2015-10-14 |
Genre | : Social Science |
ISBN | : 1317607236 |
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 | : Johansen Quijano |
Publisher | : McFarland |
Total Pages | : 243 |
Release | : 2019-10-11 |
Genre | : Games & Activities |
ISBN | : 1476637156 |
Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.
Author | : Chris Bevan |
Publisher | : Edward Elgar Publishing |
Total Pages | : 553 |
Release | : 2024-08-06 |
Genre | : Law |
ISBN | : 1802202064 |
This comprehensive Research Handbook interrogates and offers historical as well as contemporary understandings of property, property law and property theory. Chapters locate the role of property in key theoretical debates and examine propertyÕs place in significant social contexts, covering topics such as Indigenous property, artificial intelligence, cryptoassets, property and the art world, environmentalism and climate change.
Author | : Jack M. Balkin |
Publisher | : NYU Press |
Total Pages | : 313 |
Release | : 2006-11-01 |
Genre | : Law |
ISBN | : 081479937X |
The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.
Author | : Hasan Kadir Yılmaztekin |
Publisher | : Taylor & Francis |
Total Pages | : 203 |
Release | : 2022-12-30 |
Genre | : Law |
ISBN | : 1000818799 |
Artificial intelligence (AI) now infiltrates our culture. After a couple of difficult winters, AI today is a word on everybody’s lips, and it attracts everyone’s attention regardless of whether they are experts or not. From Apple’s Siri to Amazon’s Alexa, Tesla’s auto-driving cars to facial recognition systems in CCTV cameras, Netflix’s film offering services to Google’s search engine, we live in a world of AI goods. The advent of AI-powered technologies increasingly affects people’s lives across the globe. As a tool for productivity and cost-efficiency, AI also shapes our economy and welfare. AI-generated designs and works are becoming more popular. Today, AI technologies can generate several intellectual creations. Fashion is one of the industries that AI can profoundly impact. AI tools and devices are currently being used in the fashion industry to create fashion models, fabric and jewellery designs, and clothing. When we talk about AI-generated designs, we instead focus on the fruits of innovation – more best-selling apparels, more fashionable designs and more fulfilment of customer expectations – without paying heed to who the designer is. Designers invest a lot of talent, time and finances into designing and creating each article of clothing and accessory before they release their work to the public. Pattern drafting is the first and most important step in dressmaking. Designers typically start with a general sketch on paper; add styles, elements and colours; revise and refine everything; and finally deliver their design to dressmakers. AI accelerates this time-consuming and labour-intensive process. Yet the full legal consequences of AI in fashion industry are often forgotten. An AI device’s ability to generate fashion designs raises the question of who will own intellectual property rights over the fashion designs. Will it be the fashion designer who hires or contracts with the AI programmer? Will it be the programmer? Will it be the AI itself? Or will it be a joint work of humans and computers? And who will be liable for infringement deriving from use of third-party material in AI-generated fashion designs? This book explores answers to these questions within the framework of EU design and copyright laws. It also crafts a solution proposal based on a three-step test and model norms, which could be used to unleash the authors, rights holders and infringers around AI-generated fashion designs.
Author | : Irini Stamatoudi |
Publisher | : Edward Elgar Publishing |
Total Pages | : 1303 |
Release | : 2021-03-26 |
Genre | : Law |
ISBN | : 1786437805 |
This significantly revised and updated second edition addresses the rapid development of EU copyright law in relation to the advancement of new technologies, the need for a borderless digital market and the considerable number of EU legal instruments enacted as a result. Taking a comparative approach, the Commentary provides comprehensive coverage and in-depth commentary on each of the EU legal instruments and policies, both from an EU and an international perspective. Alongside full legislative analysis and article-by-article commentary, the Commentary illustrates the underlying basic principles of free movement and non-discrimination and provides insights into the influence of copyright on other areas of EU policy, including telecoms and bilateral trade agreements.