Video Game Law In A Nutshell
Download Video Game Law In A Nutshell full books in PDF, epub, and Kindle. Read online free Video Game Law In A Nutshell ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : DAN D.. CHANG NABEL (BILL.) |
Publisher | : West Academic Publishing |
Total Pages | : 0 |
Release | : 2023-11-20 |
Genre | : |
ISBN | : 9781685614515 |
Video Game Law in a Nutshell provides legal practitioners and game developers with a concise, easy-to-use guide for navigating the complexities of developing, publishing and distributing video games. Starting with content creation and ending with esports, this text explores every aspect of a game's life cycle, covering a diverse range of useful topics including monetization, IP protection, game engine licensing, privacy, player management, dealing with malicious actors, and much, much more. Written by industry veterans and adjunct law professors, Dan Nabel and Bill Chang, this work offers unparalleled insights and practical tips derived from actual, real-world experience.
Author | : Dale Mitchell |
Publisher | : Taylor & Francis |
Total Pages | : 290 |
Release | : 2023-10-20 |
Genre | : Law |
ISBN | : 1000987833 |
This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers, and players, this collection examines how players simulate, relate, and engage with environments and experiences shaped by legality in the realm of video game space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists.
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 | : World Intellectual Property Organization |
Publisher | : WIPO |
Total Pages | : 378 |
Release | : |
Genre | : Law |
ISBN | : |
“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 | : Elizabeth Townsend Gard |
Publisher | : Routledge |
Total Pages | : 95 |
Release | : 2017-01-12 |
Genre | : Social Science |
ISBN | : 1351805975 |
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 | : IBP, Inc |
Publisher | : Lulu.com |
Total Pages | : 378 |
Release | : 2013-07-01 |
Genre | : Business & Economics |
ISBN | : 1577515528 |
US Anti-Gambling Laws and Regulations Handbook
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 | : Julian Harris |
Publisher | : Sweet & Maxwell |
Total Pages | : 365 |
Release | : 2012 |
Genre | : Games & Activities |
ISBN | : 0414024869 |
Gaming Law provides an overview of the law and regulation relating to gambling in important gambling markets and licensing jurisdictions worldwide, with an emphasis on the rapidly evolving online gambling sector. -- Provided by publisher.
Author | : John St. Clair |
Publisher | : John Wiley and Sons |
Total Pages | : 609 |
Release | : 2011-01-14 |
Genre | : Games & Activities |
ISBN | : 1118038835 |
The bestseller returns—completely updated to include the newest hardware, software, and techniques for building your own arcade Interest in classical arcade games remains on the rise, and with a little money, older computer hardware, and a little effort, you can relive your arcade experiences by building your own arcade machine. The hands-on guide begins with a description of the various types of projects that you can undertake. It then progresses to a review of the audio and video options that are available and looks at the selection of game software and cabinet artwork. Ultimately, you’ll learn essential troubleshooting tips and discover how to build arcade controllers and machines that you can enjoy at home with your PC. Serves as a soup-to-nuts guide for building your own arcade machine, from the sheets of wood to the finished product Addresses the variety of arcade controls, including joysticks, buttons, spinners, trackballs, flight yokes, and guns Explains how to interface arcade controls to a computer Shares troubleshooting tips as well as online resources for help and inspiration Project Arcade, Second Edition helps you recapture the enjoyment of your youth that was spent playing arcade games by walking you through the exciting endeavor of building your own full arcade machine.
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.