Video Games and the Law

Video Games and the Law
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.

Law, Video Games, Virtual Realities

Law, Video Games, Virtual Realities
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.

Communication Law

Communication Law
Author: Dom Caristi
Publisher: Routledge
Total Pages: 538
Release: 2018-05-04
Genre: Language Arts & Disciplines
ISBN: 1315448343

Now in its second edition, Communication Law: Practical Applications in the Digital Age is an engaging and accessible text that brings a fresh approach to the fundamentals of mass media law. Designed for students of communication that are new to law, this volume presents its readers with key principles and emphasizes the impact of timely, landmark cases on today’s media world, providing an applied learning experience. This new edition offers a brand new chapter on digital media law, a wealth of new case studies, and expanded discussions of current political, social, and cultural issues.

Mastering the Game:

Mastering the Game:
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.

Legal Battles that Shaped the Computer Industry

Legal Battles that Shaped the Computer Industry
Author: Lawrence D. Graham
Publisher: Bloomsbury Publishing USA
Total Pages: 265
Release: 1999-08-30
Genre: Business & Economics
ISBN: 0313002126

A few lawsuits have changed the entire shape of the computer industry as nearly every aspect of computers has come under litigation. These courtroom battles have confused not only computer and legal amateurs, but lawyers, juries, and judges too. The result has been illogical legal opinions, reversals on appeal, and an environment in which the outcome of key legal battles is not only unpredictable but could change the industry's direction yet again. Graham surveys the past and shows how it points to the future. He illustrates how the absence of statutes specifically protecting software has frequently forced courts to simultaneously create and apply the law. Graham covers the whole spectrum of computer hardware and software, addressing the litigation that affected each part of the product chain. In 23 chapters he cuts through the legalese while still offering enough substance to introduce lawyers unfamiliar with intellectual property law to the evolving legal landscape of this dynamic and contentious industry. No prior legal background is required to understand Graham's presentation, however. The result is a comprehensive and fascinating study of this newest of new century industries, and a book that will guide —and caution!— anyone now in it or who expects to be a part of it tomorrow. Graham shows how the course of litigation in the computer industry has substantially paralleled the growth of the industry itself. Yet, while computer law has been an active field, it is also an unpredictable one. The law governing computers was particularly sketchy prior to 1976, Graham explains, when it was unclear whether programmers had any legal rights to the software they developed. In l976 Congress modified the statutes to specify that software was indeed eligible but unfortunately offered little guidance to the courts on how to apply copyright laws to software. With each lawsuit the courts added to the sketchy foundation of copyright laws, developing the law as they went along. Graham shows that because the courts have so often made the law as they applied it, many computer-related lawsuits had an especially profound impact on the industry. By outlining this history of the development of computer law and its effect on the computer industry, Graham provides a broad outline of the state of computer law today, and a fascinating look at the industry itself.

Casenote Legal Briefs: Constitutional Law, Keyed to Chemerinsky

Casenote Legal Briefs: Constitutional Law, Keyed to Chemerinsky
Author: Casenote Legal Briefs
Publisher: Aspen Publishing
Total Pages: 520
Release: 2024-09-23
Genre: Law
ISBN:

After your casebook, a Casenote Legal Brief is your most important reference source for the entire semester. Expert case studies and analyses and quicknote definitions of legal terms help you prepare for class discussion. Here is why you need Casenote Legal Briefs to help you understand cases in your most difficult courses: Each Casenote includes expert case summaries, which include the black letter law, facts, majority opinion, concurrences, and dissents, as well as analysis of the case. There is a Casenote for you! With dozens of Casenote Legal Briefs, you can find the Casenote to work with your assigned casebook and give you the extra understanding of all cases Casenotes in 1L subjects include a Quick Course Outline to help you understand the relationships between course topics.

Research Handbook on Property, Law and Theory

Research Handbook on Property, Law and Theory
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.

Legal Education in the Digital Age

Legal Education in the Digital Age
Author: Edward Rubin
Publisher: Cambridge University Press
Total Pages: 271
Release: 2012-04-16
Genre: Law
ISBN: 1107378729

During the coming decades, the digital revolution that has transformed so much of our world will transform legal education as well. The digital production and distribution of course materials will powerfully affect both the content and the way materials are used in the classroom and library. This collection of essays by leading legal scholars in various fields explores three aspects of this coming transformation. The first set of essays discusses the way digital materials will be created and how they will change concepts of authorship as well as methods of production and distribution. The second set explores the impact of digital materials on law school classrooms and law libraries and the third set considers the potential transformation of the curriculum that the materials are likely to produce. Taken together, these essays provide a guide to momentous changes that every legal teacher and scholar needs to understand.

Violent and Explicit Video Games

Violent and Explicit Video Games
Author: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Publisher:
Total Pages: 164
Release: 2006
Genre: Games & Activities
ISBN:

Computer and Video Game Law

Computer and Video Game Law
Author: Ashley S. Lipson
Publisher:
Total Pages: 758
Release: 2009
Genre: Games & Activities
ISBN:

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 Raider, Frogger, Galaxian, Asteroids, Donkey Kong, Pete Rose Baseball, and Doom. The casebook is suitable as a primary text for both classes and seminars. "What this book is and what this book isn't both matter. Computer and Video Game Law is not a collection of regurgitation in which authors explain the minutia of a few big cases to people with a cursory interest. It is a compendium of cases, and an excellent compendium at that. It has big cases with big names like Nintendo and Sony battling over trademarks and copyrights. It has small cases such as the one in which a martial artist sued over the use of his image in a bestselling game. I wish this book had existed when I wrote my book on the history of video games. I spent hundreds of dollars doing the research for my chapter on video game trials and acquired not even a third of the case material contained in this book." -- Steven L. Kent, Game Historian, Author of The Ultimate History of Video Games