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The Legal Status of Video Games: Comparative Analysis in National Approaches

The Legal Status of Video Games: Comparative Analysis in National Approaches PDF Author: World Intellectual Property Organization
Publisher: WIPO
ISBN:
Category : Law
Languages : en
Pages : 98

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.

The Legal Status of Video Games: Comparative Analysis in National Approaches

The Legal Status of Video Games: Comparative Analysis in National Approaches PDF Author: World Intellectual Property Organization
Publisher: WIPO
ISBN:
Category : Law
Languages : en
Pages : 98

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.

Video Game Law

Video Game Law PDF 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.

Video Games and the Law

Video Games and the Law PDF Author: Elizabeth Townsend Gard
Publisher: Taylor & Francis
ISBN: 1351805983
Category : Games & Activities
Languages : en
Pages : 99

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.

The American Bar Association's Legal Guide to Video Game Development

The American Bar Association's Legal Guide to Video Game Development PDF Author: Ross A. Dannenberg
Publisher:
ISBN: 9781614380030
Category : Copyright
Languages : en
Pages : 0

Book Description
From the most trusted name in law comes this essential guide to the financial, health, and family issues affecting the baby boomer generation.

Computer and Video Game Law

Computer and Video Game Law PDF Author: Ashley S. Lipson
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 758

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 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

Internet Gaming Law

Internet Gaming Law PDF Author: I. Nelson Rose
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 328

Book Description


Video Game Policy

Video Game Policy PDF 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.

The Composition of Video Games

The Composition of Video Games PDF Author: Johansen Quijano
Publisher: McFarland
ISBN: 1476637156
Category : Games & Activities
Languages : en
Pages : 243

Book Description
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.

Video Game Law

Video Game Law PDF Author: Jonathan B. Festinger
Publisher:
ISBN: 9780433460756
Category : Electronic games industry
Languages : en
Pages : 306

Book Description
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.

Artificial Intelligence, Design Law and Fashion

Artificial Intelligence, Design Law and Fashion PDF Author: Hasan Kadir Yılmaztekin
Publisher: Taylor & Francis
ISBN: 1000818799
Category : Law
Languages : en
Pages : 203

Book Description
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.