Video Game Law

Video Game Law PDF Author: S. Gregory Boyd
Publisher: CRC Press
ISBN: 042989239X
Category : Computers
Languages : en
Pages : 348

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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 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

Video Game Law

Video Game Law PDF Author: S. Gregory Boyd
Publisher: CRC Press
ISBN: 042989239X
Category : Computers
Languages : en
Pages : 348

Get Book Here

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 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

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

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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.

Videogame Law

Videogame Law PDF Author: Ashley S. Lipson
Publisher:
ISBN: 9781611636451
Category : Copyright
Languages : en
Pages : 0

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Book Description
The multi-billion-dollar global video game industry has been growing exponentially and so, too, have its legal difficulties. This casebook features problems, exercises, and sample contracts that cover all aspects of this fascinating phenomenon, including: Product History and Development, Intellectual Property, Marketing, Gambling, Sex and Violence, Virtual Worlds, and Regulation. The cases guide the reader down a colorful path of disputes involving familiar hardware names and game titles, including: Game Boy, Wii, PlayStation, Pac-Man, Space Invaders, Tetris, World of Warcraft, Call of Duty, Donkey Kong, and Doom.

Computer and Video Game Law

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

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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

Video Game Law

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

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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.

The Essential Guide to the Business & Law of Esports & Professional Video Gaming

The Essential Guide to the Business & Law of Esports & Professional Video Gaming PDF Author: Justin M Jacobson
Publisher: CRC Press
ISBN: 1000344487
Category : Games & Activities
Languages : en
Pages : 188

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Book Description
"As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past." Mitch Reames, AdWeek and Esports Insider "Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space." Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, the publishers, and the event organizers. • Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax "write-offs," immigration and visas, event operation tips, social media and on-stream promotions, and much more. • The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.

Video Game Law in a Nutshell

Video Game Law in a Nutshell PDF Author: DAN D.. CHANG NABEL (BILL.)
Publisher: West Academic Publishing
ISBN: 9781685614515
Category :
Languages : en
Pages : 0

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Book Description
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.

Video Games and the Law

Video Games and the Law PDF Author: Elizabeth Townsend Gard
Publisher: Routledge
ISBN: 1351805975
Category : Social Science
Languages : en
Pages : 95

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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.

Computer Games and Immersive Entertainment

Computer Games and Immersive Entertainment PDF Author: Chrissie Scelsi
Publisher: American Bar Association
ISBN: 9781634251181
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more

Law, Video Games, Virtual Realities

Law, Video Games, Virtual Realities PDF Author: Dale Mitchell
Publisher: Taylor & Francis
ISBN: 1000987833
Category : Law
Languages : en
Pages : 290

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Book Description
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.