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.

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

Get Book Here

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.

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.

Law and Humanities

Law and Humanities PDF Author: Russell Sandberg
Publisher: Anthem Press
ISBN: 1839990376
Category : Law
Languages : en
Pages : 188

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Book Description
This edited collection provides the first accessible introduction to Law and Humanities. Each chapter explores the nature, development and possible further trajectory of a disciplinary ‘law and’ field. Each chapter is written by an expert in the respective field and addresses how the two disciplines of law and the other respective field operate. This edited work, therefore, fulfils a real and pressing need to provide an accessible, introductory but critical guide to law and humanities as a whole by exploring how each disciplinary ‘law and’ field has developed, contributes to further scrutinizing the content and role of law, and how it can contribute and be enriched by being understood within the law and humanities tradition as a whole.

Encyclopedia of Media Violence

Encyclopedia of Media Violence PDF Author: Matthew S. Eastin
Publisher: SAGE Publications
ISBN: 1506311091
Category : Language Arts & Disciplines
Languages : en
Pages : 456

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Book Description
Does violence on a movie, TV, or computer screen or in a song lyric beget violence in the streets? What about aggression and violence in televised sporting events? What are the known effects of violence in the media on the developing mind of a young child? Do rating systems and warning labels help in the effort to keep overtly violent materials out of the hands of children—or do they act as magnets? Where does violence in the media cross a line from legitimate entertainment and plot development to gratuitousness and even pornography? How do we define media violence, and just how much is there? What methodologies do behavioral scientists use to assess content and draw conclusions about effects, and how do we separate valid inferences from entrenched myths and assumptions? How should findings from research studies be translated into public policy? Students are able to explore these questions and more in the Encyclopedia of Media Violence. Entries examine theory, research, and debates as they relate to media violence in a manner that is accessible and jargon-free to help readers better understand questions from varied perspectives. From "Aggression" and "Animated Cartoons" to "V-chips" and "War Toys," this work provides balanced, comprehensive coverage of this hot-button issue. Features & Benefits: 134 signed entries are available both in print and electronically. Entries conclude with Cross-References and Suggestions for Further Readings to guide users to related entries and resources for further research. Although organized in A-to-Z fashion, a thematic Reader’s Guide in the front matter groups related entries by topic to make it easier for users to locate related entries of interest. In the electronic version, the Reader′s Guide combines with the Cross-References and a detailed Index to facilitate search-and-browse.

The Law of Public Communication

The Law of Public Communication PDF Author: William E. Lee
Publisher: Taylor & Francis
ISBN: 1000637522
Category : Law
Languages : en
Pages : 715

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Book Description
The twelfth edition of this classic textbook provides an overview of communication and media law including the most current legal developments. It explains laws affecting the daily work of writers, broadcasters, public relations practitioners, photographers, bloggers and other public communicators. By providing statutes and cases in an accessible manner, even to students studying law for the first time, the authors ensure that students acquire a firm grasp of the legal issues affecting the media. The book examines legal topics such as libel, privacy, intellectual property, obscenity and access to information, considering the development and current standing of relevant laws and important cases. It examines how these laws affect public, political and commercial communication. The twelfth edition discusses hot topics such as proposals to modify Section 230 of the Communications Decency Act, net neutrality legislation, participant monitoring, the "actual malice" standard for litigation against journalists and the Julian Assange Espionage Act prosecution. It also explores social media issues, such as whether social media use by public officials constitutes a public forum, liability for defamation and the operation of Facebook’s Oversight Board. The Law of Public Communication is an ideal core textbook for undergraduate and graduate courses in communication law and mass media law. Online resources include a test bank and PowerPoint slides.

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 Policy

Video Game Policy PDF Author: Steven Conway
Publisher: Routledge
ISBN: 1317607236
Category : Social Science
Languages : en
Pages : 298

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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.

Mastering the Game:

Mastering the Game: PDF Author: World Intellectual Property Organization
Publisher: WIPO
ISBN:
Category : Law
Languages : en
Pages : 378

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Book Description
“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.

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

Crime, Punishment, and Video Games

Crime, Punishment, and Video Games PDF Author: Kristine Levan
Publisher: Rowman & Littlefield
ISBN: 1793613389
Category : Social Science
Languages : en
Pages : 236

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Book Description
Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone considers themselves a gamer, video games are undoubtedly relevant to modern society, and this text discusses how the shift in gaming has impacted our perceptions of deviance, crime, and justice. The authors explore past, present and future manifestations of these connections, considering how the game industry, policy makers, and researchers can work toward a better understanding of how and why video games are an important area of study for criminologists and sociologists, and how games will present new promises and challenges in the years to come.