Computer Games and Immersive Entertainment

Computer Games and Immersive Entertainment PDF

Author: Chrissie Scelsi

Publisher: American Bar Association

Published: 2019

Total Pages: 0

ISBN-13: 9781634251181

DOWNLOAD EBOOK →

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

Intellectual Property Issues in Software

Intellectual Property Issues in Software PDF

Author: National Research Council

Publisher: National Academies Press

Published: 1991-02-01

Total Pages: 128

ISBN-13: 0309043441

DOWNLOAD EBOOK →

Software is the product of intellectual creativity, but protection of the intellectual property residing in software is the subject of some controversy. This book captures a wide range of perspectives on the topic from industry, academe, and government, drawing on information presented at a workshop and forum.

Computer Games and Virtual Worlds

Computer Games and Virtual Worlds PDF

Author: Ross A. Dannenberg

Publisher: American Bar Association

Published: 2010

Total Pages: 298

ISBN-13: 9781604427509

DOWNLOAD EBOOK →

This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.

Software and Intellectual Property Protection

Software and Intellectual Property Protection PDF

Author: Bernard A. Galler

Publisher: Praeger

Published: 1995-05-23

Total Pages: 230

ISBN-13:

DOWNLOAD EBOOK →

How has the legal system used its traditional body of copyright and patent law to protect rights in computer software? The last 15 years have changed the entire landscape with regard to the creation and protection of software as intellectual property. Written by a computer expert with extensive participation in some of the most important software trials of the period, this book invites you to think critically about significant software issues and learn about the legal pitfalls surrounding software development in the industry today. The book is organized around various legal issues raised by both plaintiffs and defendants in copyright litigation, and the problems of the U.S. Patent & Trademark Office in dealing with the rapid proliferation of applications for software-related patents. The author explains important terms and concepts in software litigation such as infringement, substantial similarity, reverse engineering, the merger defense, and look and feel. A succinct, readable survey for computer professionals, nonlegal academics, and lawyers who need a fast summary of the critical issues and cases in software and intellectual property matters.

Finding a Balance

Finding a Balance PDF

Author:

Publisher: Office of Technology Assessment

Published: 1992

Total Pages: 240

ISBN-13:

DOWNLOAD EBOOK →

This report, prepared by the Office of Technological Assessment (OTA) in response to a request from the House Committee on the Judiciary, examines the rapid and complex technological changes and trends in computer software technologies and their possible effects on the nation's intellectual property system. The three policy issues identified are: (1) the appropriate scope of copyright protection for computer software; (2) patent protection for software-related inventions and algorithms and how the U.S. Patent and Trademark Office will handle these types of applications; and (3) complications facing libraries and commercial and private producers and users of digital information, including computer-based mixed media products. A summary of this report is published separately which contains information found in the first chapter of the complete report. The complete report is divided into six chapters: (1) Summary, Issues, and Options; (2) The Law (patents, copyright, and trade secret law); (3) The International Arena; (4) Software Technology and the Law; (5) Digital Information and Copyright (print and nonprint electronic publishing); and (6) Economics, Intellectual Property and Software. Three appendixes provide a review of selected computer hardware and software initiatives overseas; an analysis of the European Economic Community Treaty and its structure and function; and a list of workshop participants and reviewers. The names of the members of the Congressional Advisory Panel and the OTA project staff are also provided. (ALF).