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El. knyga: Video Game Law: Everything you need to know about Legal and Business Issues in the Game Industry

4.50/5 (21 ratings by Goodreads)
  • Formatas: 274 pages
  • Išleidimo metai: 28-Jun-2018
  • Leidėjas: CRC Press
  • Kalba: eng
  • ISBN-13: 9780429892394
Kitos knygos pagal šią temą:
  • Formatas: 274 pages
  • Išleidimo metai: 28-Jun-2018
  • Leidėjas: CRC Press
  • Kalba: eng
  • ISBN-13: 9780429892394
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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 counselwhich 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 companys 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
Foreword xiii
Acknowledgments xvii
Author xix
Chapter 1 Introduction: Getting Started in the Game Industry
1(6)
The Historical Importance Of The Game Industry
1(1)
Games: Where Do You Fit In?
2(1)
Develop Concrete Skills And Industry Knowledge
2(1)
Starting A Game Company: Look Before You Leap
3(1)
Starting A Career In Games
3(3)
Note
6(1)
Chapter 2 How To Make A Bad Licensed Game: A Tried And True Recipe For Disaster
7(12)
Background: E.T., The Extra-Terrestrial
8(1)
Rule 1 Treat The Game Like A Marketing Product Instead Of A Game
8(1)
Rule 2 Pick Developers/Executives With A Long History Of Failure Or Mediocrity
9(1)
Rule 3 Let Someone In Marketing Or It Manage The Game Development, Instead Of Hiring A Competent Game Production Liaison
10(1)
Rule 4 Choose The Developer Based On A Powerpoint Presentation
10(1)
Rule 5 Micromanage Development
11(1)
Rule 6 Use Minimum Guarantees To Protect Our Downside
11(2)
Rule 7 Tie A Lot Of Specific Milestones To Payment
13(2)
Conclusion
15(1)
Why It Will Never Work
16(1)
Notes
17(2)
Chapter 3 Intellectual Property In The Game Industry
19(38)
The Importance Of Intellectual Property
19(1)
Copyright
20(10)
Trade Secret
30(4)
Trademark
34(5)
Patents
39(9)
Moral Rights
48(1)
IP Strategy 101
49(3)
Notes
52(5)
Chapter 4 Negotiating Key Game Agreements
57(20)
What Does It Really Mean To "Negotiate"?
57(1)
Strategy And Planning: Walking Away
57(1)
Emotional Positioning
58(1)
Diagnosing A Problem
58(1)
Good Versus Bad Business Development
59(1)
Intellectual Property, Term, Termination, Indemnity, Price, Payment, Net Revenue
59(6)
Key Points In The Publisher Agreement
65(5)
Code Ownership Is A Trap
70(5)
Conclusion
75(1)
Notes
75(2)
Chapter 5 Game Industry Contracts
77(44)
Development Agreement
77(12)
Middleware License
89(7)
End-User License Agreement
96(7)
Terms Of Service
103(6)
Boilerplate
109(12)
Chapter 6 Privacy And Data Security In The Game Industry
121(16)
The One Thing We Know About Privacy And Data Security Is That We Have Neither
121(1)
Data Security: Physical, Administrative, And Technological Measures
122(1)
Creation Of A Privacy And Data Security Program
122(1)
What Does The Privacy And Data Security Group Do?
123(1)
Reviewing And Updating The Privacy Notice (Privacy Policy)
123(1)
Data Classification
124(2)
Assigning Data Attributes
126(1)
Auditing The Game Company's Data Collection, Use, And Storage Practices
127(1)
Vendor Management, Including Vendor Data Audits
127(1)
Setting Internal Policies Regarding Employee Information
128(1)
Creation Of Policies Regarding Confidential Business Information, Including Company And Player Financial Information
128(1)
Reviewing Marketing Communications Issues And Player Information Usage
129(1)
Review Of It Infrastructure, Patching, And Application Security Management
129(1)
Responding To Data Incidents And Data Breaches
129(2)
A Word On Coppa Compliance
131(1)
The Largest Barrier To A Privacy And Data Security Program
132(1)
Common Political And Psychological Barriers To Implementation
132(1)
Overcoming Political And Psychological Resistance
133(1)
Summary
134(1)
Notes
135(2)
Chapter 7 Free Money!: Making Use Of Video Game Tax Incentives
137(28)
Alabama
139(1)
Arkansas
140(1)
Colorado
141(1)
Connecticut
142(1)
Georgia
143(1)
Hawaii
144(1)
Louisiana
145(1)
Maine
146(1)
Mississippi
147(1)
Nevada
148(1)
New Mexico
149(1)
Ohio
150(1)
Oregon
151(1)
Rhode Island
152(1)
Texas
153(1)
Utah
154(1)
Virginia
155(1)
Conclusion
156(1)
Appendix I United States Tax Incentives For Video Game Production
157(5)
Notes
162(3)
Chapter 8 Beyond Goldfarming: Virtual Property Regulations
165(16)
The Nature Of Virtual Property And Ownership
165(3)
There Are Many Legal Issues To Consider!
168(1)
Banking And Money Laundering Laws
168(2)
Tax Laws Applicable To Virtual Items
170(1)
Gift Certificate/Gift Card Laws
170(2)
Escheat Laws
172(1)
Consumer Protection Law
173(1)
Gambling, Sweepstakes, And Lottery Laws
173(1)
International Laws
173(1)
Best Practices
174(4)
Conclusion
178(1)
Notes
178(3)
Chapter 9 Advertising And Games
181(20)
Rule 1 Explained: Tell The Truth
181(6)
Rule 2 Explained: Don't Rip Anyone Off
187(2)
Key Advertising Laws
189(3)
What Is Gambling?
192(1)
What Is A Sweepstakes?
193(1)
What Is A Contest?
193(1)
What Is A Surprise And Delight?
194(2)
Beyond Statutes: Some Final Considerations
196(2)
Conclusion
198(1)
Notes
198(3)
Chapter 10 Gambling In Games
201(14)
State Restrictions
202(1)
Chance
203(2)
Prize
205(1)
Consideration
206(1)
Federal Restrictions
207(3)
Legal Online Gambling
210(1)
The Future
211(1)
Notes
212(3)
Chapter 11 Game Ratings And The First Amendment
215(16)
History Lesson
215(1)
Game Changer
215(2)
Entertainment Software Rating Board
217(2)
The Governator Takes On Video Games (Brown V. Ema)
219(2)
Foreign Rating Authorities
221(1)
Europe: Pan European Game Information
221(1)
Brazil: Classificagao Indicativa/Department Of Policies Of Justice
222(1)
Japan: Computer Entertainment Rating Organization
223(1)
Germany: Unterhaltungssoftware Selbstkontrolle
224(1)
Australia: Classification Board/Classification Branch
225(1)
Other Foreign Rating Authorities
226(2)
International Age Rating Coalition
228(2)
Going Forward
230(1)
Notes
230(1)
Chapter 12 Welcome To Tortious Games
231(12)
You're Hired
231(1)
Early Concepts
231(2)
Characters With Character
233(2)
Brand (Vs.) New
235(2)
Skin-Deep Trouble
237(1)
Software And Hard Problems
238(3)
Proceed With Caution
241(2)
Index 243
S. GREGORY BOYD is one of the most prominent video game law attorneys in the United States. He is a founding member of the Video Game Bar Association and formerly served on its Board of Directors. He co-chairs the Interactive Entertainment group at Frankfurt Kurnit and has been featured in a variety of publications, including Fortune, Forbes, Mashable, and Gamasutra.

BRIAN PYNE is the Director of Legal Affairs and Enforcement for the Entertainment Software Rating Board (ESRB) and legal counsel to the International Age Rating Coalition (IARC). Prior to joining the ESRB, Brian was Associate Counsel at Take-Two Interactive Software, the parent company of Rockstar Games and 2K. Brian has also taught a course on intellectual property law and the video game industry and spoken on those topics at a variety of events.

SEAN F. KANE has been practicing video game law for 15 years and Variety magazine named him to their 2017 Dealmakers Elite New York list and 2016 Legal Impact Report. He co-chairs the Interactive Entertainment Group at Frankfurt Kurnit Klein & Selz, where he represents many of the most well-known names in the video game industry. Sean is also on the Board of the Video Game Bar Association and is a sought after author, speaker and industry commentator.