The intersection between intellectual property law and video games and immersive entertainment is exciting, fast-paced, and complex, as technology evolves at breakneck speed and often outpaces established case law. Game developers routinely wrestle with all aspects of IP law and need counsel on end-user license agreements; ownership and challenges of user-generated content; the scope and limitations of copyright protection; remedies for trade secret appropriation; duration of right of publicity protection; approaches for simulating reality without running afoul of existing trademark and brand rights of real-world companies and people; ramifications of international law; and more.
This new edition of Computer Games and Immersive Entertainment covers a broader range of topics and helps lawyers understand the ongoing changes, developing creative and nimble solutions to protect companies while still engaging the players.Table of Contents How to Use This BookLes informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Chrissie Scelsi (@PunkLawyer)--Chrissie Scelsi is U.S. general counsel for Wargaming, an award-winning online game developer and publisher that is a leader in the free-to-play MMO market across PC, console, and mobile platforms. She is responsible for legal and business matters for the company's operations in the United States, including copyright, trademark, advertising, privacy, compliance, e-sports, licensing, events, and answering basically any question related to what can be done with a tank. Prior to joining Wargaming, Chrissie practiced entertainment and new media law in private practice and was in-house counsel for game-based simulations company Bohemia Interactive Simulations, where she was responsible for advising on software licensing matters, government contracting and regulatory compliance, trademarks, copyright, and corporate issues.
Chrissie served as a co-editor for the first edition of this book, Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law, and is a chapter contributor to the ABA's Legal Guide to Video Game Development, Second Edition, both of which were published by the ABA Section of Intellectual Property Law. Chrissie is a former chair of the Entertainment, Arts, and Sports Law Section of the Florida Bar and is a member of the Video Game Bar Association and of the board of the Esports Bar Association. She is a member of Council for the ABA Section of Intellectual Property Law and serves on the section's Landslide(R) magazine board, as well as the CLE Board and Copyright Reform Task Force. She has been named as one of the top eight Central Florida attorneys with Twitterati status by the Orlando Business Journal based on the number of follows of her @PunkLawyer handle. Chrissie received her Bachelor of Business Administration in Marketing from Loyola University New Orleans, a Juris Doctor from Saint Louis University School of Law, and a Master of Laws in Entertainment and Media Law from Southwestern School of Law.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Paperback. Etat : New. The intersection between intellectual property law and video games and immersive entertainment is exciting, fast-paced, and complex, as technology evolves at breakneck speed and often outpaces established case law. Game developers routinely wrestle with all aspects of IP law and need counsel on end-user license agreements; ownership and challenges of user-generated content; the scope and limitations of copyright protection; remedies for trade secret appropriation; duration of right of publicity protection; approaches for simulating reality without running afoul of existing trademark and brand rights of real-world companies and people; ramifications of international law; and more.This new edition of Computer Games and Immersive Entertainment covers a broader range of topics and helps lawyers understand the ongoing changes, developing creative and nimble solutions to protect companies while still engaging the players.Table of ContentsHow to Use This BookIntroductionChapter 1: Contracts as Private Law in Video Games and Immersive EntertainmentChapter 2: Copyright LawChapter 3: Patents: Real-World Issues in Mixed RealitiesChapter 4: Implications of Video Games and Immersive Entertainment in Trademark LawChapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade SecretsChapter 6: Rights of PublicityChapter 7: International Considerations of Video Games and Immersive EntertainmentTable of Cases and Index. N° de réf. du vendeur LU-9781634251181
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