Computer Games and Immersive Entertainment
Title | Computer Games and Immersive Entertainment PDF eBook |
Author | Chrissie Scelsi |
Publisher | American Bar Association |
Total Pages | 0 |
Release | 2019 |
Genre | Games & Activities |
ISBN | 9781634251181 |
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
Computer Games and Virtual Worlds
Title | Computer Games and Virtual Worlds PDF eBook |
Author | Ross A. Dannenberg |
Publisher | American Bar Association |
Total Pages | 298 |
Release | 2010 |
Genre | Computer games |
ISBN | 9781604427509 |
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.
Two Bit Circus and the Future of Entertainment
Title | Two Bit Circus and the Future of Entertainment PDF eBook |
Author | Elise Lemle |
Publisher | Springer |
Total Pages | 63 |
Release | 2015-12-09 |
Genre | Computers |
ISBN | 3319257935 |
This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.
Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030
Title | Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 PDF eBook |
Author | Rodrigo Pereira dos Santos |
Publisher | Springer Nature |
Total Pages | 285 |
Release | 2023-03-09 |
Genre | Computers |
ISBN | 3031276396 |
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
The Out-of-Home Immersive Entertainment Frontier
Title | The Out-of-Home Immersive Entertainment Frontier PDF eBook |
Author | Mr Kevin Williams |
Publisher | Gower Publishing, Ltd. |
Total Pages | 217 |
Release | 2014-06-28 |
Genre | Business & Economics |
ISBN | 1472426975 |
Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Title | The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories PDF eBook |
Author | Frank Rose |
Publisher | W. W. Norton & Company |
Total Pages | 385 |
Release | 2012-03-05 |
Genre | Business & Economics |
ISBN | 0393341259 |
This is a field guide to the visionaries - and the fans - who are reinventing the art of storytelling.
Mastering the Game:
Title | Mastering the Game: PDF eBook |
Author | World Intellectual Property Organization |
Publisher | WIPO |
Total Pages | 378 |
Release | |
Genre | Law |
ISBN |
“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.