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Video Games and the Law

Autor Elizabeth Townsend Gard, W Ronald Gard
en Limba Engleză Paperback – 30 iun 2020
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.
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Specificații

ISBN-13: 9780367607449
ISBN-10: 0367607441
Pagini: 98
Dimensiuni: 138 x 216 mm
Greutate: 0.14 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Locul publicării:Oxford, United Kingdom

Public țintă

Postgraduate and Undergraduate

Cuprins



Chapter 1: Introduction




Chapter 2: Copyright and Video Games




Chapter 3: Legal Issues Beyond Copyright




Chapter 4: The Gaming Community and Fans




Chapter 5: Employment




Chapter 6: Legal Issues With eSports




Chapter 7: Conclusion: The New Normal

Notă biografică



Ron Gard is Director of the Law/Culture/Innovation Initiative and teaches in the Communication department at Tulane University. He is a Non-Resident Fellow at Stanford University’s Center for Internet and Society.


Elizabeth Townsend Gard is the Jill. H and Avram A. Glazer Professor in Social Entrepreneurship at Tulane University, Director of the Tulane Center for IP, Media & Culture, and teaches intellectual property at Tulane Law School.

Descriere

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 o