00961nam0-2200301 --450 991051079950332120211220090012.0978-88-85622-96-820211220d2020----kmuy0itay5050 baitaitaITy 001yy<<L'>>esperienza del videogiocouna ricognizione estetica tra senso, arte e culturaManuel Maximilian Riolopremessa di Marco Accordi RichardsRomaEurilink2020282 p.24 cmStudi di comunicazione digitale3Contiene bibl. (pp. 265-279)Videogiochi794.823itaRiolo,Manuel Maximilian1069942Accordi Richards, MarcoITUNINAREICATUNIMARCBK9910510799503321COLLEZ. 2878 (3)1266/2021FSPBCFSPBCEsperienza del videogioco2557427UNINA06526nam 22004573 450 991067148630332120210901203630.01-63425-119-9(CKB)4100000011989929(MiAaPQ)EBC6683379(Au-PeEL)EBL6683379(OCoLC)1262371409(EXLCZ)99410000001198992920210901d2020 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierComputer Games and Immersive Entertainment Next Frontiers in Intellectual Property Law2nd ed.Lanham :American Bar Association,2020.©2020.1 online resource (291 pages)1-63425-118-0 Intro -- Title Page -- Copyright Page -- Contents -- How to Use This Book -- Introduction -- Contributors -- Chapter 1: Contracts as Private Law in Video Games and Immersive Entertainment -- Introduction -- I. Purpose and Scope of Agreements -- A. History of EULAs, TOS, and TOU Agreements -- B. Common Provisions in Modern Agreements -- C. Scholarly Criticisms of Terms: One Brief Example -- D. The Future of EULAs, TOS, and TOU -- II. Current and Potential Limitations on Terms and Agreements in Digital Games -- A. Unconscionability -- B. Modifications -- C. Privity of Contract -- D. Minors -- III. Potential Resolutions to TOU Limitations in Digital Games -- A. Industry Practices -- B. Judicial Intervention -- C. Legislative Action -- Conclusion -- Chapter 2: Copyright Law -- Introduction -- I. Basic Requirements for Copyright Protection -- A. Literal and Nonliteral Aspects of Computer Games -- B. Originality -- C. Fixation -- D. Limitations on the Scope of Copyright Protection -- II. Authorship and Ownership -- A. Works for Hire -- B. Joint Works and Contributions -- C. EULAs and Ownership of Game Mods and Virtual Property -- III. Copyright Infringement -- A. Copycat or "Clone" Games -- B. Your Game Stole My Movie/Screenplay/Book! -- C. Streaming, Twitch, Machinima, and "Let's Play" Videos -- Conclusion -- Chapter 3: Patents: Real-World Issues in Mixed Realities -- Introduction -- I. A Brief Overview of U.S. Patent Protection -- A. Utility Patents: U.S. Patentability Requirements -- B. Design Patents: U.S. Patentability Requirements -- C. Obtaining a Patent for Inventions on Video Games and Virtual Worlds -- II. Patent Protection for Video Games and Virtual Worlds -- A. Utility Patents -- B. Design Patents -- III. Using a Patent in a Virtual World -- A. Enforcement Avenues -- B. Infringement Issues -- C. Damages Issues -- D. Video Game Lawsuits.Conclusion -- Chapter 4: Implications of Video Games and Immersive Entertainment in Trademark Law -- Introduction -- I. Overview of Trademark Protection -- II. Trademark Issues in the Video Game and Virtual World Contexts -- A. Traditional Uses: Physical Products -- B. In-Game Uses: Direct Liability -- C. In-Game Uses: Secondary Liability -- III. Analysis of Trademark Issues in Video Games and Virtual Worlds -- A. Nominative Fair Use -- B. The First Amendment -- IV. Secondary Liability -- V. Unfair Competition: Trademark Infringement and Misappropriation -- Conclusion -- Chapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade Secrets -- Introduction -- I. Trade Secrets Generally -- A. What Is a Trade Secret and What Can Be Protected? -- B. The Competitive Advantage Requirement -- C. The Secrecy Requirement -- D. Trade Secret Information Protected by Other IP Laws -- II. Trade Secrets in Video Games and Virtual Worlds -- A. Gameplay: What Players/Users See -- B. Game Design: Behind the Scenes -- III. Applying the Traditional Analysis to Video Game and Virtual World Issues -- IV. What Remedies Are Available for Trade Secret Misappropriation? -- A. Injunctive Relief -- B. Damages -- C. Criminal Actions -- Conclusion -- Chapter 6: Rights of Publicity -- Introduction -- I. The Development of Right of Publicity Protection in the United States -- A. Elements -- B. Types of Potential Claims Overlapping with the Right of Publicity -- C. Variations in State Law -- D. Defenses -- Conclusion -- Chapter 7: International Considerations of Video Games and Immersive Entertainment -- Introduction -- I. International Copyright Issues in Online Games and Virtual Environments -- A. Choice of Law and Conflict of Laws -- B. Territoriality of Copyright Infringement -- C. Proposed Copyright Reform in Europe and China.II. International Trademark Issues -- A. Ownership and Territoriality -- B. Difficulty in Protecting Marks Subject to Global Exposure -- C. Enforcement and the Special Case of Foreign Defendants -- III. Comparative Patent Law Issues -- A. Eligibility of Inventions Directed to Online Virtual Environments and Computer-Related Subject Matter -- B. Filing Issues for Online Virtual Environments and Internet-Related Inventions -- C. Some Issues Involving International Inventorship -- D. Enforceability against Foreign Defendants -- IV. Jurisdictional Issues in the International Enforcement of Intellectual Property Rights -- Conclusion -- Table of Cases -- Index.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. This one-of-kind handbook covers the intellectual property issues that game developers routinely wrestle with and need legal counsel about, from end-user license agreements to the scope and limitations of copyright protection to approaches for simulating reality without conflicting with existing trademark and brand rights of real-world companies, and more. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations.Computer Games and Immersive Entertainment 346.7304/8Scelsi Chrissie1337039Dannenberg Ross A1337040American Bar Association.Section of Intellectual Property Law,MiAaPQMiAaPQMiAaPQBOOK9910671486303321Computer Games and Immersive Entertainment3055557UNINA00791nam 2200229zu 450 991104401190332120251215110027.09783839476987(CKB)41826848500041(MiAaPQ)EBC32387863(EXLCZ)994182684850004120251031|2025uuuu || |engur|||||||||||Agrarwissen in der Reflexion: Sozial- und kulturwissenschaftliche Perspektiven auf die Transformation von LandwirtschaftTranscript Verlag20259783837676983 Anna Henkel1859886BOOK9911044011903321Agrarwissen in der Reflexion: Sozial- und kulturwissenschaftliche Perspektiven auf die Transformation von Landwirtschaft4464200UNINA