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[null,"1.","Record Nr.",null,"UNINA9910671486303321"]
[null,null,"Autore",null,"Scelsi Chrissie"]
[null,null,"Titolo",null,"Computer Games and Immersive Entertainment : Next Frontiers in Intellectual Property Law"]
[null,null,"Pubbl/distr/stampa",null,"Lanham : , : American Bar Association, , 2020"]
[{"$nulls":4},"©2020"]
[null,null,"ISBN",null,"1-63425-119-9"]
[null,null,"Edizione",null,"[2nd ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (291 pages)"]
[null,null,"Disciplina",null,"346.7304/8"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"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 "]
[{"$nulls":4},"a Virtual World -- A. Enforcement Avenues -- B. Infringement Issues -- C. Damages Issues -- D. Video Game Lawsuits."]
[{"$nulls":4},"Conclusion -- Chapter 4: Implications of Video Games and Immersive Entertainment in Trademark Law -- Introduction -- I. Overview of Trademark Protection -- II. Trademark Issues in the Video Game and Virtual World Contexts -- A. Traditional Uses: Physical Products -- B. In-Game Uses: Direct Liability -- C. In-Game Uses: Secondary Liability -- III. Analysis of Trademark Issues in Video Games and Virtual Worlds -- A. Nominative Fair Use -- B. The First Amendment -- IV. Secondary Liability -- V. Unfair Competition: Trademark Infringement and Misappropriation -- Conclusion -- Chapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade Secrets -- Introduction -- I. Trade Secrets Generally -- A. What Is a Trade Secret and What Can Be Protected? -- B. The Competitive Advantage Requirement -- C. The Secrecy Requirement -- D. Trade Secret Information Protected by Other IP Laws -- II. Trade Secrets in Video Games and Virtual Worlds -- A. Gameplay: What Players/Users See -- B. Game Design: Behind the Scenes -- III. Applying the Traditional Analysis to Video Game and Virtual World Issues -- IV. What Remedies Are Available for Trade Secret Misappropriation? -- A. Injunctive Relief -- B. Damages -- C. Criminal Actions -- Conclusion -- Chapter 6: Rights of Publicity -- Introduction -- I. The Development of Right of Publicity Protection in the United States -- A. Elements -- B. Types of Potential Claims Overlapping with the Right of Publicity -- C. Variations in State Law -- D. Defenses -- Conclusion -- Chapter 7: International Considerations of Video Games and Immersive Entertainment -- Introduction -- I. International Copyright Issues in Online Games and Virtual Environments -- A. Choice of Law and Conflict of Laws -- B. Territoriality of Copyright Infringement -- C. Proposed Copyright Reform in Europe and China."]
[{"$nulls":4},"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."]
[null,null,null,"Sommario/riassunto","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."]