Atari, Inc. V. North American Philips Consumer Electronics Corp
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Published: 1982
Total Pages: 110
ISBN-13:
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Author:
Publisher:
Published: 1982
Total Pages: 110
ISBN-13:
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Published: 1988
Total Pages: 1376
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Published: 1988
Total Pages: 1422
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DOWNLOAD EBOOKAuthor: Tanya Aplin
Publisher: Edward Elgar Publishing
Published: 2020-01-31
Total Pages: 607
ISBN-13: 1785368346
DOWNLOAD EBOOKThis Handbook provides a scholarly and comprehensive account of the multiple converging challenges that digital technologies present for intellectual property (IP) rights, from the perspectives of international, EU and US law. Despite the fast-moving nature of digital technology, this Handbook provides profound reflections on the underlying normative legal dilemmas, identifying future problems and suggesting how digital IP issues should be dealt with in the future.
Author: Julien Mailland
Publisher: MIT Press
Published: 2024-08-27
Total Pages: 351
ISBN-13: 0262380285
DOWNLOAD EBOOKA guide to the fascinating legal history of the videogame industry, written for nonlawyers. Why did a judge recall FIFA 15, a nonviolent soccer game, from French shelves in 2014? Why was Vodka Drunkenski, a character in Nintendo-Japan’s Punch-Out!, renamed Soda Popinski in the US and then in Western Europe, where the pun made no sense? Why was a Dutch-American company barred by US courts from distributing a clone of Pac-Man? Julien Mailland answers all these questions and more in The Game That Never Ends, an inside look at the legal history that undergirds our favorite videogames. Drawing on a series of case studies as vignettes of the human comedy, Mailland sheds light on why and how the role of lawyers is key for understanding the videogame industry. Each chapter in The Game That Never Ends is a mini-puzzle that pieces together how an important legal issue arose, was resolved, and impacted the industry and the experience of gamers in real time. These chapters are interspersed with shorter chapters called “The Lawyer’s Corner,” opportunities to dive deeper into individual cases. Lightly footnoted, these interludes connect the previous chapters together by providing a conceptual meta-analysis. Offering a comprehensive overview of the global legal history of videogames, The Game That Never Ends will leave readers with a nuanced, in-depth, and more global understanding of the videogame industry.
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Published: 1990
Total Pages: 38
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DOWNLOAD EBOOKAuthor: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Oversight and Investigations
Publisher:
Published: 1984
Total Pages: 568
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DOWNLOAD EBOOKAuthor: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Oversight and Investigations
Publisher:
Published: 1985
Total Pages: 742
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DOWNLOAD EBOOKAuthor: Ross A. Dannenberg
Publisher: American Bar Association
Published: 2010
Total Pages: 298
ISBN-13: 9781604427509
DOWNLOAD EBOOKThis 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.
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Published: 2021-05-24
Total Pages: 1173
ISBN-13:
DOWNLOAD EBOOKNow in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.