Videogame Law

Videogame Law

Author: Ashley S. Lipson

Publisher:

Published: 2016

Total Pages: 0

ISBN-13: 9781611636451

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The multi-billion-dollar global video game industry has been growing exponentially and so, too, have its legal difficulties. This casebook features problems, exercises, and sample contracts that cover all aspects of this fascinating phenomenon, including: Product History and Development, Intellectual Property, Marketing, Gambling, Sex and Violence, Virtual Worlds, and Regulation. The cases guide the reader down a colorful path of disputes involving familiar hardware names and game titles, including: Game Boy, Wii, PlayStation, Pac-Man, Space Invaders, Tetris, World of Warcraft, Call of Duty, Donkey Kong, and Doom.


Pudd'nhead Wilson and Those Extraordinary Twins

Pudd'nhead Wilson and Those Extraordinary Twins

Author: Mark Twain

Publisher:

Published: 1922

Total Pages: 314

ISBN-13:

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This is a story of a sober kind, picturing life in a little town of Missouri, half a century ago. The principal incidents relate to a slave of mixed blood and her almost pure white son, whom she substitutes for her master's baby. The slave by birth grows up in wealth and luxury, but turns out a peculiarly mean scoundrel, and perpetrating a crime, meets with due justice. The science of fingerprints is practically illustrated in detecting the fraud. The title character is the village atheist, whose maxims doubtless express much of the author's own disillusion.


The Moccasin Maker

The Moccasin Maker

Author: E. Pauline Johnson

Publisher: Good Press

Published: 2019-11-26

Total Pages: 148

ISBN-13:

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Enter the world of E. Pauline Johnson's 'The Moccasin Maker', a collection of stories and an essay that explore the complexities of mixed-race relationships in 19th century Canada. While not considered great literature, Johnson's works hold historical significance as reflections of Canadian culture, racial ideologies, and popular tastes of the time. With a narrative style that may challenge modern readers, these tales delve into themes of love, family disapproval, cultural clashes, and the profound impact of colonization on indigenous traditions. Unveiling the struggles faced by interracial couples, Johnson presents a diverse range of characters, challenging stereotypes while occasionally reinforcing them.


A Newborn Business

A Newborn Business

Author: Zoltan Andrejkovics

Publisher: Zoltan Andrejkovics

Published: 2018-10-05

Total Pages: 104

ISBN-13: 9781723831058

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Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.


Real Estate and Global Urban History

Real Estate and Global Urban History

Author: Alexia Yates

Publisher: Cambridge University Press

Published: 2021-08-26

Total Pages: 146

ISBN-13: 1108851762

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Capitalist private property in land and buildings – real estate – is the ground of modern cities, materially, politically, and economically. It is foundational to their development and core to much theoretical work on the urban environment. It is also a central, pressing matter of political contestation in contemporary cities. Yet it remains largely without a history. This Element examines the modern city as a propertied space, defining real estate as a technology of (dis)possession and using it to move across scales of analysis, from the local spatiality of particular built spaces to the networks of legal, political, and economic imperatives that constitute property and operate at national and international levels. This combination of territorial embeddedness with more wide-ranging institutional relationships charts a route to an urban history that allows the city to speak as a global agent and artefact without dispensing with the role of states and local circumstance.


eSports is Business

eSports is Business

Author: Tobias M. Scholz

Publisher: Springer

Published: 2019-02-20

Total Pages: 165

ISBN-13: 3030111997

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The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.


Introduction to Contemporary Print Culture

Introduction to Contemporary Print Culture

Author: Simone Murray

Publisher: Routledge

Published: 2020-10-11

Total Pages: 327

ISBN-13: 1000178293

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Introduction to Contemporary Print Culture examines the role of the book in the modern world. It considers the book’s deeply intertwined relationships with other media through ownership structures, copyright and adaptation, the constantly shifting roles of authors, publishers and readers in the digital ecosystem and the merging of print and digital technologies in contemporary understandings of the book object. Divided into three parts, the book first introduces students to various theories and methods for understanding print culture, demonstrating how the study of the book has grown out of longstanding academic disciplines. The second part surveys key sectors of the contemporary book world – from independent and alternative publishers to editors, booksellers, readers and libraries – focusing on topical debates. In the final part, digital technologies take centre stage as eBook regimes and mass-digitisation projects are examined for what they reveal about information power and access in the twenty-first century. This book provides a fascinating and informative introduction for students of all levels in publishing studies, book history, literature and English, media, communication and cultural studies, cultural sociology, librarianship and archival studies and digital humanities.


Video Games and Creativity

Video Games and Creativity

Author:

Publisher: Academic Press

Published: 2015-08-03

Total Pages: 330

ISBN-13: 0128017058

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Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: - Can video games be used to develop or enhance creativity? - Is there a place for video games in the classroom? - What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. - Summarizes research relating to creativity and video games - Incorporates creativity research on both game design and game play - Discusses physical design, game mechanics, coding, and more - Investigates how video games may encourage creative problem solving - Highlights applications of video games for educational purposes


Korea's Online Gaming Empire

Korea's Online Gaming Empire

Author: Dal Yong Jin

Publisher: MIT Press

Published: 2010-10-01

Total Pages: 201

ISBN-13: 0262288966

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The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.


Watch Me Play

Watch Me Play

Author: T. L. Taylor

Publisher: Princeton University Press

Published: 2018-10-16

Total Pages: 328

ISBN-13: 0691184976

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A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.