bokomslag Computer Games and Immersive Entertainment
Data & IT

Computer Games and Immersive Entertainment

Christina Scelsi Ross Alan Dannenberg

Pocket

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  • 412 sidor
  • 2020
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. Game developers routinely wrestle with all aspects of IP law and need counsel on end-user license agreements; ownership and challenges of user-generated content; the scope and limitations of copyright protection; remedies for trade secret appropriation; duration of right of publicity protection; approaches for simulating reality without running afoul of existing trademark and brand rights of real-world companies and people; ramifications of international law; and more. This new edition of Computer Games and Immersive Entertainment covers a broader range of topics and helps lawyers understand the ongoing changes, developing creative and nimble solutions to protect companies while still engaging the players. Table of Contents How to Use This Book Introduction Chapter 1: Contracts as Private Law in Video Games and Immersive Entertainment Chapter 2: Copyright Law Chapter 3: Patents: Real-World Issues in Mixed Realities Chapter 4: Implications of Video Games and Immersive Entertainment in Trademark Law Chapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade Secrets Chapter 6: Rights of Publicity Chapter 7: International Considerations of Video Games and Immersive Entertainment Table of Cases and Index
  • Författare: Christina Scelsi, Ross Alan Dannenberg
  • Format: Pocket/Paperback
  • ISBN: 9781634251181
  • Språk: Engelska
  • Antal sidor: 412
  • Utgivningsdatum: 2020-04-07
  • Förlag: American Bar Association