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COMPUTER GAMES AND IMMERSIVE ENTERTAINMENT: NEXT FRONTIERS IN INTELLECTUAL PROPERTY LAW

Chrissie Scelsi, Ross A. Dannenberg



 

The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology’s continued evolution, intellectual property law plays an increasingly prominent role in this arena.


Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more.

Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users.


Topics include:

• Contracts, including EULAs, TOS, and TOU agreements

• Copyrights

• Patents

• Trademarks

• Trade secrets

• Rights of publicity

• International considerations, and more

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback

9781634251181

2020

412

English

eBook

N/A

2020

412


 

TAGS


Publishers: #AmericanBarAssociation (American Bar Association)

Languages: #English

Year: #Year2020


Companies:

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Public Figures:

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Games:

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Misc:

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