[2011] EWHC 1489 (Ch) Case No: HC09CO2265
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Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
Epic Games and EA Announce 'Bulletstorm Epic Edition' With
Epic Games and EA Announce ‘Bulletstorm Epic Edition' With Exclusive Early Access to Gears of War 3 Beta REDWOOD CITY, Calif.--(BUSINESS WIRE)-- People Can Fly, Epic Games, Electronic Arts Inc. (NASDAQ:ERTS) and Microsoft Game Studios today announced the "Epic Edition" of Bulletstorm™, the highly anticipated new action shooter from the makers of the award-winning Unreal Tournament and Gears of War series of games. In this unique promotion, Epic Games and EA are blowing out the launch of Bulletstorm with access to the public beta for Gears of War 3, the spectacular conclusion to one of the most memorable and celebrated sagas in video games. Players that purchase the Epic Edition are guaranteed early access to the Gears of War 3 beta*. Pre-order now to reserve a copy of the Epic Edition which will be available on Feb. 22, 2011 for MSRP $59.99, only for the Xbox 360® video game and entertainment system, while supplies last. "Epic is poised to break new ground in 2011 with Gears of War 3 and Bulletstorm," said Dr. Michael Capps, president of Epic Games. "With these two highly anticipated triple-A experiences comes a unique opportunity to do something to really excite players, and that's what we intend to accomplish with the support of Microsoft Game Studios and EA. This is for the shooter fans." In addition to access to the beta, the Epic Edition gives players bonus in-game Bulletstorm content when playing online, including 25,000 experience points, visual upgrades for their iconic leash, deadly Peace Maker Carbine, boots and armor. -
A Review of 2010 Video Game Litigation and Selected Cases
Science and Technology Law Review Volume 14 Number 3 Article 16 2011 A Review of 2010 Video Game Litigation and Selected Cases Jesse L. Adkins Follow this and additional works at: https://scholar.smu.edu/scitech Recommended Citation Jesse L. Adkins, A Review of 2010 Video Game Litigation and Selected Cases, 14 SMU SCI. & TECH. L. REV. 439 (2011) https://scholar.smu.edu/scitech/vol14/iss3/16 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. A Review of 2010 Video Game Litigation and Selected Cases Jesse L. Adkins Video game litigation in the first year of the new decade was especially noteworthy. For the first time, the Supreme Court heard a case involving video games.' The case, Schwarzenegger v. Entertainment Merchants Asso- ciation, has become a cause c6lbre for video game industry organizations, civil liberty groups, and politicians nationwide. The Court affirmed the lower courts' application of First Amendment protection to video games in Brown v. Entertainment Merchants Association.2 In another constitutional case, an Illinois district court ruled that the Chicago Transit Authority could not prohibit the advertising of mature video games. 3 Constitutional issues litigated in the year ahead are most likely to arise in the context of privacy and intellectual-property cases. Most video game cases in 2010 addressed the usual trademark, patent, and breach-of-contract claims, but courts also heard antitrust suits, right of publicity claims, and even a novel criminal mat- ter. -
Studies in Licit and Illicit Markets for Digital Entertainment Goods
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by OpenGrey Repository Studies in licit and illicit markets for digital entertainment goods The thesis submitted in partial fulfilment of the requirements for the award of the degree of Doctor of Philosophy of the University of Portsmouth Joe Cox May 2012 Word Count: 68,597 Abstract The widespread proliferation of digital communication has revolutionised the way in which traditional entertainment media are distributed and consumed. This thesis investigates a range of aspects of these markets, beginning with a detailed analysis of the video games industry, which has emerged from relative obscurity and moved toward the cultural mainstream as a consequence of the digital revolution. The thesis presents an analysis of the market for video games from both the demand and supply side, investigating factors that drive the prices and unit sales of video gaming hardware and software. In doing so, evidence is presented on significant predictors of ‘blockbuster’ titles, the existence of first-mover advantages and the extent to which international markets conform to theoretical expectations relating to purchasing power parity (PPP) and cultural convergence. The thesis also goes on to explore the darker side of the digital revolution by examining the economics of illegal file sharing. Later chapters present empirical analyses of survey data with the aim of understanding motivations to participate in the practice to varying extents. The results are unique in the sense that they differentiate between a range of behaviours, such as seeding and leeching, as well as the illegal consumption of music and movie content. -
Polish Game Industry
THE GAME INDUSTRY REPORT 2020 OF POLAND W ASD Enter Shift Alt Ctrl W A S D The game industry of Poland — Report 2020 Authors: Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Cooperation: Ministry of Development Ministry of Culture and National Heritage Expert support: Game Industry Conference Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl © Polish Agency for Enterprise Development 2020 ISBN 978-83-7633-434-9 The views expressed in this publication are those of the authors and do not necessarily coincide with activities of the Polish Agency for Enterprise Development. All product names, logos and brands mentioned in this publication are the property of their respective owners. Printing of this publication has been co-financed from the European Regional Development Fund in the framework of the Smart Growth Operational Programme. 4 Table of contents Overview of the gaming sector .............................................................................................................. 7 A game has to stir up emotions Success story of 11 bit studios ............................................................................................................... 11 Global game market growth estimates and drivers ................................................................... 13 To diversify -
Forecast Calls for Over-The-Top Action with a High Chance of Mayhem As Epic Games and EA Unleash Bulletstorm
Forecast Calls for Over-the-Top Action with a High Chance of Mayhem as Epic Games and EA Unleash Bulletstorm Kill with Skill Year-Round as First Downloadable Content Is Announced REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Get ready to make it rain bullets, action and all out insanity as Bulletstorm™, the highly anticipated shooter from People Can Fly, Epic Games and Electronic Arts Inc. (NASDAQ: ERTS), is now available in North America. With its explosive, irreverent gameplay, Bulletstorm is already receiving praise from critics, including a 9.25 from the world's #1 gaming magazine, Game Informer, and with Seth Schiesel from the New York Times stating, "the name should say it all; big guns, lots of lead and over-the-top mayhem." From the pulp sci-fi single-player campaign to the relentless multiplayer modes, Bulletstorm injects the fun back into first-person shooters. Bulletstorm is available for the Xbox 360® video game and entertainment system, the PlayStation®3 computer entertainment system and PC. Also available today in limited quantities is the Bulletstorm Epic Edition for Xbox 360 which grants players early access to the Gears of War 3 beta*. Gamers will need the Epic Edition disc in order to play the Gears of War 3 beta. People Can Fly, Epic Games and EA also announced today the Gun Sonata pack**, the first downloadable content for Bulletstorm. Featuring three new maps for Anarchy multiplayer mode, from the wretched Sewers of Stygia to the dilapidated ruins of Hotel Elysium and the open spaces of Villa, the Gun Sonata Anarchy maps provide even more settings for players to work together in order to pull off fantastic team skillshots. -
Ne Castles Ith Familiar Brics Balancing Copyrights
337 NE! CASTLES !ITH FAMILIAR BRIC"S ! BALANCING COPYRIGHTS# SPIRITUAL SUCCESSOR VIDEO GAMES# AND COMPETITION BY NATHANIEL NG $ This paper reviews intellectual property and non- competition implications that arise from the recent trend within the video game industry of veteran game developers leaving their longtime publishers and creating new IP. This paper provides examples of this trend with the departures of game developers from well-known video game franchises like Mega Man, Castlevania, and Banjo-Kazooie, who go on to make so-!"##$% &'()*)+,"# ',!!$''-* .)%$- /"0$'1 +2"+ are not explicitly sequels buthavesomenotable similarities to their prior work. These departures are reminiscent of the departures of four high profile programmers from Atari in the 34567' +- 8-*0 9!+).)')-:; In the Atari-Activision situation, Atari used intellectual property-based causes of action to hinder these departed programmers from competing in the software market. This paper examines the possibilities and implications if such tactics would be used against game developers today by performing copyright analyses on '$.$*"# -8 +2$'$ &'()*)+,"# ',!!$''-* .)%$- /"0$'1 ): comparison to their respective predecessors. By allowing other video game companies to produce work that has some similarities allowable within copyright law but hinder a former employee from also doing so by merely threatening legal action resembles the specter of a non-compete agreement, but without its traditional limitations. The paper then goes on to discuss why abusing intellectual property law to effectively enforce a covenant not to compete when Volume 58 ! Number 3 338 IDEA ! The Journal of the Franklin Pierce Center for Intellectual Property one did not exist or would not be valid would weaken intellectual property rights and lead to market failures. -
Whalc1, COURT STAFF
Edge Games, Inc. v. Electronic Arts Inc., Doc. 67 1 2 3 4 5 6 7 IN THE UNITED STATES DISTRICT COURT 8 FOR THE NORTHERN DISTRICT OF CALIFORNIA 9 10 11 EDGE GAMES, INC., a California No. C 10-02614 WHA corporation, 12 Plaintiff, 13 ORDER DENYING MOTION FOR v. PRELIMINARY INJUNCTION 14 ELECTRONIC ARTS, INC., a Delaware 15 corporation, 16 Defendant. / For the Northern District of California 17 United States District Court 18 INTRODUCTION 19 In this trademark infringement action involving video-gaming giant Electronic Arts, Inc. 20 and its “revolutionary” first-person, action-adventure video game “Mirror’s Edge,” plaintiff Edge 21 Games, Inc. — a so-called “small video-gaming company” based in Pasadena — moves to 22 preliminarily enjoin defendant Electronic Arts from using the “MIRROR’S EDGE” mark while 23 this dispute unfolds in court. Because plaintiff has failed to establish that it is likely to succeed on 24 the merits, that it is likely to suffer irreparable harm in the absence of preliminary relief, that the 25 balance of equities tips in its favor, or that an injunction is in the public interest, the motion for a 26 preliminary injunction is DENIED. 27 28 Dockets.Justia.com 1 STATEMENT 2 1. PLAINTIFF EDGE GAMES, INC. 3 Edge Games, Inc. is “one of the oldest surviving video game development and publishing 4 businesses” on the planet — at least, that’s what its founder, chief executive officer, and sole 5 shareholder, Dr. Tim Langdell, would have a jury believe (Langdell Decl. ¶¶ 1–3). According to 6 Dr. -
E N Te Rta in M E N T: S O Ftw a Re
Equity Research L O S ANGELES | S A N FRANCISCO | NEW Y O R K | B O S T O N | SEATTLE | MINNEAPOLIS | M I L W A U K E E Entertainment: Software February 11, 2014 Michael Pachter Nick McKay Nick Citrin (213) 688-4474 (213) 688-4343 (213) 688-4495 [email protected] [email protected] [email protected] Post Hoc Ergo Propter Hoc; Why the Next Generation Will Be as Big as Ever Wedbush Securities does and seeks to do business with companies covered in its research reports. Thus, investors should be aware that the firm may have a conflict of interest that could affect the objectivity of this report. Investors Entertainment: Software should consider this report as only a single factor in making their investment decision. Please see page 172 of this report for analyst certification and important disclosure information . ACKNOWLEDGEMENT We thank our good friend, Junkwaffle, for the fabulous cover art and for demonstrating that there are many misperceptions about the past and the likelihood the past will repeat itself. We also thank the many viewers of Pach-Attack! at GameTrailers.com and our many Twitter followers for giving us many of the ideas discussed in this report. It is important to acknowledge the contribution from media sites Edge-Online, The Verge, Kotaku.com, Giant Bomb, VentureBeat.com, gamesindustry.biz, eurogamer.net and gamasutra.com for keeping us on our toes and always asking us to think about the industry in real time. Finally, we feel we must give a shout out to NeoGAF.com and its members, for challenging virtually everything we say as being wrong, and for making us re-think many positions over the years. -
In Re THQ Inc. "Game Over"
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Chapter 11 Bankruptcy Case Studies College of Law Student Work Spring 2013 In re THQ Inc. "Game Over" Henry Ned Hildebrand Carlo Julio Salas Taylor K. Wirth Follow this and additional works at: https://trace.tennessee.edu/utk_studlawbankruptcy Part of the Bankruptcy Law Commons, and the Business Law, Public Responsibility, and Ethics Commons Recommended Citation Hildebrand, Henry Ned; Salas, Carlo Julio; and Wirth, Taylor K., "In re THQ Inc. "Game Over"" (2013). Chapter 11 Bankruptcy Case Studies. https://trace.tennessee.edu/utk_studlawbankruptcy/10 This Article is brought to you for free and open access by the College of Law Student Work at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Chapter 11 Bankruptcy Case Studies by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. IN RE THQ INC. “GAME OVER” Henry Ned Hildebrand* Carlo Julio Salas** Taylor K. Wirth*** * B.A., Tulane University; J.D., University of Tennessee College of Law. In August 2013, Mr. Hildebrand will be an associate at the law firm of Baker, Donelson, Bearman, Caldwell & Berkowitz, PC in Nashville, Tennessee. ** Carlo Julio Salas is currently a third year law student at The University of Tennessee College of Law. He is presently a candidate for Juris Doctor with a concentration in Business Transactions from The Clayton Center for Entrepreneurial Law. He graduated cum laude from The University of Florida College of Liberal Arts and Science with a Bachelor in Arts (major in Political Science concentrated in Political Theory and minor in Business Administration) and a Bachelor in Science (major in Interdisciplinary Studies concentrated in Biology). -
Senate Environment and Communications References Committee
Submission to Senate Environment and Communications References Committee Subject Inquiry into the future of Australia’s video game development industry Date 8 September 2015 Table of Contents 1. Introduction .................................................................................................................................... 3 2. Key Recommendations ................................................................................................................... 3 3. About IGEA ...................................................................................................................................... 4 4. General Submission ........................................................................................................................ 4 A. State of the interactive games industry in Australia .............................................................. 4 B. Interactive games developers in Australia ................................................................................. 6 C. Challenges in the interactive games development sector in Australia ...................................... 7 D. The need for a sustainable ecosystem ....................................................................................... 7 5. Terms of Reference ......................................................................................................................... 9 A. Taxation and regulatory frameworks ......................................................................................... 9 Lack of national -
Legal Threats to Game Developers
Science and Technology Law Review Volume 16 Number 1 Article 17 2013 Legal Threats to Game Developers Carolyn Luedtke Kerry Hopkins Marco Mereu Jonathan Blavin Follow this and additional works at: https://scholar.smu.edu/scitech Recommended Citation Carolyn Luedtke et al., Legal Threats to Game Developers, 16 SMU SCI. & TECH. L. REV. 99 (2013) https://scholar.smu.edu/scitech/vol16/iss1/17 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. Legal Threats to Game Developers SYMPOSIUM PANEL III Panelists Ms. Carolyn Luedtke, Munger, Tolles and Olson, LLP Ms. Kerry Hopkins, Electronic Arts Mr. Marco Mereu, uCool Mr. Jonathan Blavin, Munger, Tolles and Olson, LLP Ms. Carolyn Luedtke: I am Carolyn Luedtke, and I am a litigator at Munger, Tolles & Olson.' I represent many companies, including gaming companies. We are excited to be having this panel on the legal threats that exist for game developers. We have several individuals on our esteemed panel. First is Kerry Hop- kins, who is the senior director of intellectual property at Electronic Arts (EA).2 Ms. Hopkins manages all of the intellectual property attorneys and efforts within Electronic Arts,3 and she will be talking about some of the challenges and issues they face at EA. Next, in a repeat performance for today, is Marco Mereu4 who is General Counsel at uCool.5 He has been working on a variety of gaming properties, including Evony;6 and then last week he launched DigiSocial.7 Finally, we have my partner Jonathan Blavin.8 He is also a litigator and is working on a variety of intellectual property issues, including intellectual property issues in the gaming space.