Video Games and Intellectual Property: Similarities, Differences, and a New Approach to Protection John Kuehl
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The Game's the Thing: Properties, Priorities and Perceptions in the Video Games Industries
The game's the thing: properties, priorities and perceptions in the video games industries Mac Sithigh, D. (2017). The game's the thing: properties, priorities and perceptions in the video games industries. In M. Richardson, & S. Ricketson (Eds.), Research Handbook on Intellectual Property in Media and Entertainment (pp. 344-366). Edward Elgar Publishing. https://doi.org/10.4337/9781784710798 Published in: Research Handbook on Intellectual Property in Media and Entertainment Document Version: Peer reviewed version Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights Copyright 2017, the Author. This work is made available online in accordance with the publisher’s policies. Please refer to any applicable terms of use of the publisher. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. Download date:25. Sep. 2021 The Game’s the Thing: Property, Priorities and Perceptions in the Video Games Industries Daithí Mac Síthigh* Published in Richardson and Ricketson (eds), Research Handbook on Intellectual Property in Media and Entertainment (Edward Elgar 2017) I. -
Take-Two Interactive Software, Inc. Equity Analyst Report
Merrimack College Merrimack ScholarWorks Honors Senior Capstone Projects Honors Program Spring 2016 Take-Two Interactive Software, Inc. Equity Analyst Report Brian Nelson Goncalves Merrimack College, [email protected] Follow this and additional works at: https://scholarworks.merrimack.edu/honors_capstones Part of the Finance and Financial Management Commons Recommended Citation Goncalves, Brian Nelson, "Take-Two Interactive Software, Inc. Equity Analyst Report" (2016). Honors Senior Capstone Projects. 7. https://scholarworks.merrimack.edu/honors_capstones/7 This Capstone - Open Access is brought to you for free and open access by the Honors Program at Merrimack ScholarWorks. It has been accepted for inclusion in Honors Senior Capstone Projects by an authorized administrator of Merrimack ScholarWorks. For more information, please contact [email protected]. Running Head: TAKE-TWO INTERACTIVE SOFTWARE, INC. EQUITY ANALYST REPORT 1 Take-Two Interactive Software, Inc. Equity Analyst Report Brian Nelson Goncalves Merrimack College Honors Department May 5, 2016 Author Notes Brian Nelson Goncalves, Finance Department and Honors Program, at Merrimack Collegei. Brian Nelson Goncalves is a Senior Honors student at Merrimack College. This report was created with the intent to educate investors while also serving as the students Senior Honors Capstone. Full disclosure, Brian is a long time share holder of Take-Two Interactive Software, Inc. 1 Running Head: TAKE-TWO INTERACTIVE SOFTWARE, INC. EQUITY ANALYST REPORT 2 Table of Contents -
Online Software Copyright Infringement and Criminal Enforcement
Online Software Copyright Infringement and Criminal Enforcement Submitted: May 14, 2005 Randy K. Baldwin American University Washington College of Law What are Warez and Who Trades Them? This paper will discuss infringement of software copyrights with a focus on criminal ‘warez trading‘ of copyrighted software on the Internet. Warez are infringing electronic, digital copies of copyrighted works whose copy protection measures have been removed.1 Warez are most often ‘cracked’ software programs whose digital rights management (DRM) and copy control measures have been circumvented. Once DRM controls have been disabled, warez are subsequently distributed and traded on the Internet, usually without any direct financial gain to the distributors and traders.2 Distribution of warez usually starts as small-scale deployments from password- protected file transfer protocol (FTP) servers and encrypted and/or password-protected web sites run by warez groups. Warez are then traded on the Internet among broader groups via direct peer-to-peer (P2P) connections, and encrypted emails with warez attachments. Trading and downloading of warez is coordinated via closed, invite-only Internet Relay Chat (IRC) channels, Pretty Good Privacy (PGP) encrypted email, Instant Messaging (IM), private chat rooms, direct connect P2P networks, and messages posted to Usenet groups under pseudonyms.3 Servers and sites hosting warez and communications means used by warez traders are designed to avoid detection and identification by law enforcement.4 File and directory names are intentionally 1 Goldman, Eric, A Road to No Warez: The No Electronic Theft Act and Criminal Copyright Infringement. 82 Or. L. Rev. 369, 370-371 (2003). [hereinafter Road to No Warez], available at http://ssrn.com/abstract=520122 (last visited May 9, 2005) (on file with author) (Defines warez and warez trading. -
3D Character Artist
We are looking for: 3D CHARACTER ARTIST JOB DESCRIPTION Developing high detail, photorealistic 3D models (humanoid characters and other creatures) Creating clean, low-resolution game topology and UV’s Developing game-ready assets to match concept, photo reference, art direction, etc. Creating textures and next-gen materials for use in-game engine Exporting models and textures into in-house engine (Serious Engine 4.x) and making sure they work correctly Cleaning up scanned data REQUIREMENTS Experience with creating character / organic models (modeling and texturing) Proficiency in Zbrush or Mudbox Understanding of human and animal anatomy and clothing and a keen eye towards form, shape, structure and silhouette in regards to modeling Eye for light, shade, color, and detail in creating texture maps Good English communication skills (both written and spoken) Good judgment on when to make it perfect and when to compromise Passion about art and video games, and eagerness to grow BONUS POINTS Proficiency in one or more texturing software (Quixel, Substance Painter/Designer) Skills in one or more 3D modeling software (Blender, Modo, 3D Studio Max, Maya) Skills in hard-surface poly modeling techniques Baking pipeline and rendering experience Character concept art skills Previous experience in a 3D Artist role in the video game industry or TV/ film Skinning, rigging and animating skills Traditional sculpting, drawing or painting skills Understanding of the visual style of Croteam games and a passion to push it to the next -
NG16 Program
C M Y CM MY CY CMY K PROGRAM 2016 #nordicgame Award-winning projects from Swiss indie studios Surprising Gamedesigns / Innovative Gameplay Late Shift Niche Booth Booth CtrlMovie AG Niche Game C2 lateshift-movie.com niche-game.com C4 Welcome to Nordic Game 2016: Knowledge, Emotion, Business. We are very proud to welcome you to three days of Knowledge, Emotion and Business. It’s the thirteenth edition of the conference, and it’s been Personal hectic, fun, challenging and inspiring to prepare it for you. Booth Photorealistic C5 Avatar SDK We look at this year’s show as sort of a reboot. We have focused heavily Dacuda AG dacuda.com on tweaking some essential parts, while maintaining the elements that we know you love and define as the special Nordic Game experience. As always, we’re more than happy to get feedback and input from you, because this show is as much yours as it is ours, and we want to keep on learning and improving. So, we hope you are ready to listen, talk, learn, share, build, connect, evolve, inspire, laugh, drink, eat, joke, be serious, have fun, be tired but also happy, and that you will enjoy NG16 as much as we enjoyed creating it. Thank you for joining us, and may you and your business prosper! The Nordic Game 2016 Team Booth World Never End Schlicht Booth C7 HeartQuake Studios Mr. Whale’s Game Service C8 heartquakestudios.com schlichtgame.ch NG16 TIME SCHEDULE We are 17 May PRE-CONFERENCE DAY 13:00 – 17:00 Badge pick-up 14:00 Game City Studio Tour pick-up 18 May CONFERENCE DAY 1 Join us to democratize 9:00 Badge pick-up -
The Melancholy of Haruhi Suzumiya: Manga V
THE MELANCHOLY OF HARUHI SUZUMIYA: MANGA V. 17 PDF, EPUB, EBOOK Nagaru Tanigawa,Gaku Tsugano,Noizi Ito | 176 pages | 17 Dec 2013 | Little, Brown & Company | 9780316322348 | English | New York, United States The Melancholy of Haruhi Suzumiya: Manga v. 17 PDF Book The two series were streamed in Japanese and with English subtitles on Kadokawa's YouTube channel between February 13 and May 15, Character Family see all. Chad rated it liked it Nov 10, Essential We use cookies to provide our services , for example, to keep track of items stored in your shopping basket, prevent fraudulent activity, improve the security of our services, keep track of your specific preferences e. While Haruhi is the central character to the plot, the story is told from the point of view of Kyon , one of Haruhi's classmates. Retrieved February 26, On April 17, Yen Press announced that they had acquired the license for the North American release of the first four volumes of the second manga series, promising the manga would not be censored. September 25, August 21, [10] [35]. No trivia or quizzes yet. The "next episode" previews feature two different episode numberings: one number from Haruhi, who numbers the episodes in chronological order, and one number from Kyon, who numbered them in broadcast order. Nagaru Tanigawa is a Japanese author best known for The Melancholy of Haruhi Suzumiya for which he won the grand prize at the eighth annual Sneaker Awards. November 21, [41]. Era see all. Nineteen Eighty-four by George Orwell Paperback, 4. Retrieved April 14, The series has been licensed by Bandai Entertainment and has been dubbed by Bang Zoom! An omnibus of three anthologies containing short stories from several different manga artists. -
Electronic Arts Reports Q4 and FY21 Financial Results
Electronic Arts Reports Q4 and FY21 Financial Results Results Above Expectations, Record Annual Operating Cash Flow Driven by Successful New Games, Live Services Engagement, and Network Growth REDWOOD CITY, CA – May 11, 2021 – Electronic Arts Inc. (NASDAQ: EA) today announced preliminary financial results for its fiscal fourth quarter and full year ended March 31, 2021. “Our teams have done incredible work over the last year to deliver amazing experiences during a very challenging time for everyone around the world,” said Andrew Wilson, CEO of Electronic Arts. “With tremendous engagement across our portfolio, we delivered a record year for Electronic Arts. We’re now accelerating in FY22, powered by expansion of our blockbuster franchises to more platforms and geographies, a deep pipeline of new content, and recent acquisitions that will be catalysts for further growth.” “EA delivered a strong quarter, driven by live services and Apex Legends’ extraordinary performance. Apex steadily grew through the last year, driven by the games team and the content they are delivering,” said COO and CFO Blake Jorgensen. “Looking forward, the momentum in our existing live services provides a solid foundation for FY22. Combined with a new Battlefield and our recent acquisitions, we expect net bookings growth in the high teens.” Selected Operating Highlights and Metrics • Net bookings1 for fiscal 2021 was $6.190 billion, up 15% year-over-year, and over $600 million above original expectations. • Delivered 13 new games and had more than 42 million new players join our network during the fiscal year. • FIFA 21, life to date, has more than 25 million console/PC players. -
Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables. -
V2.21 Patch Notes |
IMAGE: WALL STREET JOURNAL STREET WALL IMAGE: V2.21 PATCH NOTES | NOTES V2.21 PATCH FEBRUARY 2021 REPORT REDDIT, TIKTOK AND MORE BIG TAKEAWAYS PAGE 3 A quick summary of what stood out to us TABLE OF TRENDING PAGE 4 Trends we saw in the past month and the impact we expect them to have BRAND ACTIVATIONS PAGE 9 Interesting activations from some nonendemic brands OTHER IMPORTANTS PAGE 12 A hodgepodge of information from data to missteps PAGE 2 BIG TAKEAWAYS GameStop fans show up in unprecedented ways during Wall Street showdown. TikTok content creators are giving games tremendous exposure and, as a result, new users. Gaming brands are finding new ways to help gamers beyond the worlds of gaming. FEB 2021 Large companies continue to gobble up smaller game FEB 2021 creators in search of exclusive content. IMAGE: WALL STREET JOURNAL FEB 2021 FEB 2021 PAGE 3 TRENDING NO.001 SECTION WHAT’S INCLUDED A collection of new and interesting things that caught our attention last month. IMAGE: MAX-O-MATIC GAMESTOP GOES TO THE MOON IMAGE: CNBC WHAT HAPPENED The subreddit r/WallStreetBets started a rollercoaster of retail WHY IT MATTERS investing in GameStop stock. The initial excitement behind GameStop The rise of GameStop's stock dominated the conversation on social media started with a small group of investors who viewed the stock as for well over 48 hours. Reports are suggesting that 9% of Americans bought undervalued, citing many of the moves GameStop was making like shares of GameStop during the surge. In a matter of days we saw 001 the Tulsa test stores, a new focus on omnichannel offerings and new celebrities commenting on the situation, congresspeople discussing it on NO. -
App Annie Index: 2014 Retrospective Top App Trends of 2014
App Annie Index: 2014 Retrospective Top App Trends of 2014 © App Annie 2015 App Annie Index: 2014 Retrospective — Top App Trends of 2014 Table of Contents EXECUTIVE SUMMARY……………………………………………………………………………...3 TOP APP TRENDS OF 2014……………………………………….……………………….............4 Trend 1: Google Play Increased Its Lead Over iOS in Worldwide Downloads……........5 Trend 2: App Superpowers’ Revenue Soared in 2014, While BRIC Looks to Rock in 2015………..………………………………..…………...…………....…...6 Trend 3: Messaging Apps Extended Their Reach as Gateways to New Audiences…………………………………………………………...…....7 Trend 4: Travel & Transportation Apps Led Surge in the Sharing Economy…..…………………………………………………………………….…....8 Trend 5: Mobile Video Streaming Moved Up in Popularity ...……….…………………....9 Trend 6: Silver Screen Icons Had Sizable Mobile Impact...…….……………………….10 Trend 7: Demographics Skewed Female for Social Networking and Photo and Video……....………...……………………………………….……………..11 Trend 8: ‘Super Casual’ Gaming Had a Superb Year………..…………………………..12 Trend 9: Local Expertise Drove Music App Growth in 2014…………………………….13 TOP APPS AND PUBLISHERS BY COUNTRY…………………………………………………..14 Worldwide……………………...……………………...……………………...………………15 Brazil……………………...……………………...……………………...…………………….17 China……………………...……………………...……………………...…………………....19 France……………………...……………………...……………………...…………………..21 Germany...…...……………...……………………...……………………...…………………23 Japan……………………...……………………...……………………...…………………....25 Russia……………………...……………………...……………………...…………………..27 South Korea……….……………………...……………………...………………..………....29 -
Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1 -
The User Engagement Top 100 Report in Mobile Gaming
The 2017 User Engagement Top 100 Report Mobile Gaming Table of Contents Introduction ··································································· 3 Key Takeaways ································································ 4 Methodology ·································································· 5 Push Strategy Adoption of the Top 100 Mobile Games How They Were Sent: Permission Requests ······················· 6 Who Sent Them: Game Genre Breakdown ························· 7 When They Were Sent: Push Timing ································· 8 What Was Sent: Message Content ·································· 10 Missed Opportunities ····················································· 16 Summary ······································································ 17 About Iterable ······························································· 18 Appendix ······································································ 19 2 Introduction Whenever new market research discusses mobile applications, gaming dominates the conversation. Here are just a few mind-boggling stats about the impact of this industry. \ 62 percent of smartphone owners install How are game publishers able to keep customers games within a week of getting their phones, a so engaged? In this report, we analyzed the push higher percentage than any other type of app. messaging strategies adopted by the top 100 freemium mobile games in the United States to study \ Consumers spent $41 billion on mobile games how they communicate with their customers.