Digital Assets & License Protections in an Age That Denies Class Actions
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Q4 & Full-Year 2019 Earnings Presentation
Q4 & FULL-YEAR 2019 EARNINGS PRESENTATION 0 3 / 1 0 / 2 0 2 0 SAFE HARBOR Forward-Looking Information This presentation includes forward-looking information and statements within the meaning of the federal securities laws. Except for historical information contained in this release, statements in this release may constitute forward-looking statements regarding assumptions, projections, expectations, targets, intentions or beliefs about future events. Statements containing the words “may”, “could”, “continue”, “would”, “should”, “believe”, “expect”, “anticipate”, “plan”, “goal”, “estimate”, “accelerate”, “target”, “project”, “intend” and similar expressions constitute forward-looking statements. Forward-looking statements involve known and unknown risks and uncertainties, which could cause actual results to differ materially from those contained in any forward-looking statement. Forward-looking statements are based on management’s current belief, as well as assumptions made by, and information currently available to, management. While the Company believes that its expectations are based upon reasonable assumptions, there can be no assurances that its goals and strategy will be realized. Numerous factors, including risks and uncertainties, may affect actual results and may cause results to differ materially from those expressed in forward-looking statements made by the Company or on its behalf. Some of these factors include, but are not limited to, risks related to the substantial uncertainties inherent in the acceptance of existing and future products, the difficulty of commercializing and protecting new technology, the impact of competitive products and pricing, general business and economic conditions, including the impact of coronavirus on consumer demands and manufacturing capabilities, the Company's partnerships with influencers, athletes and esports teams. -
V12.19 Patch Notes|
DECEMBER 2019 REPORTDECEMBER 2019 DR DISRESPECT, STADIA AND MORE AND STADIA DISRESPECT, DR V12.19 PATCH NOTES |BOLD | SPRING/SUMMER PHOTO: PHILADELPHIA FUSION BIG TAKEAWAYS —―———→ PAGE 3 A quick summary of what stood out to us CONTENTS TRENDING —―—————→ PAGE 4 Trends we saw in the past month and the impact we expect them to have BRAND ACTIVATIONS —―———→ PAGE 9 TABLE OF Interesting activations from some nonendemic brands OTHER IMPORTANTS —―——→ PAGE 12 A hodgepodge of information from data to missteps Page 2 BIG TA KEAWAYS Cloud gaming is off to a slow start with Stadia stumbling out of the gate. The battle for streaming talent continues as new platforms vie for top personalities. More startups and venture capitalists are emerging DEC 2019 in hopes of striking esports gold. DEC 2019 The race for the perfect gaming venue is on, from major arenas to local lounges. PHOTO: THE VERGE DEC 2019 DEC 2019 Page 3 TRENDING NO.001 SECTION Page 44 WHAT’S INCLUDED A collection of new and interesting things that caught our attention last month. PHOTO: PHILZILLA DR DISRESPECT WINS SOTY 001 —————―→ PHOTO: G FUEL NO. WHAT HAPPENED WHY IT MATTERS Dr Disrespect won his second Streamer of the Although Doc touts his two-time championship background, the reality is that his success Year award at the recent 2019 Esports Awards in is entirely driven by the persona he and his business partner created. At a time when most Arlington, TX. This adds to his already impressive of the popular streamers were being watched due to their exceptional skills, Guy Beahm resume as the larger-than-life personality has set (his actual name) used his experience as a community manager at Sledgehammer Games record viewer numbers (400K concurrent last to learn what types of content resonated with viewers. -
Emergent Behavior in Playerunknown's Battlegrounds by Christopher Aguilar, B.A. a Thesis in Mass Communications Submitted to T
Emergent Behavior in PlayerUnknown’s Battlegrounds by Christopher Aguilar, B.A. A Thesis In Mass Communications Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Approved Bobby Schweizer, Ph.D. Chair of Committee Glenn Cummins, Ph.D. Megan Condis, Ph.D. Mark Sheridan Dean of the Graduate School August, 2019 Copyright 2019, Christopher Aguilar Texas Tech University, Christopher Aguilar, August 2019 ACKNOWLEDGEMENTS I just want to thank everyone that has been an inspiration for me on this journey to get me to this point of my academic success. To Dr. John Velez, who taught the gaming classes during my undergraduate that got me interested in video game research. For helping me choose which game I wanted to write about and giving me ideas of what kinds of research is possible to write. To Dr. Bobby Schweizer, for taking up the reigns for helping me in my thesis and guiding me through this year to reach this pedestal of where I am today with my work. For giving me inspirational reads such as T.L Taylor, ethnography, helping me with my critical thinking and asking questions about research questions I had not even considered. Without your encouragement and setting expectations for me to reach and to exceed, I would not have pushed myself to make each revision even better than the last. I am grateful to Texas Tech’s teachers for caring for their student’s success. My journey in my master’s program has been full of challenges but I am grateful for the opportunity I had. -
Using Trademark Registration and Right of Publicity to Protect Esports Gamers
Catholic University Journal of Law and Technology Volume 29 Issue 1 Fall 2020 Article 7 2020 Pre-Game Strategy for Long-Term Win: Using Trademark Registration and Right of Publicity to Protect Esports Gamers John Bat Catholic University of America (Student) Follow this and additional works at: https://scholarship.law.edu/jlt Part of the Commercial Law Commons, Contracts Commons, Entertainment, Arts, and Sports Law Commons, First Amendment Commons, Intellectual Property Law Commons, Internet Law Commons, Science and Technology Law Commons, and the Torts Commons Recommended Citation John Bat, Pre-Game Strategy for Long-Term Win: Using Trademark Registration and Right of Publicity to Protect Esports Gamers, 29 Cath. U. J. L. & Tech 203 (2020). Available at: https://scholarship.law.edu/jlt/vol29/iss1/7 This Notes is brought to you for free and open access by CUA Law Scholarship Repository. It has been accepted for inclusion in Catholic University Journal of Law and Technology by an authorized editor of CUA Law Scholarship Repository. For more information, please contact [email protected]. PRE-GAME STRATEGY FOR LONG-TERM WIN: USING TRADEMARK REGISTRATION AND RIGHT OF PUBLICITY TO PROTECT ESPORTS GAMERS John C. Bat* The global electronic sports (“esports”) industry is likely to cross the one- billion-dollar threshold in total revenue in 2019, according to a Newzoo market report.1 Video games, once considered a unique, modern way to pass the time for hobbyists and bored teenagers, are no longer defined by the home-user, couch-potato stereotype. In pre-COVID-19 society, video games were responsible for filling entire sports arenas.2 Today, passionate fans purchase tickets to watch elite esports gamers compete to win, whether that be live in person or virtual. -
Optimizing the Video Game Live Stream APPROVED
Paycheck.exe: Optimizing the Video Game Live Stream by Alexander Holmes A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development April 24, 2019 APPROVED: Dean O'Donnell, Thesis Advisor Jennifer deWinter, Committee Brian Moriarty, Committee 2 1.0 Abstract Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live video streaming. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus. 3 2.0 Table of Contents 1.0 Abstract 2 2.0 Table of Contents 3 3.0 Introduction 5 3.1 History of the Medium 5 3.2 Current Platforms 12 3.3 Preliminary Platform Analysis 14 3.4 Conclusion 15 3.5 Thesis Statement 15 3.6 Implications of & Further Research 16 4.0 Literature -
Q1 2020 Earnings Presentation
Q1 2020 EARNINGS PRESENTATION May 7, 2020 SAFE HARBOR Forward-Looking Information This presentation includes forward-looking information and statements within the meaning of the federal securities laws. Except for historical information contained in this release, statements in this release may constitute forward-looking statements regarding assumptions, projections, expectations, targets, intentions or beliefs about future events. Statements containing the words “may”, “could”, “continue”, “would”, “should”, “believe”, “expect”, “anticipate”, “plan”, “goal”, “estimate”, “accelerate”, “target”, “project”, “intend” and similar expressions constitute forward-looking statements. Forward-looking statements involve known and unknown risks and uncertainties, which could cause actual results to differ materially from those contained in any forward-looking statement. Forward-looking statements are based on management’s current belief, as well as assumptions made by, and information currently available to, management. While the Company believes that its expectations are based upon reasonable assumptions, there can be no assurances that its goals and strategy will be realized. Numerous factors, including risks and uncertainties, may affect actual results and may cause results to differ materially from those expressed in forward-looking statements made by the Company or on its behalf. Some of these factors include, but are not limited to, risks related to the substantial uncertainties inherent in the acceptance of existing and future products, the difficulty of commercializing and protecting new technology, the impact of competitive products and pricing, general business and economic conditions including the impact of the global coronavirus (COVID-19) pandemic on consumer demands and manufacturing capabilities, risks relating to, and uncertainty caused by or resulting from, the COVID-19 pandemic, the Company's partnerships with influencers, athletes and esports teams. -
V7.20 Patch Notes |
IMAGE: TENCENT IMAGE: V7.20 PATCH NOTES | NOTES PATCH V7.20 JULY 2020 REPORT MICROSOFT, TENCENT 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 Powerhouse brands are making big moves to solidify their future in gaming. Nonendemic brands continue to look for ways to create in-game experiences. Even the biggest names in gaming and politics aren’t immune to criticism or Twitch bans. JULY 2020 More apparel brands are seeing the opportunity to JULY 2020 attach themselves to the gaming industry. IMAGE: NAUGHTY DOG JULY 2020 JULY 2020 PAGE 3 TRENDING NO.001 SECTION WHAT’S INCLUDED A collection of new and interesting things that caught our attention last month. IMAGE: THE WALL STREET JOURNAL MICROSOFT SHAKES THINGS UP IMAGE: S0APY WHAT HAPPENED WHY IT MATTERS With the next generation of consoles on the horizon, Microsoft While Microsoft's retail locations were not nearly as successful as Apple's, it 001 is making major organizational shifts. All of Microsoft's physical was surprising to see them close before the release of the Xbox Series X. NO. retail stores have closed except for four locations that were Mixer closing was even more shocking. Microsoft made waves in the renamed to "Experience Centers." Then we saw the end of livestreaming industry by signing Ninja, Shroud and other prominent talents Microsoft's livestreaming platform Mixer and the beginning of a to exclusive contracts. -
Nike-Gaming Brand Concept
FRONT PAGE Table Of Content Introduction ----------------------------------------------------------------------------------------------------- 2 Problem Area --------------------------------------------------------------------------------------------------- 2 Problem Statement ------------------------------------------------------------------------------------------- 3 Methods --------------------------------------------------------------------------------------------------------- 4 Process ---------------------------------------------------------------------------------------------------------- 6 Analysis ---------------------------------------------------------------------------------------------------------- 6 Strategy Solution ---------------------------------------------------------------------------------------------- 8 Conclusion ------------------------------------------------------------------------------------------------------ 8 Literature List --------------------------------------------------------------------------------------------------- 9 Reference List -------------------------------------------------------------------------------------------------- 9 Appendix 1 - Social Media Pols and Discussion ----------------------------------------------------- 11 Appendix 2 - In-depth Intreviews, transcript and notes -------------------------------------------- 12 1 Introduction This Exam, the Task consists of developing a creative concept relevant to Brand design using the keyword “ UNSPOKEN”. The goals of this exam are to test -
Pogchamp! an Analysis of Twitch.Tv and User Intercommunications
POGCHAMP! AN ANALYSIS OF TWITCH.TV AND USER INTERCOMMUNICATIONS A Thesis submitted to the faculty of ^ San Francisco State University In partial fulfillment of " the rec1uirements f°r f\ the Degree , Ia)47" Master of Arts In Cinema Studies by Brianna Werder San Francisco, California May 2019 Copyright by Brianna Werder 2019 CERTIFICATION OF APPROVAL I certify that I have read PogChamp! An Analysis of Twitch.tv and User Intercommunications by Brianna Werder, and that in my opinion this work meets the criteria for approving a thesis submitted in partial fulfillment of the requirement for the degree Master of Arts in Cinema Studies at San Francisco State University. POGCHAMP! AN ANALYSIS OF TWITCH.TV AND USER INTERCOMMUNICATIONS Brianna Werder San Francisco, California 2019 Twitch.tv is a social media platform which originally marketed itself specifically for gamers but has more recently gained recognition as appealing to aspiring live streamers of all interests. Social media platforms have the tendency to strive to individualize their users and make them stand out from others. Twitch is different than other social media sites like Facebook and Twitter because its emphasis is on building communities and bringing together people who share common interests. Twitch’s success is recent years has had a great influence on video games and media culture, and it continues to be a leader in community-based streaming services. This thesis will look at the innovations in online technologies and language that have come as a result of Twitch as well as the significance of the culture and communities that have formed on the platform. -
Untitled. © Collage by Felix Zimmermann. Photos by Cottonbro, Pexels, and Fred Moon, Unsplash
Untitled. © Collage by Felix Zimmermann. Photos by cottonbro, Pexels, and Fred Moon, Unsplash. Special Issue Democracy Dies Playfully. (Anti-)Democratic Ideas in and Around Video Games edited by Eugen Pfister, Tobias Winnerling and Felix Zimmermann This issue was prepared in cooperation with the AKGWDS (Arbeitskreis Geschichtswissenschaft und Digitale Spiele / Working Group Historical Science and Digital Games). Issue 13 (2020) Democracy Dies playfully. Three Questions – Introductory Thoughts on the Papers Assembled and Beyond by Eugen Pfister, Tobias Winnerling and Felix Zimmermann 1 articles Discrepancy Detected. Operationalizing Immigration and Borderzone Policy in Papers, Please by David Kocik, 35 Autocracy for the People. Modes of response-able Action and the Management of Demise in Frostpunk by Lars Dolkemeyer, 64 Turning Votes into Victory Points. Politics in Modern Board Games by Torben Quasdorf, 103 The Face of Authority through Sid Meier's Civilization Series by Ruth García Martín, Begoña Cadiñanos Martínez and Pablo Martín Domínguez, 139 The Missing Memorial. The Division 2 and the Politics of Memory by Joseph Meyer, 174 Play America Great Again. Manifestations of Americanness in Cold War Themed Video Games by Regina Seiwald, 223 Videogames about Politics as States of Exception by Yu Hao, 257 Likers Get Liked. Platform Capitalism and the Precariat in Death Stranding by Ryan House, 290 Imperialism and Fascism Intertwined. A Materialist Analysis of the Games Industry and Reactionary Gamers by Emil Lundedal Hammar, 317 It Was Just a Joke. Demagoguery, Humor, and Video Game Streaming by Jacob Euteneuer and Josiah Meints, 358 At the Edge of Utopia. Esports, Neoliberalism and the Gamer Culture’s Descent into Madness by Thiago Falcão, Daniel Marques, Ivan Mussa and Tarcízio Macedo, 382 Code of Resistance. -
Design and Spectatorship in the World of Competitive Gaming
The Phenomenon of Esports: Design and Spectatorship in the World of Competitive Gaming Ross Leung-Wagner Honors Thesis 2019 Advisor: Fr. Tim Clancy ______________ Advisor: Dr. Linda Tredennick ______________ Table of Contents Introduction ..................................................................................................................................... 1 The Physical Distinction of Sports and Esports .............................................................................. 1 Cheating in a Virtual Environment ................................................................................................. 9 Infrastructure in Esports: A Budding Enterprise .......................................................................... 16 Evaluating Esports ........................................................................................................................ 21 Game Development and Developer Intent .................................................................................... 24 Player Community Interaction ...................................................................................................... 32 Streaming and Spectatorship in Esports ....................................................................................... 38 Conclusion .................................................................................................................................... 43 Glossary ....................................................................................................................................... -
VIDEO GAMES: CLOUD INVADERS Bracing for the Netflix-Ization of Gaming
VIDEO GAMES: CLOUD INVADERS Bracing for the Netflix-ization of Gaming Citi GPS: Global Perspectives & Solutions June 2019 Citi is one of the world’s largest financial institutions, operating in all major established and emerging markets. Across these world markets, our employees conduct an ongoing multi-disciplinary conversation – accessing information, analyzing data, developing insights, and formulating advice. As our premier thought leadership product, Citi GPS is designed to help our readers navigate the global economy’s most demanding challenges and to anticipate future themes and trends in a fast-changing and interconnected world. Citi GPS accesses the best elements of our global conversation and harvests the thought leadership of a wide range of senior professionals across our firm. This is not a research report and does not constitute advice on investments or a solicitations to buy or sell any financial instruments. For more information on Citi GPS, please visit our website at www.citi.com/citigps. Authors Jason B Bazinet Thomas A Singlehurst, CFA U.S. Entertainment, Cable & Satellite Analyst Head of European Media Research Team +1-212-816-6395 | [email protected] +44-20-7986-4051 | [email protected] Kota Ezawa Mark May Co-Head of Global Technology Research U.S. Internet Analyst +81-3-6776-4640 | [email protected] +1-212-816-5564 | [email protected] Walter H Pritchard, CFA Alicia Yap, CFA U.S. Software Analyst Head of Pan-Asia Internet Research +1-415-951-1770 | [email protected] +852-2501-2773 | [email protected] Expert Commentators Luke Alvarez Ralf Reichart Wil Stephens Founding Managing Co-CEO of ESL CEO, Founder of Fusebox Partner, Hiro Capital Games Global Video Game Team Hillman Chan, CFA Arthur Lai China Internet & Media Analyst Greater China Technology Analyst +852-2501-2777 | [email protected] +852-2501-2758 | [email protected] Carrie Liu ` Atif Malik Taiwan Technology Hardware Analyst U.S.