Compulsory License Promoting Video Game Live-Streaming Yang Qiu
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Technical Report
Cost-Effective Cloud Edge Traffic Engineering with CASCARA Rachee Singh Sharad Agarwal Matt Calder Victor Bahl Microsoft Abstract Inter-domain bandwidth costs comprise a significant amount of the operating expenditure of cloud providers. Traffic engi- neering systems at the cloud edge must strike a fine balance between minimizing costs and maintaining the latency ex- pected by clients. The nature of this tradeoff is complex due to non-linear pricing schemes prevalent in the market for inter-domain bandwidth. We quantify this tradeoff and un- cover several key insights from the link-utilization between a large cloud provider and Internet service providers. Based Figure 1: Present-day and CASCARA-optimized bandwidth allo- on these insights, we propose CASCARA, a cloud edge traffic cation distributions for one week, across a pair of links between a engineering framework to optimize inter-domain bandwidth large cloud provider and tier-1 North American ISPs. Costs depend allocations with non-linear pricing schemes. CASCARA lever- on the 95th-percentile of the allocation distributions (vertical lines). ages the abundance of latency-equivalent peer links on the CASCARA-optimized allocations reduce total costs by 35% over the cloud edge to minimize costs without impacting latency sig- present-day allocations while satisfying the same demand. nificantly. Extensive evaluation on production traffic demands of a commercial cloud provider shows that CASCARA saves In this work, we show that recent increases in interconnec- 11–50% in bandwidth costs per cloud PoP, while bounding tion and infrastructure scale enable significant potential to re- the increase in client latency by 3 milliseconds1. duce the costs of inter-domain traffic. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
An Overview of the Communication Decency Act's Section
Legal Sidebari Liability for Content Hosts: An Overview of the Communication Decency Act’s Section 230 Valerie C. Brannon Legislative Attorney June 6, 2019 Section 230 of the Communications Act of 1934, enacted as part of the Communications Decency Act of 1996 (CDA), broadly protects online service providers like social media companies from being held liable for transmitting or taking down user-generated content. In part because of this broad immunity, social media platforms and other online content hosts have largely operated without outside regulation, resulting in a mostly self-policing industry. However, while the immunity created by Section 230 is significant, it is not absolute. For example, courts have said that if a service provider “passively displays content that is created entirely by third parties,” Section 230 immunity will apply; but if the service provider helps to develop the problematic content, it may be subject to liability. Commentators and regulators have questioned in recent years whether Section 230 goes too far in immunizing service providers. In 2018, Congress created a new exception to Section 230 in the Allow States and Victims to Fight Online Sex Trafficking Act of 2017, commonly known as FOSTA. Post-FOSTA, Section 230 immunity will not apply to bar claims alleging violations of certain sex trafficking laws. Some have argued that Congress should further narrow Section 230 immunity—or even repeal it entirely. This Sidebar provides background information on Section 230, reviewing its history, text, and interpretation in the courts. Legislative History Section 230 was enacted in early 1996, in the CDA’s Section 509, titled “Online Family Empowerment.” In part, this provision responded to a 1995 decision issued by a New York state trial court: Stratton- Oakmont, Inc. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Changing Perceptions and Bucking
INAUGURAL ISSUE Q1-Q3 2008 LOUISIANA ECONOMIC QUARTERLY EA SpoRtS: FoRtUNE 1000 HQ LoUISIANA’S It’S IN LoUISIANA RELocAtIoN NUcLEAR RENAISSANcE inside 13 Economic Update Secretary The State Of Louisiana’s Economy 4 Around the Regions What’s Happening With 10 Haynesville Shale And Federal City Moret Momentum Louisiana 13 Companies That 12 Said ‘Yes’ To Louisiana Small Business Spotlight Loads Of Opportunity For 20 am thrilled to share with you the inaugural This issue also includes a variety of stories Southern Textile Services issue of Louisiana Economic Quarterly – a describing some of the most consequential Louisiana community Network new publication designed to provide economic developments in Louisiana today, Tools For Success 22 insights about Louisiana’s economy, as well including the Haynesville Shale in North 24 as economic development efforts being Louisiana, the Federal City project in New Industry outlook undertaken to enhance it. Orleans, an exciting small business success Taking Digital Arts 24 story in Alexandria, and the emerging digital To The Next Level 20 In this and subsequent issues, we will detail media industry that is starting to form in Baton major economic developments in Louisiana, Rouge, Lafayette, New Orleans and Shreveport/ on the cover including economic trends, major business Bossier. We also include a thought-provoking Changing Perceptions And 26 19 investments, small business success stories, interview with Jim Clinton, a national economic Bucking National Trends the evolution of traditional and emerging development leader who just came back to industry sectors, and state and local economic Alexandria to make a difference. How planning development initiatives. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE -
Proposal for an Undergraduate Major in Esports and Game Studies B.S
4/16/2019 Proposal for an Undergraduate Major in Esports and Game Studies B.S. Arts and Sciences PRELMINARY PROPOSAL FOR A BACHELOR OF SCIENCE IN Esports and Game Studies I. Proposed Major This new major will be a Bachelor of Science degree through the College of Arts and Sciences in Esports and Game Studies (EGS). Initially, the major will focus on three tracks: 1.) Esports and Game Creation, 2.) Esports Management, and 3.) Application of Games in Medicine and Health. Additional concentrations and certificate programs may be proposed once the major becomes well established. II. Rationale A. Describe the rationale/purpose of the major. This new four-year Arts & Sciences major is a true collaboration between five colleges at The Ohio State University: 1) The College of Arts & Sciences, 2) The Fisher College of Business, 3) The College of Education and Human Ecology, 4) The College of Engineering, and 5) The College of Medicine. This new degree is a multidisciplinary collaboration that is driven by industry needs. The Esports and Game industry is growing at an enormous pace over the past few years. According to Newzoo’s 2018 Global Esports Market Report the global esports revenues have grown over 30% for the past three years and this rate is expected to continue beyond 2021. The revenues in the industry were $250 million in 2015 and expected to reach $1.65 billion by 2021. This growth has created a dearth of properly trained college graduates to fill industry needs. This new UG major has been created to fill the void in industry. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Europe's Video Game Industry and the Telecom Single Market
Europe’s Video Game Industry and the Telecom Single Market Executive Summary The internet is a key driver of growth in the video game industry and facilitates distribution of content, engagement with customers, multiplayer gameplay and provision of crucial software updates to improve gameplay. Our industry has thrived where high-speed internet has become more accessible to consumers as the delivery of video game-related services and the distribution of high-quality video game content often consumes more data than other internet-related activities. Additionally, existing multiplayer gameplay functionality and future cloud-based game products which require technologies to rapidly ‘sync' over very long distances are highly sensitive to delays in the time it takes for these synchronisations to take place (these delays are referred to as “latency”). Any steps taken towards further harmonisation of the Telecom Single Market should therefore promote the following principles of Net Neutrality: (1) driving competition between internet service providers (ISPs); (2) safeguarding the emergence of dynamic new business models and commercial practices in the video games industry; (3) encouraging the distribution and free-flow of video game content by ensuring as many European consumers as possible may avail of internet connections with unrestricted or high data caps; (4) guaranteeing low latency for online multiplayer games to deliver the best possible interactive experience for gamers; (5) encouraging ISPs to provide reliable, uninterrupted broadband for end-users; (6) extending broadband at affordable prices to as many European consumers as possible and supporting the ongoing growth of the Europe’s fixed and mobile internet infrastructure; (7) ensuring transparency in the network traffic management practices of ISPs so gamers can make the best possible choice of broadband provider; and (8) ending “artificial” restrictions on network traffic and the throttling of competing services by ISPs. -
Reevaluating Internet Service Providers' Liability for Third Party Content and Copyright Infringement Lucy H
Roger Williams University Law Review Volume 7 Issue 1 Symposium: Information and Electronic Article 6 Commerce Law: Comparative Perspectives Fall 2001 Making Waves in Statutory Safe Harbors: Reevaluating Internet Service Providers' Liability for Third Party Content and Copyright Infringement Lucy H. Holmes Roger Williams University School of Law Follow this and additional works at: http://docs.rwu.edu/rwu_LR Recommended Citation Holmes, Lucy H. (2001) "Making Waves in Statutory Safe Harbors: Reevaluating Internet Service Providers' Liability for Third Party Content and Copyright Infringement," Roger Williams University Law Review: Vol. 7: Iss. 1, Article 6. Available at: http://docs.rwu.edu/rwu_LR/vol7/iss1/6 This Notes and Comments is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Roger Williams University Law Review by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Notes and Comments Making Waves In Statutory Safe Harbors: Reevaluating Internet Service Providers' Liability for Third-Party Content and Copyright Infringement With the growth of the Internet" as a medium of communica- tion, the appropriate standard of liability for access providers has emerged as an international legal debate. 2 Internet Service Prov- iders (ISPs) 3 have faced, and continue to face, potential liability for the acts of individuals using their services to access, post, or download information.4 Two areas of law where this potential lia- bility has been discussed extensively are defamation and copyright 5 law. In the United States, ISP liability for the content of third- party postings has been dramatically limited by the Communica- tions Decency Act of 1996 (CDA). -
Lake Service Provider Training Manual for Preventing the Spread of Aquatic Invasive Species Version 3.3
Lake Service Provider Training Manual for Preventing the Spread of Aquatic Invasive Species Version 3.3 Lake Service Provider Training Manual developed by: Minnesota Department of Natural Resources 500 Lafayette Road St. Paul, MN 55155-4025 1-888-646-6367 www.mndnr.gov Contributing authors: Minnesota Department of Natural Resources Darrin Hoverson, Nathan Olson, Jay Rendall, April Rust, Dan Swanson Minnesota Waters Carrie Maurer-Ackerman All photographs and illustrations in this manual are owned by the Minnesota DNR unless otherwise credited. Thank you to the many contributors who edited copy and provided comments during the development of this manual, and other training materials. Some portions of this training manual were adapted with permission from a publication originally produced by the Colorado Division of Wildlife and State Parks with input from many other partners in Colorado and other states. Table of Contents Section 1 : Lake Service Provider Basics. 1 What is a Lake “Service Provider”?. 2 What are Aquatic Invasive Species (AIS)?. .2 Why a training and permit?. 3 How do you know if you are a service provider and need a permit?. .3 How to get your service provider permit. .3 Service Provider Vehicle Stickers. 4 Online AIS Training for Your Employees. 4 Follow-up After Training. .5 Contact. .6 Section 2: Aquatic Invasive Species (AIS). .7 Aquatic Invasive Species (AIS) . 8 Zebra mussels and Quagga mussels . 9 Spiny waterflea and Fishhook waterflea . 11 Faucet snail . 12 Eurasian watermilfoil . 13 Curly-leaf pondweed. .14 Flowering rush . .15 Invasive Fish Diseases. 16 Other Aquatic Invasive Species . 16 Section 3: Minnesota Aquatic Invasive Species Laws . -
ACTA's Abandoned Third-Party Liability Provisions and What They Mean for the Future
American University Washington College of Law Digital Commons @ American University Washington College of Law Joint PIJIP/TLS Research Paper Series 9-2010 ACTA's Abandoned Third-Party Liability Provisions and What They Mean for the Future Michael R. Morris University of Edinburgh, [email protected] Follow this and additional works at: https://digitalcommons.wcl.american.edu/research Part of the Intellectual Property Law Commons, and the International Trade Law Commons Recommended Citation Morris, Michael. 2010. ACTA's Abandoned Third-Party Liability Provisions and What They Mean for the Future. PIJIP Research Paper no. 10. American University Washington College of Law, Washington, DC. This Article is brought to you for free and open access by the Program on Information Justice and Intellectual Property and Technology, Law, & Security Program at Digital Commons @ American University Washington College of Law. It has been accepted for inclusion in Joint PIJIP/TLS Research Paper Series by an authorized administrator of Digital Commons @ American University Washington College of Law. For more information, please contact [email protected]. NAVIGATING THE ACTA SHOALS TO A FUTURE SAFE HARBOR: LIBRARY AND HOTSPOT INTERNET ACCESS 1 LIABILITY IN A POST-ACTA UNIVERSE 2 Michael R. Morris ABSTRACT This white paper examines issues potentially created both by the expansion of third-party liability mandated by ACTA and the safe harbor provisions designed to provide some protection against that third-party liability. 1 At the time this paper was researched and written, the July 1, 2010 draft of ACTA was the most recent draft of the text. Any references to ―the most recent text‖ and related analysis refer to the July 1, 2010 draft.