Fair Use, Fair Play: Video Game Performances and "Let's Plays" As Transformative Use Dan Hagen
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Youtube Yrityksen Markkinoinnin Välineenä
Lassi Tuomikoski Youtube yrityksen markkinoinnin välineenä Metropolia Ammattikorkeakoulu Tradenomi Liiketalouden koulutusohjelma Opinnäytetyö Lokakuu 2014 Tiivistelmä Tekijä Lassi Tuomikoski Otsikko Youtube yrityksen markkinoinnin välineenä Sivumäärä 47 sivua + 2 liitettä Aika 9.11.2014 Tutkinto Tradenomi Koulutusohjelma Liiketalous Suuntautumisvaihtoehto Markkinointi Ohjaaja lehtori Raisa Varsta Tämän opinnäytetyön tarkoituksena oli luoda ohjeistus oman sisällön luomiseen Youtubessa aloittelevalle yritykselle. Työn toisena tavoitteena on osoittaa, miten yritys pystyy hyödyntämään videonjakopalvelu Youtubea omassa liiketoiminnassaan muiden markkinoinnin keinojen avulla. Työn viitekehyksessä käydään läpi keskeisimmät käsitteet ja termit ja esitellään Youtube yrityksenä sekä videonjakopalveluna. Työssä kerrotaan, millä eri tavoin yritys voi näkyä Youtubessa ja Youtube yrityksen markkinoinnissa. Toiminnallisena osana työtä tuotettiin konkreettisten esimerkkien pohjalta ohjeistus Youtuben parissa aloittelevalle yritykselle siitä, kuinka päästä alkuun tehokkaassa ja yritykselle lisäarvoa tuottavassa sisällöntuottamisessa. Mitä asiota oman sisällön luomisessa täytyy ottaa huomioon ja millä keinoilla Youtubessa voidaan menestyä. Opinnäytetyön johtopäätöksenä todettiin, että ennen oman sisällön luomista on yrityksen sisältöstrategian oltava kunnossa. Sisällön tärkeyttä ei voi oman sisällön luomisessa tarpeeksi korostaa. Sisällön on oltava merkityksellistä asiakkaan kannalta. Avainsanat youtube, sisältömarkkinointi, sosiaalinen media Abstract -
Program Guide Index Sgc Program Guide 2013
EVENT’S SCHEDULE Version 0.3 Updated 17.06.13 GUEST LIST MARKET PLACE SGC GROUND MAP AND MUCH MORE!!! JUNE 21ST - 23RD, 2013 HYATT REGENCY DALLAS SGCONVENTION.COM PROGRAM GUIDE INDEX SGC PROGRAM GUIDE 2013 PROGRAM’S CONTENT A quick look at the most amazing three day gaming party in the entire Southwest! This index is where you can find all the information you’re looking for with ease. SGC Woo! The Guest List What is SGC? PAGE PAGE Need more information Welcome to the convention! about your favorite 04 09 celebrities? The Schedule The Hotel PAGE PAGE For when you want to Where is SGC held, rooms be at the right place, and reservations. 05 14 at the right time. PAGE PAGE The SGC Map Where to Eat? It’s dangerous to go along. Hungry? 06 17 TAKE THIS! TABLE TOP ROOM Transport PAGE PAGE Get you card, board, dice, Arriving in Dallas and need and role-playing games directions? 08 18 ready! 2 INDEX SGC PROGRAM GUIDE 2013 PROGRAM’S CONTENT Dealer Room Want exclusive merchandise PAGE or even a rare game? We have you covered! 19 IRON MAN PAGE OF GAMING The only competition to test 24 a gamer’s skills across all consoles, genres, and eras. ARCADE ROOM Play with your fellow gamers PAGE by matching up on either retro, modern, or arcade classics! 20 COSPLAY CONTEST PAGE Of course we love cosplay at SGC! See the rules for this year’s 28 contest at SGC! MOVIE ROOM Love movies? Check out which PAGE movies we will be showing day and night! 22 THANK YOU! PAGE Thanking those who supported SGC on the 2012 Kickstarter. -
Manual Youtube Content ID
YouTube Content ID Manual Rebeat is an official YouTube partner and has access to the YouTube Content Management System (CMS). With this, we give you the possibility to monetize and protect your videos on the YouTube platform. Our YouTube service is integrated into our MES software – there will be no extra costs for using it. For this service only the usual 15% Rebeat fee will be deducted from your YouTube revenue in the final accounting. How does YouTube Content ID work? When you upload a product to our software, you 1. Activate YouTube Content ID in MES have the option to send it to YouTube Content ID. For this, you should check the box that says “YouTube Content ID” in the distribution matrix of our software and apply it for the countries of your choosing (1). As soon as the product has been delivered to Content ID, a reference file (also known as “digital fingerprint”) will be created for each one of the tracks of your product. These reference files will then be used by Content ID to find similarities and matches between them and the content uploaded by other users. Thus, if your whole song or even just a part of it will be used by other people in their videos, matches will be found and a claim will be placed on the uploader’s video which has used your content. With this claim it is possible to monetize the foreign content. Rebeat YouTube Manual – updated on 17.08.2020 Page 1 With the help of Content ID we can also claim any of your content manually. -
You(Tube), Me, and Content ID: Paving the Way for Compulsory Synchronization Licensing on User-Generated Content Platforms Nicholas Thomas Delisa
Brooklyn Law Review Volume 81 | Issue 3 Article 8 2016 You(Tube), Me, and Content ID: Paving the Way for Compulsory Synchronization Licensing on User-Generated Content Platforms Nicholas Thomas DeLisa Follow this and additional works at: https://brooklynworks.brooklaw.edu/blr Part of the Intellectual Property Law Commons, and the Internet Law Commons Recommended Citation Nicholas T. DeLisa, You(Tube), Me, and Content ID: Paving the Way for Compulsory Synchronization Licensing on User-Generated Content Platforms, 81 Brook. L. Rev. (2016). Available at: https://brooklynworks.brooklaw.edu/blr/vol81/iss3/8 This Note is brought to you for free and open access by the Law Journals at BrooklynWorks. It has been accepted for inclusion in Brooklyn Law Review by an authorized editor of BrooklynWorks. You(Tube), Me, and Content ID PAVING THE WAY FOR COMPULSORY SYNCHRONIZATION LICENSING ON USER- GENERATED CONTENT PLATFORMS INTRODUCTION Ever wonder about how the law regulates your cousin’s wedding video posted on her YouTube account? Most consumers do not ponder questions such as “Who owns the content in my video?” or “What is a fair use?” or “Did I obtain the proper permission to use Bruno Mars’s latest single as the backing track to my video?” These are important questions of law that are answered each day on YouTube1 by a system called Content ID.2 Content ID identifies uses of audio and visual works uploaded to YouTube3 and allows rights holders to collect advertising revenue on that content through the YouTube Partner Program.4 It is easy to see why Content ID was implemented—300 hours of video are uploaded to YouTube per minute.5 Over six billion hours of video are watched each month on YouTube (almost an hour for every person on earth),6 and it is unquestionably the most popular streaming video site on the Internet.7 Because of the staggering amount of content 1 See A Guide to YouTube Removals,ELECTRONIC fRONTIER fOUND., https://www.eff.org/issues/intellectual-property/guide-to-youtube-removals [http://perma.cc/ BF4Y-PW6E] (last visited June 6, 2016). -
Trgnvol1issue5.Pdf
GAUNTLET DARK LEGACY 2 URIDIUM 22 INTERVIEW WITH ONE MAN & HIS DROID 23 INTERGHOST 7 DIE HARD TRILOGY 8 FAXANADU 10 SAMURAI JAZZ 10 TARGET RENEGADE 10 SUPER SPACE INVADERS 10 I am very excited to bring you this month’s issue of The Retro Games News as we have a great variety of reviews thanks to all of you who decided to write your own articles for the publication. Thanks also to Shaun who supplied us with a new logo. As I hope you will see, the layout of the Magazine has also had a bit of a facelift, my aim being to make it look as professional as possible, but still keeping the content laid back and fun to read. This month, we have an exclusive interview with the popular YouTuber Interghost, we have reviews spanning various systems and we also feature a new game which has been written by an independent publisher. Enjoy the read and happy retro gaming! Phil Wheatley - Editor GAUNTLET LEGACY Essentials Exclusive Offer! Test Drive Amiga Retail Box USA/NTSC Release Only $9.99 US plus shipping visit elisoftware.com and use promo code TRGNTD offer good until 8/15/2013 Your main channel is been around since 2006 which must be one of the oldest retrogaming channels INTERGHOST: around, what inspired you to start a channel? Yes, it’s been around for some time now, and time has just flown by! But as for being one of the oldest ADAM CLEAVER retrogaming channels, its not really. I was inspired by quite a few channels back before I decided to Adam Cleaver, better known as Interghost take the plunge into video making. -
1 Fully Optimized: the (Post)Human Art of Speedrunning Like Their Cognate Forms of New Media, the Everyday Ubiquity of Video
Fully Optimized: The (Post)human Art of Speedrunning Item Type Article Authors Hay, Jonathan Citation Hay, J. (2020). Fully Optimized: The (Post)human Art of Speedrunning. Journal of Posthuman Studies: Philosophy, Technology, Media, 4(1), 5 - 24. Publisher Penn State University Press Journal Journal of Posthuman Studies Download date 01/10/2021 15:57:06 Item License https://creativecommons.org/licenses/by-nc-nd/4.0/ Link to Item http://hdl.handle.net/10034/623585 Fully Optimized: The (post)human art of speedrunning Like their cognate forms of new media, the everyday ubiquity of video games in contemporary Western cultures is symptomatic of the always-already “(post)human” (Hayles 1999, 246) character of the mundane lifeworlds of those members of our species who live in such technologically saturated societies. This article therefore takes as its theoretical basis N. Katherine Hayles’ proposal that our species presently inhabits an intermediary stage between being human and posthuman; that we are currently (post)human, engaged in a process of constantly becoming posthuman. In the space of an entirely unremarkable hour, we might very conceivably interface with our mobile phone in order to access and interpret GPS data, stream a newly released album of music, phone a family member who is physically separated from us by many miles, pass time playing a clicker game, and then absentmindedly catch up on breaking news from across the globe. In this context, video games are merely one cultural practice through which we regularly interface with technology, and hence, are merely one constituent aspect of the consummate inundation of technologies into the everyday lives of (post)humans. -
SCMS 2019 Conference Program
CELEBRATING SIXTY YEARS SCMS 1959-2019 SCMSCONFERENCE 2019PROGRAM Sheraton Grand Seattle MARCH 13–17 Letter from the President Dear 2019 Conference Attendees, This year marks the 60th anniversary of the Society for Cinema and Media Studies. Formed in 1959, the first national meeting of what was then called the Society of Cinematologists was held at the New York University Faculty Club in April 1960. The two-day national meeting consisted of a business meeting where they discussed their hope to have a journal; a panel on sources, with a discussion of “off-beat films” and the problem of renters returning mutilated copies of Battleship Potemkin; and a luncheon, including Erwin Panofsky, Parker Tyler, Dwight MacDonald and Siegfried Kracauer among the 29 people present. What a start! The Society has grown tremendously since that first meeting. We changed our name to the Society for Cinema Studies in 1969, and then added Media to become SCMS in 2002. From 29 people at the first meeting, we now have approximately 3000 members in 38 nations. The conference has 423 panels, roundtables and workshops and 23 seminars across five-days. In 1960, total expenses for the society were listed as $71.32. Now, they are over $800,000 annually. And our journal, first established in 1961, then renamed Cinema Journal in 1966, was renamed again in October 2018 to become JCMS: The Journal of Cinema and Media Studies. This conference shows the range and breadth of what is now considered “cinematology,” with panels and awards on diverse topics that encompass game studies, podcasts, animation, reality TV, sports media, contemporary film, and early cinema; and approaches that include affect studies, eco-criticism, archival research, critical race studies, and queer theory, among others. -
Second Hand Gaming Influence of Interactive Media
SECOND HAND GAMING INFLUENCE OF INTERACTIVE MEDIA BY METHOD OF CONSUMPTION By BRYAN TRUDE Bachelor of Arts in Mass Communications University of Central Oklahoma Edmond, Oklahoma 2013 Submitted to the Faculty of the Graduate College of the Oklahoma State University in partial fulfillment of the requirements for the Degree of MASTER OF SCIENCE May, 2017 SECOND HAND GAMING INFLUENCE OF INTERACTIVE MEDIA BY METHOD OF CONSUMPTION Thesis Approved: Dr. Danny Shipka Thesis Adviser Dr. Cynthia Wang Dr. Lori McKinnon ii ACKNOWLEDGEMENTS I would like to thank the faculty and staff of the Oklahoma State University School of Media and Strategic Communications, the College of Arts and Sciences, and the Graduate College for all of their guidance and support through this two-year journey. Individually, I would like to thank Dr. Danny Shipka, Dr. Cynthia Wang, and Dr. Lori McKinnon for their service on my thesis committee, along with Dr. Stan Ketterer, a committee member who had to withdraw for medical reasons. Keep on tickin’, doc. I would also like to thank Dr. Craig Freeman, director of the School of Media and Strategic Communications, for never being too busy to sit down and chat about whatever, and for overwhelming me with your daily dose of energy and passion for everything SMSC. Dr. Shipka, thank you for leading me by the hand through this process like an owner leading a scared puppy, and for reassuring me when I got too far inside my own head. I could have never done this without you, and everything I become from here on out is because of what you’ve helped me to build. -
Ready Player One by Ernest Cline
Ready Player One by Ernest Cline Chapter 1 Everyone my age remembers where they were and what they were doing when they first heard about the contest. I was sitting in my hideout watching cartoons when the news bulletin broke in on my video feed, announcing that James Halliday had died during the night. I’d heard of Halliday, of course. Everyone had. He was the videogame designer responsible for creating the OASIS, a massively multiplayer online game that had gradually evolved into the globally networked virtual reality most of humanity now used on a daily basis. The unprecedented success of the OASIS had made Halliday one of the wealthiest people in the world. At first, I couldn’t understand why the media was making such a big deal of the billionaire’s death. After all, the people of Planet Earth had other concerns. The ongoing energy crisis. Catastrophic climate change. Widespread famine, poverty, and disease. Half a dozen wars. You know: “dogs and cats living together … mass hysteria!” Normally, the newsfeeds didn’t interrupt everyone’s interactive sitcoms and soap operas unless something really major had happened. Like the outbreak of some new killer virus, or another major city vanishing in a mushroom cloud. Big stuff like that. As famous as he was, Halliday’s death should have warranted only a brief segment on the evening news, so the unwashed masses could shake their heads in envy when the newscasters announced the obscenely large amount of money that would be doled out to the rich man’s heirs. 2 But that was the rub. -
Media Manipulation and Disinformation Online Alice Marwick and Rebecca Lewis CONTENTS
Media Manipulation and Disinformation Online Alice Marwick and Rebecca Lewis CONTENTS Executive Summary ....................................................... 1 What Techniques Do Media Manipulators Use? ....... 33 Understanding Media Manipulation ............................ 2 Participatory Culture ........................................... 33 Who is Manipulating the Media? ................................. 4 Networks ............................................................. 34 Internet Trolls ......................................................... 4 Memes ................................................................. 35 Gamergaters .......................................................... 7 Bots ...................................................................... 36 Hate Groups and Ideologues ............................... 9 Strategic Amplification and Framing ................. 38 The Alt-Right ................................................... 9 Why is the Media Vulnerable? .................................... 40 The Manosphere .......................................... 13 Lack of Trust in Media ......................................... 40 Conspiracy Theorists ........................................... 17 Decline of Local News ........................................ 41 Influencers............................................................ 20 The Attention Economy ...................................... 42 Hyper-Partisan News Outlets ............................. 21 What are the Outcomes? .......................................... -
Weigel Colostate 0053N 16148.Pdf (853.6Kb)
THESIS ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH Submitted by Taylor Weigel Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Summer 2020 Master’s Committee: Advisor: Evan Elkins Greg Dickinson Rosa Martey Copyright by Taylor Laureen Weigel All Rights Reserved ABSTRACT ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH We are living in an increasingly digital world.1 In the past, critical scholars have focused on the inequality of access and unequal relationships between the elite, who controlled the media, and the masses, whose limited agency only allowed for alternate meanings of dominant discourse and media.2 With the rise of social networking services (SNSs) and user-generated content (UGC), critical work has shifted from relationships between the elite and the masses to questions of infrastructure, online governance, technological affordances, and cultural values and practices instilled in computer mediated communication (CMC).3 This thesis focuses specifically on technological and institutional practices of Instagram and Twitch and the social practices of users in these online spaces, using two case studies to explore the production of connection- oriented spaces through Instagram Stories and Twitch streams, which I argue are phenomenologically live media texts. In the following chapters, I answer two research questions. First, I explore the question, “Are Instagram Stories and Twitch streams fostering connections between users through institutional and technological practices of phenomenologically live texts?” and second, “If they 1 “We” in this case refers to privileged individuals from successful post-industrial societies. -
September 2015 Press Highlights February 24, 2015August 22, 2015
September 2015 Press Highlights February 24, 2015August 22, 2015 Katz, Rachel, “A Tempo: August 22” WWFM, 8/22/2015 “Tell us: What issues should the next mayor care about?” Philly.com, 8/20/2015 Katz, Rachel, “A Tempo: August 15” WWFM, 8/15/2015 “STAMP in Old City: 6ABC Action News, 8/14/2015 Johanson, Kristen, “Phila. High School Students Complete Summer Internships Through WorkReady Program” CBS Philly, 8/14/2015 Jamison, Mikala, “STAMP in Old City” Philadelphia City Paper, 8/13/2015 Middleton, Josh, “Cultural Alliance Hosts Free Old City Museum Crawl for Philly Teens” Philly Mag Ticket, 8/13/2015 Bloom, Robin, “Weekly Entertainment Guide Watercolors” Newsworks.org, 8/12/2015 “Blogathon on the Intersections of Art and Science Day 3” Barry’s Blog, 8/11/2015 Volpe, Allie, “This Week in Philly: Aug. 10Aug. 16” Philly.com, 8/10/2015 Smith, Eric, “This Thursday: GroundSwell Hosting Happy Hour at The Oval” Geekadelphia, 7/28/2015 Mabaso, Alaina, “Geek out on arts and culture with the Philadelphia Geek Awards” Broad Street Review, 7/28/2015 Middleton, Josh, “Here are the 2015 Philadelphia Geek Awards Nominees” Philly Mag Ticket, 7/21/2015 Vadala, Nick, “Nominees announced for 2015 Philadelphia Geek Awards” Philly.com, 7/21/2015 “Philadelphia Geek Awards announces 2015 nominees” Newsworks.org, 7/21/2015 Manklang, Mo, “Cast your vote on the Mayor’s next Arts and Culture priorities (and grab a beer!) Generocity.org, 7/21/2015 Inquirer Editorial Board, “A need for more arts jobs” Philadelphia Inquirer, 7/20/2015 Inquirer Editorial Board,