Take-Two Interactive Software Inc. V Jonathan Stevens
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Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
Nba 2K League Announces Partnership with Champion Athleticwear Ahead of March 5 Draft
NBA 2K LEAGUE ANNOUNCES PARTNERSHIP WITH CHAMPION ATHLETICWEAR AHEAD OF MARCH 5 DRAFT – Champion Athleticwear Becomes Official Outfitter of NBA 2K League – – 2019 NBA 2K League Draft Set for March 5 at Barclays Center – NEW YORK, Feb. 12, 2019 – Ahead of the 2019 NBA 2K League Draft, which will be held Tuesday, March 5 at Barclays Center in Brooklyn, N.Y., the NBA 2K League announced today a multiyear partnership with Champion Athleticwear to serve as the league’s official outfitter. Champion will provide the NBA 2K League’s 21 teams with game uniforms as well as warmup, travel and practice apparel. In-game avatars will also be outfitted in Champion-branded uniforms. Throughout the season, Champion will provide apparel for marquee events like the NBA 2K League Draft Clash, in-season tournaments and the NBA 2K League Finals. Starting today, fans can purchase NBA 2K League merchandise on Champion.com. “We are thrilled to have an iconic brand like Champion as our official outfitter,” said NBA 2K League Managing Director Brendan Donohue. “Champion’s authentic designs and innovative products make them a great partner for the league, and we can’t wait to see our teams compete in their new uniforms this season.” “The need for esports apparel is quickly evolving and Champion is pleased to be an integral part of this historical opportunity,” said Champion Group President-Global Activewear Jon Ram. “Being the official outfitters for the NBA 2K League is an exciting and pivotal opportunity for Champion to continue our evolution and expansion to outfit teams within the esports and traditional sports communities. -
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Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 1 of 24 Page ID #:1 1 Pierce Bainbridge Beck Price & Hecht LLP John M. Pierce (SBN 250443) 2 [email protected] 3 Carolynn Kyungwon Beck (SBN 264703) [email protected] 4 Daniel Dubin (SBN 313235) 5 [email protected] 600 Wilshire Boulevard, Suite 500 6 Los Angeles, California 90017-3212 7 (213) 262-9333 8 Attorneys for 9 Plaintiff Alfonso Ribeiro 10 THE UNITED STATES DISTRICT COURT 11 FOR THE CENTRAL DISTRICT OF CALIFORNIA 12 Alfonso Ribeiro, an Case No. 2:18-cv-10417 13 individual, 14 Complaint for: Plaintiff, 15 1. Direct Infringement of v. 16 Copyright; 17 Take-Two Interactive 2. Contributory Infringement Software, Inc.; a Delaware of Copyright; 18 corporation; 2K Sports, Inc., a 3. Violation of the Right of 19 Delaware corporation; 2K Publicity under California Games, Inc., a Delaware Common Law; 20 corporation; Visual Concepts 4. Violation of the Right of 21 Entertainment, a California Publicity under Cal. Civ. 22 Corporation; and Does 1 Code § 3344; through 50, inclusive, 5. Unfair Competition under 23 Cal. Bus. & Prof. Code § 24 Defendants. 17200, et seq.; 6. Unfair Competition under 25 15 U.S.C. § 1125(a) 26 Demand for Jury Trial 27 28 Complaint Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 2 of 24 Page ID #:2 1 Plaintiff Alfonso Ribeiro, aka Ribeiro, (“Plaintiff” or “Ribeiro”), by 2 and through his undersigned counsel, asserts the following claims 3 against Defendants Take-Two Interactive Software, Inc. (“Take-Two”), 4 2K Sports, Inc. -
Sports & Esports the Competitive Dream Team
SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators. -
Implementation of an Esports Program in Your School
Implementation of an Esports Program in Your School WORKSHOP 37, TUESDAY DECEMBER 17, 2019 JULIAN TACKETT, CAA - COMMISSIONER, KENTUCKY HIGH SCHOOL ATHLETIC ASSOCIATION RYAN BRINGHURST, CAA - ATHLETIC DIRECTOR, LOUISVILLE CENTRAL HIGH SCHOOL The Overall Why? Like most, supply and demand. Students demanded, we needed supply PlayVS offered opportunity to states through network New Offering, No perceived conflicts with others offerings The Overall Why? Some said we don’t need anything else on our plate, but overwhelming thought- We have NEVER needed participation more for kids Initial season - 9 state association (AL, AR, CT, GA, KY, MA, NM, MS, RI along with GISA (GA Independent and TCSAAL (Texas Charter School) January, 2018 NFHS Network signs deal with PlayVS, a startup company from Los Angeles The Overall How? PlayVS offered “allegedly” turnkey solution, managing signups, matches and scheduling Results and Standings Issues Company Issues (same for any third party) The Overall How? Lots of company resources on limiting cheating (no, that doesn’t happen in sports) Don’t worry about semantics (break down barriers like the word sports!) It is not traditional. Accept and embrace! The Overall Which? KNOW THE GAMES! Yes, which game matters. Yes, it is Pay to Play. But Why? SECURITY ISSUES (Learn DDDos attacks, port alteration, etc.) Know the environment in your state (i.e. Security Issues, etc.) The Overall What? The PlayVS model (two seasons), three games Games have issues (battle, shooting, strategy, etc.) View the trailers, -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently. -
United States Securities and Exchange Commission Form
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 8-K CURRENT REPORT Pursuant to Section 13 OR 15(d) of The Securities Exchange Act of 1934 Date of Report (Date of earliest event reported) February 6, 2019 TAKE-TWO INTERACTIVE SOFTWARE, INC. (Exact name of registrant as specified in its charter) Delaware 001-34003 51-0350842 (State or other jurisdiction (Commission (IRS Employer of incorporation) File Number) Identification No.) 110 West 44th Street, New York, New York 10036 (Address of principal executive offices) (Zip Code) Registrant’s telephone number, including area code (646) 536-2842 (Former name or former address, if changed since last report.) Check the appropriate box below if the Form 8-K filing is intended to simultaneously satisfy the filing obligation of the registrant under any of the following provisions (see General Instruction A.2. below): o Written communications pursuant to Rule 425 under the Securities Act (17 CFR 230.425) o Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17 CFR 240.14a-12) o Pre-commencement communications pursuant to Rule 14d-2(b) under the Exchange Act (17 CFR 240.14d-2(b)) o Pre-commencement communications pursuant to Rule 13e-4(c) under the Exchange Act (17 CFR 240.13e-4(c)) Indicate by check mark whether the registrant is an emerging growth company as defined in Rule 405 of the Securities Act of 1933 (§230.405 of this chapter) or Rule 12b-2 of the Securities Exchange Act of 1934 (§240.12b-2 of this chapter). Emerging growth company o If an emerging growth company, indicate by check mark if the registrant has elected not to use the extended transition period for complying with any new or revised financial accounting standards provided pursuant to Section 13(a) of the Exchange Act. -
Esports: a Whole Different Ball Game
Esports A Whole Different Ball Game BY AARON D. LOVAAS, ESQ. Boston Uprising, London About Esports Shaquille O’Neal, Joe Montana and the 1 Spitfire, San Francisco Oversimplified, esports is competitive Wilpon family (think New York Mets). video game play. However, unlike going Clearly, this is serious sports business. Shock, Shanghai Dragons: for the high score on a game like PacMan, If there are any lingering doubts, One might guess these esports involves head-to-head, real-time consider further that the NBA is now the competition, in which players dedicate first of the “big four” sports leagues to were the doomed team themselves to one particular game and venture directly into esports. The NBA monikers of some now- one specific character or avatar, develop 2K League, a joint venture between proficiency in utilizing the skill set the NBA and Take-Two Interactive defunct, professional programmed specifically to that avatar, Software, commenced its first season in indoor soccer league. To assemble teams with complementary skill May 2018, following scouting, a player combine and a full-blown draft at Madison the contrary, these are sets and develop fan bases through online broadcasts of the gaming action. Of course, Square Garden, presided over by NBA four of the 12 franchised, esports is also about money. Commissioner Adam Silver. The NBA city-based teams of the To begin to appreciate the scope 2K League consists of 17 teams, each and popularity of esports today, consider representing and owned by a real-life NBA Overwatch League (OWL). the recent launch of the OWL. In 2016, counterpart (e.g. -
Esports Impact Study
0 ESPORTS INDUSTRY ASSESSMENT TABLE OF CONTENTS CONTENTS TABLE OF CONTENTS .............................................................................. 1 1. INTRODUCTION ................................................................................. 2 2. ESPORTS ECOSYSTEM ........................................................................ 4 2.1 ABOUT THE GEORGIA ECOSYSTEM ............................................................ 4 2.2 KEY PLAYERS ............................................................................................. 8 2.3 EVENTS ..................................................................................................... 8 2.4 VENUES .................................................................................................. 10 2.5 HIGH SCHOOL AND COLLEGE ESPORTS .................................................... 12 3. ESPORTS INDUSTRY ......................................................................... 14 3.1 INDUSTRY DEFINITION AND DESCRIPTION ............................................... 14 3.2 COMPETITIVE LANDSCAPE....................................................................... 16 3.3 OTHER KEY STATISTICS ............................................................................ 17 4. CONCLUSION .................................................................................. 18 5. APPENDIX - ABOUT THE GEORGIA TECH, ENTERPRISE INNOVATION INSTITUTE ........................................................................................... 19 1 ESPORTS INDUSTRY ASSESSMENT -
Activate Technology & Media Outlook 2021
October 2020 ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. Video: By 2024, nearly all American households will have a Connected TV. The average paid video streaming subscriber will own 5.7 subscriptions, while also watching other services for free (e.g. sharing passwords, using advertising-supported services, viewing social video). eCommerce: The growth curve of eCommerce has accelerated by 5 years in 5 months. Consumers will expand their digital shopping destinations beyond the retailers that they bought from before shelter-in-place. Marketplace platforms and the shift to online grocery buying will level the eCommerce playing field for large traditional retailers and brands. Esports: During shelter-in-place, esports were sports for many consumers; going forward, esports will be a major global catalyst for interest in interactive gaming, technology, and entertainment experiences. www.activate.com Continued ➔ 2 12 Takeaways from the Activate Technology & Media Outlook 2021 Sports Tech and Sports: New technologies will reshape every aspect of sports, including data, athlete performance, and viewing experiences. -
70000TONS of METAL Survival Guide
www.insomniac.games/game/spider-man-ps4 PAGE 6 MASS MEDIA INK MASS MEDIA MAG PAGE 7 Volume 3 • Issue #8 PUBLISHER/EDITOR ROD BLACK WRITERS ROD BLACK MARK HENNION HEATHER MOSS AMANDA PEUKERT PHOTOGRAPHERS ROD BLACK MARK HENNION TRANSCRIBER/COPY EDITOR ROD BLACK LAYOUT & COVER DESIGN ROD BLACK, FOTO DOOR FRONT COVER FOTO DOOR, PHOTO SABINA KELLEY, MODEL SHOWOFF MAKE-UP, MUA A’QUA SWIMWEAR, BIKINI BACK COVER KEVIN MILLET, PHOTO RICK GENEST, MODEL WEB/SOCIAL MEDIA http://www.facebook.com/MassMediaMagazine http://instagram.com/MassMediaMagazine http://twitter.com/MMMmagazineTW https://www.youtube.com/channel/UCsKzCGD4EX6wqd_FTFWfPcg MASS MEDIA GROUP, LLC PO Box 22968 Portland, OR 97269 Mass Media Magazine is printed on 10% recycled (post consumer waste) paper us- ing soy-based inks. Our printer meets or exceeds all Federal Resource Conservation Act (RCRA) standards and is a certified member of the Forest Stewardship Council. Mass Media Magazine aka MMM Magazine (ISSN 2474-2368) Pub- lished Quarterly by Mass Media Group, LLC. PO Box 22968 Portland, OR 97269. Advertising rates furnished upon request. SEND ALL ADVERTISING INFORMATION AND MATERIALS TO PO Box 22968 Portland, OR 97269. DIRECT ALL SUBSCRIPTION INQUIRIES TO OUR OFFICIAL SITE AT www.MassMediaMagazine.com or via EMAIL at info@wearemmm. com. All Advertising is subject to approval before acceptance. Mass Media Group, LLC. reserves the right to refuse any ad for any reason whatsoever. Only actual pub- lication of an advertisement constitutes acceptance thereof, but does not constitute agreement for continued publication in any form. Oregon law applies to and controls all materials contained herein. -
NLSC NBA 2K20 Wishlist
NLSC NBA 2K20 Wishlist This is the official NLSC NBA 2K20 Wishlist. It represents a comprehensive overview of what our community most wants to see added and fixed in NBA 2K20 and beyond. Thanks to everyone who helped to compile this year's Wishlist! Key Points/Overview • Achieve better balance between offline and online play. • Strive for better balance in gameplay, particularly when it comes to player builds in MyCAREER and the connected modes. • Continue to fine-tune the motion system to reduce skating and improve physicality, without compromising the fluidity of the controls. • Continue to polish up player/team AI and overall strategy. Ensure that ACE makes more of a difference in all single player modes. • Implement fairer prices of items, increase VC earnings, or add different currencies for use in upgrading players and purchasing cosmetic items. • Reduce the tedium of the grind in MyCAREER and the connected online experiences. • Expand in-game customisation options even further. • Improve player ratings, especially for Legends. • Implement better/actual matchmaking in online modes, so that users face opponents of similar skill level while they're getting better at online play. • Make the PC version more modder-friendly, with roster and art files that are easier to work with. Gameplay • Find a way to fine-tune online and offline gameplay independently of one another, so that changes to one don't mess up the other. • Reduce the amount of skating/floating and clunky changes of direction, fix speed breaks, and improve foot planting, while retaining the responsiveness of the controls. • Improve physicality and reduce clipping.