Datel Brief 6.15.11 FINAL
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Sony Playstation 2
Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits -
Case3:09-Cv-05535-EDL Document172 Filed04/12/11 Page1 of 126
Case3:09-cv-05535-EDL Document172 Filed04/12/11 Page1 of 126 (iREGORY P. STONE (SBN 078329) (ircgory.Stollc({l?mto.com 2 MUNGER, TOLLES & OLSON LLP 355 South Grand AVClluc 3 Thirty-Filth Floor 4 Los Angcles, CA 90071-1560 REDACTED-COMPLETE VERSION FILED Tclephonc: (213) 683-9100 UNDER SEAL 5 Facsimik: (213) 687-3702 6 IIOJOON IIWANG (SBN 184950) 7 [email protected] ROI-IIT K. SINGLA (SI3N 213057) 8 [email protected] JONATHAN H. I3LA VIN (SBN 23(269) 9 [email protected] MICHAEL J. MONGAN (SBN 250374) 10 Michael. [email protected] II MUNGER, TOLLES & OLSON LLP 560 Mission Street, 12 Twenty-Seventh Floor San Francisco, CA 94105-2907 13 Telephone: (415) 512-4032 Facsimile: (415)512-4077 14 Attorneys for Defendant 15 MICROSOFT CORPORATION 16 UNITED STATES DISTRICT COURT 17 NORTHERN DISTRICT OF CALIFORNIA 18 SAN FRANCISCO DIVISION 19 CASE NO. CV 09-5535 EDL 20 DA TEL HOLDINGS LTD. and DATEL DESIGN & DEVELOPMENT, INC., NOTICE OF MOTION AND MOTION OF 21 MICROSOFT CORPORATION FOR Plaintiffs and LEAVE TO FILE SECOND AMENDED 22 Counterclaimant ANSWER, AFFIRMATIVE DEFENSES AND 23 Defendants, COUNTERCLAIMS 24 VS. FILED UNDER SEAL 25 MICROSOFT CORPORATION, Date: TBD Time: TBD 26 Defendant and Courtroom: E, 15th Floor Counterclaimant. 27 MAG. JUDGE ELIZABETH D. LAPORTE 28 NOTICE OF MOT. AND MOT FOR LEAVE CV 09-5535 EDL Case3:09-cv-05535-EDL Document172 Filed04/12/11 Page2 of 126 1 NOTICE OF MOTION AND MOTION 2 TO PLAINTIFFS AND COUNSEL OF RECORD: PLEASE TAKE NOTICE that on a 3 date and time to be determined in Courtroom E of the above-captioned Court, located at 450 4 Golden Gate Avenue, San Francisco, California, 94102, Defendant Microsoft Corporation 5 (“Microsoft”) will and hereby does move for leave to amend its answer, affirmative defenses, and 6 counterclaims pursuant to Federal Rules of Civil Procedure 15(a) and 16(b). -
Sony Computer Entertainment America Inc. V. Gamemasters 87 F.Supp.2D 976 (N.D.CA 1999)
Sony Computer Entertainment America Inc. v. GameMasters 87 F.Supp.2d 976 (N.D.CA 1999) HENDERSON, District Judge. 1. This civil action is brought by Sony Computer Entertainment America Inc., against Michael and Carol Chaddon, d.b.a. GameMasters, Inc., for trademark and copyright infringement, contributory trademark and contributory copyright infringement, violation of the Digital Millennium Copyright Act, and state and federal unfair competition laws. 2. This matter is now before the Court on plaintiff's motion for a preliminary injunction. Based upon the evidentiary record, the parties' moving papers, and arguments of counsel, IT IS HEREBY ORDERED, ADJUDGED AND DECREED: I. Procedural Posture 3. In January 1999, SCEA learned that Defendants were selling allegedly counterfeit accessories for SCEA's PlayStation video game. An SCEA employee, Jerry Jessop, purchased an allegedly counterfeit PlayStation memory card, video game controller, and a device known as the "Game Enhancer" from the GameMaster's store in San Leandro on January 17, 1999. After some analysis, SCEA concluded that the peripheral items were counterfeit. Plaintiff has attached copies of the packaging of both products as exhibits. (Jessop Decl. Ex. B). 4. On June 10, 1999, SCEA filed ex parte for a Temporary Restraining Order ("TRO"). On June 11, 1999, this Court granted SCEA's request for a TRO and Order for Seizure and Impoundment of Counterfeit Goods and directed that all motions and papers be filed under seal. We also directed the parties to appear and Show Cause why a Preliminary Injunction should not Issue and ordered an Expedited Discovery schedule. 5. On June 15, 1999, SCEA carried out the Seizure Order impounding numerous allegedly counterfeit accessories (including 41 memory cards, 2 CD‐ROM mechanism boxes; a Japanese Dual Shock Controller, and 7 PlayStation cases) totaling approximately $4,000 in value. -
Pdf, Doc March 20, 2011 the Recovery Menu Will Pop Up
Before the U.S. COPYRIGHT OFFICE LIBRARY OF CONGRESS Washington, DC 20559 In the Matter of ) ) Exemption to Prohibition on Circumvention of ) Copyright Protection Systems for Access ) Docket No. RM 2011-07 Control Technologies ) ) COMMENTS OF THE ENTERTAINMENT SOFTWARE ASSOCIATION IN OPPOSITION TO PROPOSED CLASS # 3: COMPUTER PROGRAMS THAT ENABLE LAWFULLY ACQUIRED VIDEO GAME CONSOLES TO EXECUTE LAWFULLY ACQUIRED SOFTWARE APPLICATIONS, WHERE CIRCUMVENTION IS UNDERTAKEN FOR THE PURPOSE OF ENABLING INTEROPERABILITY OF SUCH APPLICATIONS WITH COMPUTER PROGRAMS ON THE GAMING CONSOLE Christian Genetski Simon J. Frankel Christian Troncoso Lindsey L. Tonsager ENTERTAINMENT SOFTWARE ASSOCIATION COVINGTON & BURLING LLP 575 7th Street, NW, Suite 300 1201 Pennsylvania Ave NW Washington, DC 20004 Washington, DC 20004 Telephone: (202) 223-2400 Telephone: (202) 662-6000 Facsimile: (202) 223-2401 Facsimile: (202) 662-6291 February 10, 2012 TABLE OF CONTENTS I. INTRODUCTION AND SUMMARY OF COMMENTS ................................................... 2 II. EFF FAILED TO MEET ITS BURDEN OF DEMONSTRATING THAT ITS ALLEGED ADVERSE IMPACTS ARE “SUBSTANTIAL.” ............................................ 7 A. The Need To Purchase Alternative Computing Resources Is Not An Adverse Impact That Is Cognizable In This Rulemaking And, In Any Event, EFF Has Not Established That Such Need Is Substantial ............................................................................................ 9 B. Limitations On Users’ Ability To Install The Linux Operating System Or -
Appendix a Collecting for the Commodore 64
Appendix A Collecting for the Commodore 64 With more than 10,000 games and applications officially released back in the day, the Commodore 64 is surely a challenging, though potentially very rewarding, sys- tem to collect for. Before embrarking in such a quest, some clear goals and guide- lines should be established first. First of all, collecting games for the C64 has some fundamental differ- ences compared to collecting for other classic systems like the Atari 2600, the Intellivision or the NES. While obscure games can be very valuable due to their rarity, regardless of their quality, on dedicated systems which had only a few hun- dred games available (Air Raid, which is valued at more than $30,000 for the Atari 2600, is a typical example), on the C64, with thousands and thousands of games, not many people really care for a low quality, forgotten title that was released unsuccessfully in limited quantities, whatever its supposed “rarity” rating. On the other hand, most C64 collectors tend to focus on games that were high quality, rare box variations and first or special editions of famous games. Why is it so? Most likely, piracy is one of the reasons that made these games highly collectible nowadays. Despite being considered “popular” back in the day, this didn’t mean most kids who played and loved them actually owned a legit copy. Now that many of them turned into more responsible adults and collectors, effectively owning the “real” thing becomes a common collecting goal that makes such releases very sought after. It should also be pointed out that, while monetary values can fluctuate wildly from time to time and it is very difficult to provide reliable estimates, lose games have very little value and only complete specimen with box, manual and any even- tual extras in good condition, are worth any money as collectible items. -
Creating Discontinuous Innovation: the Case of Nintendo’S Wii
CREATING DISCONTINUOUS INNOVATION: THE CASE OF NINTENDO’S WII MU SHIFENG A THESIS SUBMITTED FOR THE DEGREE OF MASTER OF ENGINEERING DIVISION OF ENGINEERING AND TECHNOLOGY MANAGEMENT FACULTY OF ENGINEERING NATIONAL UNIVERSITY OF SINGAPORE 2008 Creating discontinuous innovation: the case of Nintendo’s Wii ACKNOWLEDGEMENTS The completion of this thesis would not be achieved without the help from my supervisors, colleagues, friends and my family, who keep supporting me throughout the journey of my graduate studies. I would like to take this opportunity to express my gratitude and appreciation to all of them. I would like to thank my main supervisor Dr. Chai Kah Hin, for his continuous guidance and encouragement, helping me not only finish this project, but also improve my personal aptitudes in thinking, analyzing and communicating with different people. As well, I would like to thank my co-supervisor Prof. Hang Chang Chieh. As the head of the Division of Engineering and Technology Management, National University of Singapore, he is very busy with administrative affairs. However, Prof. Hang often spared time with me to discuss my research project and provided insightful recommendations in the implications of my work. I am also very grateful to other professors and my colleagues in the Division-ETM, ISE Department and ECE Department of NUS for their kindly support and help during my graduate studies. They are A/Prof Jeffrey Funk, A/Prof Seiko Arai, Prof Liu Shang-Jyh, A/Prof Neo Kok Beng, Annapoornima M. Subramanian, Yu Dan, Michele Chew, Virginia Cha, Xie Yu Juan and Cheng Yu Chao. - ii - Creating discontinuous innovation: the case of Nintendo’s Wii Finally, I would like thank my friends and family for their understanding, support and encouragement especially when I confronted with difficulties and depressions.