Copyright and Tattoos

Total Page:16

File Type:pdf, Size:1020Kb

Copyright and Tattoos Copyright and Tattoos Discussing the current legal trends in protecting the rights granted in the creation of tattoos. Presented by: Delia Ramirez Of Counsel at Hakimi Law, PC [email protected] P: 415-255-4503 Overview Copyright Overview Defenses How to obtain copyright De minimis Rights granted Implied License Fair Use Copyright as it relates to tattoos Initial Cases Copyrightable? Rasheed Wallace – Nike Commercial Rights for tattoos Mike Tyson – Hangover 2 Ownership vs. Authorship Carlos Condit – Video Game Types of Authorship NFL cases – Madden NFL 10 & 11 Ownership Current litigation Copyright Infringement Solid Oaks Sketchest vs. 2K Games, et al. What is copyright infringement James Haydan v. 2K Games, et al. Possible impact on entertainment industry How to obtain Copyright **Protects original works of authorship fixed in a tangible medium of expression. 1. Original 2. Fixed into medium 3. Expression 4. Protected Category– 8 types Ex: Literary works, musical works, pictorial and graphical works. Protects for life of author plus 70 years unless WFH or Corporation Registration required? No – protection Yes – file suit, statutory damages, attorney fees http://www.wpdlegal.com/wp-content/uploads/2017/04/Copyright-All-Rights-Reserved.jpg BUNDLE OF RIGHTS 17 U.S. Code §106 – Exclusive rights of Author Visual Artist Rights Act (1990) §106A- (Owner) of work disclosure or divulgation, which allows Reproduce the copyright work in copies the artist to determine when a work is complete and may be displayed; Prepare derivative works based upon the copyright work paternity or attribution, which allows an Distribute copies of the copyrighted work to the artist to protect the identification of his public by sale name with his own work, and to disclaim it when applied to another's; In the case of literary, musical, dramatic, and choreographic works, pantomimes, and motion the right of withdrawal, which permits pictures and other audiovisual works, to perform the the artist to modify or withdraw a work copyrighted work in public following publication; and in the case of literary, musical, dramatic, and choreographic works, pantomimes, and pictorial, integrity, which allows the artist to graphic, or sculptural works, including the individual prevent his work from being displayed in images of a motion picture or other audiovisual an altered, distorted, or mutilated work, to display the copyrighted work publicly; and form. In case of sound recordings, to perform the work publicly by means of digital audio transmission Is a Tattoo Copyrightable? tattoo is an indelible mark or figure fixed Copyright category? upon the body by insertion of pigment under the skin or by production of scars Pictorial (Webster’s Dictionary) Copyrightable? Absolutely Original, Creative Fixed Google Image Search 1/22/18 – Water Color Tattoos Authorship vs. Ownership Author and owner of the copyright are not always the same person/people. Author = mastermind of the work; superintended the whole work Single author –the author themselves unless otherwise agreed to OR a Work-For-Hire. Joint Authors – two people that work together and intend to have a joint work – Equal rights unless otherwise agreed to Work for Hire – the author is not the owner of the copyright. Rather it’s the person who hired the artist. (Two types) http://www.clipartpanda.com/clipart_images/famous-author-has-been-the-59701059 Work for Hire – Employee Employee within the scope of their employment. – No written agreement needed! 1. Employee – Where employer is actually “directing, or supervising the creation of the work” Factors: Control, Skill required to do the work▪︎source of tools/materials used to do work▪︎ duration of the relationship▪︎can hiring body assign other projects to worker▪︎who determines the duration of the work▪︎methods of payment▪︎who decides when assistants can be hired/who pays them▪︎ is work in ordinary line of business for hiring body▪︎ is creator in business for themselves Community for Creative Non-Violence v. Reid, 490 U.S. 730 (1989). 2. Scope of Employment 1. Is this the type of work that employee is paid to perform? 2. Did the work occur substantially within work hours and/or at the work place? 3. Was the work served in part for the employer? Work for Hire – Commissioned Project 17 U.S.C §101 – Following criteria must be met: 1. Commissioned – Created at the request of someone; 2. Created under a written and signed agreement; and 3. Created for the use in one of the following: Motion picture or audiovisual work – Most common for musicians. Ex: musical score, title song written for films, etc. Collective work – Collection of individual works such as an anthology, encyclopedia Compilation – work made by compiling a bunch of things Translation of a foreign work Supplementary work instructional text a test as answer material for a test, or https://translatorsdigest.files.wordpress.com/2015/06/contract.jpg as an atlas Copyright Infringement & Common Defenses 17 U.S.C. §501 Exploiting any of the exclusive rights of the copyright without the owners permission Distribute, Copy, Create derivative work, Perform, Display, Perform through digital transmission (Ex: non-interactive Internet radio) Prove Access Copy/Substantial Similarity No intent needed IMPORTANT: Make sure that work is registered with the copyright office before an infringement occurs. Common Defenses in Tattoo industry: Implied License, Fair Use, and de minimis De minimis The principle that copyright infringement is “not actionable” where “the copying of the protected material is so trivial as to fall below the quantitative threshold of substantial similarity.” Test: Observability of protectable elements in the allegedly infringing work from the perspective of the average lay person. Sandoval v. New Line Cinema Corp., 147 F.3d 215, 217 (2d Cir. 1998) (Case based on movie “Seven”) Tw o Factors: length of time the copyrighted work appears in the allegedly infringing work; and https://geekynerfherder.blogspot.com/2012/07/movie- its prominence in that work as revealed by the lighting and positioning of poster-art-se7en-1995.html the copyrighted work Implied License Orally or written 3 prong test set forth by 9th Circuit: (1) Licensor created the work at licensees request, (2) delivered the work to the licensee, and (3) intended for the licensee to distribute and copy the work. Main prong is INTENT. Industry Standard – Tattoo artists have conceded to the implied license to tattoo bearers as they live their life. http://www.thegloss.com/culture/celebrities-beat-the-paparazzi- pranks/ Celebrities – Display, distribution and copying are inevitable to an extent Fair Use 17 U.S.C. 107 - the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright. In determining whether the use made of a work in any particular case is a fair use the factors to be considered shall include— (1) the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes; (2) the nature of the copyrighted work; (3) the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and (4) the effect of the use upon the potential market for or value of the copyrighted work. Past Cases Reed v. Nike, Inc., No. 3:05-CV-00198 (D. Or. Feb. 10, 2005), dismissed, (D. Or. Oct. 19, 2005) https://i.ytimg.com/vi/bXPhGf8Bi74/hqdefault.jpg https://www.youtube.com/watch?v=bXPhGf 8Bi74 Whitmill v. Warner Bros. Entm’t Inc., No. 4:11-CV-752 CDP (E.D. Mo. Apr. 28, 2011), dismissed (E.D. Mo. June 22, 2011) Escobedo v. THQ, Inc., No. 2:12-CV-02470- JAT (D. Ariz. Nov. 16, 2012), dismissed (D. Ariz. Dec. 11, 2013) http://latimesblogs.latimes.com/.a/6a00d8341c630a53ef01543330fe6f970c-pi Allen v. Electronic Arts, Inc., No. 5:12-CV- 3172 (W.D. La. Dec. 31, 2012), dismissed (W.D. La. Apr. 9, 2013) http://mmapayout.co m/wp- content/uploads/2013 /09/Condit-tattoo.jpg Solid Oaks Sketches, LLC v. 2K Games, Inc., et al. Case NO. 1:16-cv-724-LTS-RLE https://media.operationsports.com/shots/1454375808-media.jpg James Hayden v. 2K Games, Inc and Take Two Interactive Software, Inc. Case No: 1:17-cv-02635 Photo from Hayden Complaint The Future Impact https://cdn.massagemag.com/wordpress/wp-content/uploads/AFMTE-News-Slider-7-30-15.jpg Questions? Delia Ramirez Of Counsel at Hakimi Law, PC [email protected] Case 1:16-cv-00724-LTS-RLE Document 77 Filed 08/09/17 Page 1 of 31 Dale M. Cendali Joshua L. Simmons KIRKLAND & ELLIS LLP 601 Lexington Avenue New York, NY 10022 Telephone: (212) 446-4800 Facsimile: (212) 446-4900 [email protected] [email protected] Attorneys for Defendants-Counterclaimants UNITED STATES DISTRICT COURT SOUTHERN DISTRICT OF NEW YORK SOLID OAK SKETCHES, LLC, CASE NO. 1:16-cv-724-LTS-RLE Plaintiff- Counterdefendant, v. 2K GAMES, INC. and TAKE-TWO INTERACTIVE SOFTWARE, INC., Defendants- Counterclaimants. MEMORANDUM OF LAW IN SUPPORT OF DEFENDANTS-COUNTERCLAIMANTS 2K GAMES, INC. AND TAKE-TWO INTERACTIVE SOFTWARE, INC.’S MOTION FOR JUDGMENT ON THE PLEADINGS Case 1:16-cv-00724-LTS-RLE Document 77 Filed 08/09/17 Page 2 of 31 TABLE OF CONTENTS PRELIMINARY STATEMENT ................................................................................................
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • Meaningful Choice As Expression of Creativity in Gameplay
    Meaningful Choice as Expression of Creativity in Gameplay A Preliminary Typology of Creative Gameplay in Videogames Abstract Gamification guru Yu-Kai Chou positions creativity as the ultimate motivational drive as it both addresses intrinsic motivation as well as positive emotions. Creativity and play have long been linked together and, despite many attempts to grasp them, have maintained elusive concept because their expressions have an enormous variety. Yet, creative gameplay has rarely been analyzed as a whole, research often lingering on a single variant of it, mostly tangible player production in videogames. This thesis offers a framework based on Chou’s concept of meaningful choices for identifying varieties of creative gameplay and offers a preliminary typology of creative gameplay in videogames. By Wesley Smit 3781410 Supervisor Jasper van Vught TABLE OF CONTENTS INTRODUCTION .............................................................................................. 3 IN THE BEGINNING… .................................................................................... 9 CREATIVITY AND MEANINGFUL PLAY ..................................................... 14 METHODOLOGY ........................................................................................... 26 CREATIVE PLAY IN LITTLEBIGPLANET 2 ................................................. 29 CREATIVE PLAY IN NBA 2K15 ................................................................... 39 DISCUSSION ................................................................................................
    [Show full text]
  • Original Article Effect of Esport Sponsorship on Brands
    Journal of Physical Education and Sport ® (JPES), Vol.20 (2), Art 122 pp. 852 - 861, 2020 online ISSN: 2247 - 806X; p-ISSN: 2247 – 8051; ISSN - L = 2247 - 8051 © JPES Original Article Effect of eSport sponsorship on brands: an empirical study applied to youth ELASRI-EJJABERI, AMAL 1; RODRIGUEZ-RODRIGUEZ, SERGIO 2; APARICIO-CHUECA, PILAR 3 1 Estudis d’Economia i Empresa, Universitat Oberta de Catalunya (UOC), SPAIN 2,3, Business and Economics Faculty, University of Barcelona, SPAIN Published online: March 31, 2020 (Accepted for publication: March 17, 2020) DOI:10.7752/jpes.2020.02122 Abstract : This paper contributes to the understanding of sponsorship in eSports, shedding light on an enormously important topic that has been little explored in academia. ESport is growing internationally, mainly due to the easy access to technology, but also as a response to access to different competitions on the part of the general public, and especially youth. The objective of this paper is to investigate the effect that eSport sponsorship has on the health of a brand sponsoring a competition. The field work was carried out by means of a questionnaire distributed among the Internet population, differentiating between children in the age bracket 8 and 14 years and youth between 15 and 25 years, with a total of 1,619 responses. The questionnaire measured the health of the brand through analysing the variables related to the purchase funnel and the brand’s advertising campaigns. The results suggest that sponsoring an eSports league has positive effects on the brand. The study also contributes some findings that are applicable to managers in the area of marketing, suggesting some future related lines of research.
    [Show full text]
  • Case 1:16-Cv-00724-LTS Document 33 Filed 04/19/16 Page 1 of 12
    Case 1:16-cv-00724-LTS Document 33 Filed 04/19/16 Page 1 of 12 Dale M. Cendali Joshua L. Simmons Emma Raviv KIRKLAND & ELLIS LLP 601 Lexington Avenue New York, New York 10022 Telephone: (212) 446-4800 Facsimile: (212) 446-4900 [email protected] [email protected] [email protected] Attorneys for Defendants 2K Games, Inc. and Take-Two Interactive Software, Inc. UNITED STATES DISTRICT COURT SOUTHERN DISTRICT OF NEW YORK SOLID OAK SKETCHES, LLC, CASE NO. 1:16-cv-724(LTS)(RLE) Plaintiff, ECF Case v. VISUAL CONCEPTS, INC.; 2K GAMES, INC.; TAKE-TWO INTERACTIVE SOFTWARE, INC., Defendants. MEMORANDUM OF LAW IN SUPPORT OF DEFENDANTS 2K GAMES, INC. AND TAKE-TWO INTERACTIVE SOFTWARE, INC.’S MOTION TO DISMISS Case 1:16-cv-00724-LTS Document 33 Filed 04/19/16 Page 2 of 12 TABLE OF CONTENTS PRELIMINARY STATEMENT ................................................................................................. 1 FACTUAL BACKGROUND ....................................................................................................... 2 I. TAKE-TWO AND THE NBA 2K VIDEO GAME SERIES .................................. 2 II. SOLID OAK AND THE TATTOOS ..................................................................... 3 ARGUMENT ................................................................................................................................. 4 I. THE STANDARD FOR A MOTION TO DISMISS ............................................. 4 II. SOLID OAK IS NOT ENTITLED TO STATUTORY DAMAGES OR ATTORNEYS’ FEES AS A MATTER OF LAW ................................................
    [Show full text]
  • GME - Q2 2014 Gamestop Corp Earnings Call
    THOMSON REUTERS STREETEVENTS EDITED TRANSCRIPT GME - Q2 2014 GameStop Corp Earnings Call EVENT DATE/TIME: AUGUST 21, 2014 / 9:00PM GMT OVERVIEW: GME reported 2Q14 consolidated global sales of $1.73b, consolidated global net earnings of $24.6m and diluted EPS of $0.22. Expects 2014 diluted EPS to be $3.40-3.70 and 3Q14 diluted EPS to be $0.58-0.64. THOMSON REUTERS STREETEVENTS | www.streetevents.com | Contact Us ©2015 Thomson Reuters. All rights reserved. Republication or redistribution of Thomson Reuters content, including by framing or similar means, is prohibited without the prior written consent of Thomson Reuters. 'Thomson Reuters' and the Thomson Reuters logo are registered trademarks of Thomson Reuters and its affiliated companies. AUGUST 21, 2014 / 9:00PM, GME - Q2 2014 GameStop Corp Earnings Call CORPORATE PARTICIPANTS Tony Bartel GameStop Corporation - President Rob Lloyd GameStop Corporation - CFO Mike Mauler GameStop Corporation - EVP of International Mike Hogan GameStop Corporation - EVP - Strategic Business CONFERENCE CALL PARTICIPANTS Tony Wible Janney Capital Markets - Analyst David Magee SunTrust Robinson Humphrey - Analyst Curtis Nagle BofA Merrill Lynch - Analyst Brian Nagel Oppenheimer & Co. - Analyst Arvind Bhatia Sterne, Agee & Leach, Inc. - Analyst Edward Williams BMO Capital Markets - Analyst Sean McGowan Needham & Company - Analyst PRESENTATION Operator Good day, and welcome to GameStop's second-quarter 2014 earnings conference call. (Operator Instructions) I would like to remind you that this call is covered by the Safe Harbor disclosure containing GameStop's public documents, and is the property of GameStop. It is not for rebroadcast or use by any other party, without the prior written consent of GameStop.
    [Show full text]
  • Official Playstation Magazine! Get Your Copy of the Game We Called A, “Return to Form for the Legendary Spookster,” in OPM #108 When You Subscribe
    ISSUE 114 OCTOBER 2015 £5.99 gamesradar.com/opm LARA COMES HOME TOMB RAIDER It’s official! First look as Rise Of The Tomb Raider heads to PS4 ASSASSIN’SBETTER ON PS4! CREED SYNDICATE Back to its best? Victorian London explored and PS4-exclusive missions uncovered in our huge playtest EXPERT PLAYTEST STAR WARS BATTLEFRONT Fly the Millennium Falcon in the mode of your dreams COMPLETED! RECORD-BREAKING TEN-PAGE METAL GEAR SOLID REVIEW DESTINY: MAFIA III COMES BACK FROM THE TAKEN KING THE DEAD TO MAKE OUR DAY We’ve finished it! All-access CALL OF DUTY SIDES WITH PS4: pass to the best DLC ever WHAT DOES IT MEAN FOR YOU? ISSUE 114 / OCT 2015 Future Publishing Ltd, Quay House, The Ambury, Welcome Bath BA1 1UA, United Kingdom Tel +44 (0) 1225 442244 Fax: +44 (0) 1225 732275 here’s just no stopping the PS4 train. Email [email protected] Twitter @OPM_UK Web www.gamesradar.com/opm With Sony’s super-machine on track to EDITORIAL Editor Matthew Pellett @Pelloki eventually overtake PS2 as the best- Managing Art Editor Milford Coppock @milfcoppock T Production Editor Dom Reseigh-Lincoln @furianreseigh selling console ever, developers keep News Editor Dave Meikleham flocking to Team PlayStation. This month we CONTRIBUTORS Words Alice Bell, Jenny Baker, Ben Borthwick, Matthew Clapham, Ian Dransfield, Matthew Elliott, Edwin Evans-Thirlwell, go behind the scenes of five of the best Matthew Gilman, Ben Griffin, Dave Houghton, Phil Iwaniuk, Jordan Farley, Louis Pattison, Paul Randall, Jem Roberts, Sam games due out this year to show you why Roberts, Tom Sykes, Justin Towell, Ben Wilson, Iain Wilson Design Andrew Leung, Rob Speed the biggest blockbusters of the gaming ADVERTISING world are set to be better on PS4.
    [Show full text]
  • 1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
    Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Reply Comments of the Electronic Frontier Foundation 1. Commenter Information Mitchell Stoltz Kendra Albert Corynne McSherry (203) 424-0382 Kit Walsh [email protected] Electronic Frontier Foundation 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these reply comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturers. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We propose an exemption to 17 U.S.C. § 1201(a)(1) for users who wish to modify lawfully acquired copies of computer programs for the purpose of continuing to play videogames that are no longer supported by the developer, and that require communication with a server.
    [Show full text]
  • ^* Nba2k17 Locker Codes for Vc
    #! Nba2k17 Codes Without Human Verification Bypass NBA 2K17 Locker Codes & Free VC NBA2K17Codes.com NBA 2k17 Locker Codes. Hey everyone, we've been hard at work fixing up our NBA 2k17 Locker Codes. We took into account all of your previous year's requests and added ... NBA 2k17 Locker Codes 2017, Unlimited VC Glitch Free The NBA 2K franchise continues to stake its claim as the most authentic sports video game with NBA 2K17, blurring the lines between video game and reality. [RP] NBA 2k17 Release Date Prediction NBA 2k17 - Cover ... NBA 2k17 Release Date Prediction NBA 2k14 Release Date:October 1, 2013 NBA 2k15 Release Date: October 7, 2014 NBA 2k16 Release Date: September 29, 2015 NBA 2k17 ... Operation Sports: Dedicated To Sports Gaming NBA 2K17 is a basketball simulation video game developed by Visual Concepts and published by 2K Sports. It is the 18th installment in the NBA 2K franchise and the ... NBA 2K17 - Wikipedia NBA 2K17 is a basketball simulation video game developed by Visual Concepts and published by 2K Sports. It is the 18th installment in the NBA 2K franchise and the ... Free NBA 2K17 Locker Code - Available for Xbox, PS, PC ... About Us. NBA2K.ORG is one of the largest websites focused on the NBA 2K series. Here you'll find the latest news and updates from 2K Sports, along with extensive ... Free Game Generator Codes Nba2k17 Codes Without Human Verification Required Code Generator Nba 2K17 Vc Genarator No Survey Live Free Game Generator Codes Free Game Generator Codesing, Free Game Generator Codes Xbox 360 Nba2k17 Codes
    [Show full text]
  • Not a Taboo Use of Tattoos: Why Using Unauthorized Replicas of Professional Athlete Tattoos in Video Games Constitutes Fair Use
    Marquette Sports Law Review Volume 30 Issue 2 Spring Article 5 2020 Not a Taboo Use of Tattoos: Why Using Unauthorized Replicas of Professional Athlete Tattoos in Video Games Constitutes Fair Use John R. Faulkner III Follow this and additional works at: https://scholarship.law.marquette.edu/sportslaw Part of the Entertainment, Arts, and Sports Law Commons Repository Citation John R. Faulkner III, Not a Taboo Use of Tattoos: Why Using Unauthorized Replicas of Professional Athlete Tattoos in Video Games Constitutes Fair Use, 30 Marq. Sports L. Rev. 371 (2020) Available at: https://scholarship.law.marquette.edu/sportslaw/vol30/iss2/5 This Comment is brought to you for free and open access by the Journals at Marquette Law Scholarly Commons. For more information, please contact [email protected]. FAULKNER – COMMENT 30.2 9/11/2020 10:31 PM COMMENTS NOT A TABOO USE OF TATTOOS: WHY USING UNAUTHORIZED REPLICAS OF PROFESSIONAL ATHLETE TATTOOS IN VIDEO GAMES CONSTITUTES FAIR USE JOHN R. FAULKNER, III INTRODUCTION The popularity of video games in the United States today is undeniable. According to a 2018 survey conducted by the Entertainment Software Association, sixty-four percent of American households contained at least one video game console, and sixty percent of Americans admitted to playing video games daily.1 Video game adaptations of professional sports leagues, namely international soccer (FIFA)2, the National Football League (NFL), and National May 2020 graduate of Marquette University Law School with a Sports Law Certificate from the National Sports Law Institute. 2018-2019 member of the Marquette Sports Law Review.
    [Show full text]
  • Before the FEDERAL COMMUNICATIONS COMMISSION Washington, D.C
    Before the FEDERAL COMMUNICATIONS COMMISSION Washington, D.C. 20554 In the Matter of Implementation of Sections 716 and 717 of CG Docket No. 10-213 the Communications Act of 1934, as Enacted by the Twenty-First Century Communications and Video Accessibility Act of 2010 Entertainment Software Association Petition for Class Waiver of Sections 716 and 717 of the Communications Act and Part 14 of the Commission’s Rules Requiring Access to Advanced Communications Services (ACS) and Equipment by People with Disabilities PETITION OF THE ENTERTAINMENT SOFTWARE ASSOCIATION FOR PARTIAL EXTENSION OF WAIVER Michael Warnecke Scott Blake Harris Chief Counsel, Tech Policy S. Roberts Carter Cory Fox Paul J. Caritj Senior Policy Counsel HARRIS,WILTSHIRE &GRANNIS LLP ENTERTAINMENT SOFTWARE ASSOCIATION 1919 M Street NW, 8th Floor 575 7th Street NW, #300 Washington, D.C. 20036 Washington, D.C. 20004 (202) 730-1300 Counsel for the Entertainment May 22, 2015 Software Association TABLE OF CONTENTS I. INTRODUCTION AND SUMMARY. .......................................................................................... 1 II. THE COMMISSION SHOULD PARTIALLY AND BRIEFLY EXTEND THE CURRENT WAIVER. .............................................................................................................. 2 The Commission Should Grant a Modest Waiver Extension for Class III Video Game Software Used for the Primary Purpose of Game Play. .............................................................................................................. 4 Class III Video
    [Show full text]
  • Voice Games: the History of Voice Interaction in Digital Games
    Teemu Kiiski Voice Games: The History of Voice Interaction in Digital Games Bachelor of Business Administration Game Development Studies Spring 2020 Abstract Author(s): Kiiski Teemu Title of the Publication: Voice Games: The History of Voice Interaction in Digital Games Degree Title: Bachelor of Business Administration, Game Development Studies Keywords: voice games, digital games, video games, speech recognition, voice commands, voice interac- tion This thesis was commissioned by Doppio Games, a Lisbon-based game studio that makes con- versational voice games for Amazon Alexa and Google Assistant. Doppio has released games such as The Vortex (2018) and The 3% Challenge (2019). In recent years, voice interaction with computers has become part of everyday life. However, despite the fact that voice interaction mechanics have been used in games for several decades, the category of voice interaction games, or voice games in short, has remained relatively ob- scure. The purpose of the study was to research the history of voice interaction in digital games. The objective of this thesis is to describe a chronological history for voice games through a plat- form-focused approach while highlighting different design approaches to voice interaction. Research findings point out that voice interaction has been experimented with in commercially published games and game systems starting from the 1980s. Games featuring voice interaction have appeared in waves, typically as a reaction to features made possible by new hardware. During the past decade, the field has become more fragmented. Voice games are now available on platforms such as mobile devices and virtual assistants. Similarly, traditional platforms such as consoles are keeping up by integrating more voice interaction features.
    [Show full text]
  • Playstation 4 - Wikipedia Case 3:19-Cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not Logged in Talk Contributions Create Account Log In
    Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 1 of 19 EXHIBIT C PlayStation 4 - Wikipedia Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not logged in Talk Contributions Create account Log in Article Talk Read View source View history PlayStation 4 From Wikipedia, the free encyclopedia Main page Contents "PS4" redirects here. For other uses, see PS4 (disambiguation). Featured content The PlayStation 4 (officially abbreviated as PS4) is an eighth-generation home video game console developed by Sony Interactive Current events PlayStation 4 Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15 in North Random article Donate to Wikipedia America, November 29 in Europe, South America and Australia, and on February 22, 2014, in Japan. It competes with Microsoft's Wikipedia store Xbox One and Nintendo's Wii U and Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Interaction Unit (APU) built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops; AMD stated that it was the "most Help powerful" APU it had developed to date. The PlayStation 4 places an increased emphasis on social interaction and integration with About Wikipedia Community portal other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices ("Remote Recent changes Play"), the ability to stream gameplay online or to friends, with them controlling gameplay remotely ("Share Play").
    [Show full text]