A Review of 2009 Video Game Litigation and Selected Cases
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Gaming Cover Front
Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures .......................................................................................................................................... -
Weekends Became Something Other People Did”: Understanding and Intervening in The
“Weekends became something other people did”: Understanding and intervening in the habitus of video game crunch Dr. Amanda C. Cote, [email protected] (Corresponding Author) Mr. Brandon Harris, [email protected] University of Oregon School of Journalism and Communication This is an Accepted Manuscript of an article published by Sage in Convergence: The International Journal of Research into New Media Technologies on March 26, 2020, available online: https://journals.sagepub.com/doi/full/10.1177/1354856520913865. Abstract “Crunch”— a period of unpaid overtime meant to speed up lagging projects— is a common labor practice in the video game industry and persists despite many costs to developers. To understand why, we conducted a critical discourse analysis of Game Developer magazine (2000- 2010) to explore how industry members perceive and discuss gamework 1) in a publication for developers, by developers and 2) during the first decade in which serious conversations about labor emerge in the games industry. Our analysis found that many gameworkers treat crunch as “inevitable” due to three specific themes: games as an unmanageable creative industry, an anti- corporate ethos, and a stereotypical developer identity based on passion and perfectionism. These constructions— combined with the industry’s project-based nature and cultures of passion and secrecy— build crunch into the habitus of gamework, helping reproduce exploitative labor practices. However, habitus can and does change over time, providing interested employees, companies, and labor organizers a means to intercede in existing work practices. We suggest a multi-pronged intervention that could build a healthier, more sustainable habitus of gamework. Keywords Video games, media industries, labor practices, habitus, critical discourse analysis, press analysis, game studies, crunch 1 Introduction “All-nighters and seven-day weeks are a fool’s game. -
It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
Data Breach Reports
CONTENTS Information & Background on ITRC ........... 2 Methodology .............................................. 3 ITRC Breach Stats Report Summary .......... 4 ITRC Breach Stats Report ..........................5 ITRC Breach Report ................................ 42 Information and Background on ITRC Information management is critically important to all of us - as employees and consumers. For that reason, the Identity Theft Resource Center has been tracking security breaches since 2005, looking for patterns, new trends and any information that may better help us to educate consumers and businesses on the need for understanding the value of protecting personal identifying information. What is a breach? The ITRC defines a data breach as an incident in which an individual name plus a Social Security number, driver’s license number, medical record or financial record (credit/ debit cards included) is potentially put at risk because of exposure. This exposure can occur either electronically or in paper format. The ITRC will also capture breaches that do not, by the nature of the incident, trigger data breach notification laws. Generally, these breaches consist of the exposure of user names, emails and passwords without involving sensitive personal identifying information. These breach incidents will be included by name but without the total number of records exposed. There are currently two ITRC breach reports which are updated and posted on-line on a weekly basis. The ITRC Breach Report presents detailed information about data exposure events along with running totals for a specific year. Breaches are broken down into five categories, as follows: business, banking/credit/financial, educational, Government/Military and medical/healthcare. The ITRC Breach Stats Report provides a summary of this information by category. -
Event Transcript
The Walt Disney Company Q2 FY11 Earnings Conference Call MAY 10, 2011 Disney Speakers: Bob Iger President and Chief Executive Officer Jay Rasulo Senior Executive Vice President and Chief Financial Officer Moderated by, Lowell Singer Senior Vice President, Investor Relations PRESENTATION Operator Good day, ladies and gentlemen, and welcome to the second-quarter 2011 Walt Disney Company earnings conference call. My name is Stacy and I will be your conference moderator for today. At this time, all participants are in a listen-only mode. We will conduct a question- and-answer session towards the end of the conference. (Operator Instructions). As a reminder, this conference call is being recorded for replay purposes. Page 1 The Walt Disney Company Q2 FY11 Earnings May 10, 2011 Conference Call I would now like to turn the presentation over to your host for today, to Mr. Lowell Singer, Senior Vice President of Investor Relations. Please proceed. Lowell Singer – Senior Vice President, Investor Relations, The Walt Disney Company Okay. Thank you, and good afternoon, everyone. Welcome to The Walt Disney Company's second quarter earnings call. Our press release was issued almost an hour ago. It's now available on our website at www.Disney.com/investors. Today's call is also being webcast and the webcast will be on the website after the call. Finally, a replay and transcript of today's remarks will be available on the website as well. Joining me in Burbank for today's call are Bob Iger, Disney's President and Chief Executive Officer, and Jay Rasulo, Senior Executive Vice President and Chief Financial Officer. -
Innovation and Investment: Building Tomorrow’S Economy in the Bay Area
Innovation and Investment: Building Tomorrow’s Economy in the Bay Area Bay Area Economic Profile March 2012 Eighth in a Series Bay Area Council Economic Institute 201 California Street, Suite 1450, San Francisco, CA 94111 (415) 981-7117 Fax (415) 981-6408 www.bayareaeconomy.org [email protected] Innovation and Investment: Building Tomorrow’s Economy in the Bay Area Bay Area Economic Profile March 2012 Eighth in a Series Innovation and Investment: Building Tomorrow’s Economy in the Bay Area Introduction This report, the eighth in a series of biennial Bay Area Economic Profile reports produced by the Bay Area Council Economic Institute in partnership with McKinsey & Company, examines the evolution of the Bay Area’s econ- omy in the wake of the Great Recession that severely impacted the region from 2008 to 2010 and continues to be felt by many of our citizens and busi- nesses. As previous profile reports have done, it benchmarks the Bay Area’s economic performance against other knowledge-based economies in the United States and around the world, to assess the region’s national and global competitiveness. It also analyzes the economic and policy challenges that continue to confront the region and that must be addressed if the Bay Area wishes to maintain its current position of economic leadership. This year’s Bay Area Economic Profile report finds, as it has so often in the past, that the region has experienced a substantial economic recovery and remarkable economic growth based on its ability to innovate across a range of leading sectors. This strength in innovation continues to position it fa- vorably as both a partner and a competitor with leading economic regions throughout the world. -
A Closer Look at Third-Party OSN Applications: Are They Leaking Your Personal Information? Abdelberi Chaabane, Yuan Ding, Ratan Dey, Mohamed Ali Kaafar, Keith Ross
A Closer Look at Third-Party OSN Applications: Are They Leaking Your Personal Information? Abdelberi Chaabane, Yuan Ding, Ratan Dey, Mohamed Ali Kaafar, Keith Ross To cite this version: Abdelberi Chaabane, Yuan Ding, Ratan Dey, Mohamed Ali Kaafar, Keith Ross. A Closer Look at Third-Party OSN Applications: Are They Leaking Your Personal Information?. PAM 2014 - 15th International Conference on Passive and Active Measurement, Mar 2014, Los Angeles, United States. hal-00939175 HAL Id: hal-00939175 https://hal.inria.fr/hal-00939175 Submitted on 30 Jan 2014 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. A Closer Look at Third-Party OSN Applications: Are They Leaking Your Personal Information? Abdelberi Chaabane1, Yuan Ding2, Ratan Dey2, Mohamed Ali Kaafar1;3, Keith W. Ross2 1INRIA, France 2 Polytechnic Institute of NYU, USA 3 NICTA, Australia Abstract. We examine third-party Online Social Network (OSN) applica- tions for two major OSNs: Facebook and RenRen. These third-party applica- tions typically gather, from the OSN, user personal information. We develop a measurement platform to study the interaction between OSN applications and fourth parties. We use this platform to study the behavior of 997 Face- book applications and 377 RenRen applications. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
The Video Games Industry
The video games industry: A responsible attitude towards parents and children October 2011 Executive Summary The Association for UK Interactive Entertainment (UKIE) is the trade association that represents a wide range of businesses and organisations involved in the video games industry. UKIE exists to ensure that our members have the right This document aims to set out what the video games and economic, political and social environment needed for this interactive entertainment is doing in the field of child safety. expanding industry to continue to thrive. UKIE’s membership The focus of this report is the following games consoles: includes games publishers, developers and the academic Nintendo Wii, Nintendo DS, Microsoft Xbox, Sony2 PlayStation institutions that support the industry. We represent the and Sony Playstation Portable. majority of the UK video games industry: in 2010 UKIE members were responsible for 97% of the games sold as physical products in the UK and UKIE is the only trade body Parental Controls on video games consoles in the UK to represent all the major console manufacturers (Nintendo, Microsoft and Sony). Tanya Byron’s Review of Progress (2010) urged internet- enabled device manufacturers to develop parental controls and include them on their devices. Similarly, the Bailey Introduction Review (2011) made the following recommendations regarding parents’ ability to block adult and age-restricted The video games and interactive entertainment industry material from the internet: is one of the fastest growing creative industries in the UK. With 1 in 3 people identifying as “gamers”, interactive “the internet industry must act decisively to develop entertainment is increasingly part of everyone’s everyday and introduce effective parental controls.” lives. -
The Walt Disney Company: a Corporate Strategy Analysis
The Walt Disney Company: A Corporate Strategy Analysis November 2012 Written by Carlos Carillo, Jeremy Crumley, Kendree Thieringer and Jeffrey S. Harrison at the Robins School of Business, University of Richmond. Copyright © Jeffrey S. Harrison. This case was written for the purpose of classroom discussion. It is not to be duplicated or cited in any form without the copyright holder’s express permission. For permission to reproduce or cite this case, contact Jeff Harrison at [email protected]. In your message, state your name, affiliation and the intended use of the case. Permission for classroom use will be granted free of charge. Other cases are available at: http://robins.richmond.edu/centers/case-network.html "Walt was never afraid to dream. That song from Pinocchio, 'When You Wish Upon a Star,' is the perfect summary of Walt's approach to life: dream big dreams, even hopelessly impossible dreams, because they really can come true. Sure, it takes work, focus and perseverance. But anything is possible. Walt proved it with the impossible things he accomplished."1 It is well documented that Walt Disney had big dreams and made several large gambles to propel his visions. From the creation of Steamboat Willie in 1928 to the first color feature film, “Snow White and the Seven Dwarves” in 1937, and the creation of Disneyland in Anaheim, CA during the 1950’s, Disney risked his personal assets as well as his studio to build a reality from his dreams. While Walt Disney passed away in the mid 1960’s, his quote, “If you can dream it, you can do it,”2 still resonates in the corporate world and operations of The Walt Disney Company. -
Apiw / Privacy Panel =
EVERYONE’S NIGHTMARE PRIVACY AND DATA BREACH RISKS MAY 2014 EDITION This edition is updated as of May 2014. To obtain a copy of this edition by email or to be placed on the mailing list for future editions, please email [email protected]. To learn more about our firm, or our Privacy and Data Protection Practice, please visit edwardswildman.com. BOSTON ♦ CHICAGO ♦ HARTFORD ♦ HONG KONG ♦ ISTANBUL ♦ LONDON ♦ LOS ANGELES ♦ MIAMI ♦ MORRISTOWN NEW YORK ♦ ORANGE COUNTY ♦ PROVIDENCE ♦ STAMFORD ♦ TOKYO ♦ WASHINGTON DC ♦ WEST PALM BEACH This white paper is for guidance only and is not intended to be a substitute for specific legal advice. If you would like further information, please contact the Edwards Wildman Palmer LLP lawyer responsible for your matters. This white paper is published by Edwards Wildman Palmer for the benefit of clients, friends and fellow professionals on matters of interest. The information contained herein is not to be construed as legal advice or opinion. We provide such advice or opinion only after being engaged to do so with respect to particular facts and circumstances. The firm is not authorized under the UK Financial Services and Markets Act 2000 to offer UK investment services to clients. In certain circumstances, as members of the Law Society of England and Wales, we are able to provide these investment services if they are an incidental part of the professional services we have been engaged to provide. Please note that your contact details, which may have been used to provide this bulletin to you, will be used for communications with you only. -
Disney Interactive
Terms of Use Last Updated: July 10, 2014 Disney Interactive is pleased to provide to you its sites, software, applications, content, products and services (“Disney Services”), which may be branded Disney, ABC, ESPN, Marvel, Lucasfilm, Club Penguin, Playdom or another brand owned or licensed by The Walt Disney Company. These terms govern your use and our provision of the Disney Services on which these terms are posted, as well as Disney Services we make available on third-party sites and platforms if these terms are disclosed to you in connection with your use of the Disney Services. PLEASE READ THESE TERMS CAREFULLY BEFORE USING THE DISNEY SERVICES. ANY DISPUTE BETWEEN YOU AND US MUST BE RESOLVED BY INDIVIDUAL BINDING ARBITRATION. PLEASE READ THE ARBITRATION PROVISION IN THESE TERMS AS IT AFFECTS YOUR RIGHTS UNDER THIS CONTRACT. NOTHING IN THESE TERMS IS INTENDED TO AFFECT YOUR RIGHTS UNDER THE LAW IN YOUR USUAL PLACE OF RESIDENCE. IF THERE IS A CONFLICT BETWEEN THOSE RIGHTS AND THESE TERMS, YOUR RIGHTS UNDER APPLICABLE LOCAL LAW WILL PREVAIL. 1. Contract between You and Us This is a contract between you and Disney Interactive, a California corporation located at 500 South Buena Vista Street, Burbank, California 91521, USA, or between you and any different service provider identified for a particular Disney Service. You must read and agree to these terms before using the Disney Services. If you do not agree, you may not use the Disney Services. These terms describe the limited basis on which the Disney Services are available and supersede prior agreements or arrangements.