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    Computer Games and Immersive Entertainment: Next Frontiers in Intellectual Property Law, Second Edition

    Edited by Christina Scelsi and Ross Alan Dannenberg

    Computer Games and Immersive Entertainment: Next Frontiers in Intellectual Property Law, Second Edition

    Computer Games and Immersive Entertainment: Next Frontiers in Intellectual Property Law, Second Edition

    Edited by Christina Scelsi and Ross Alan Dannenberg

    A one-of-a-kind, cutting-edge resource, this book explores and discusses how to obtain traditional IP rights in the non-traditional settings of video game and immersive environments, and serves as a primer for practitioners researching these emerging legal issues. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations. See Table of Contents under the "Read More" section.

    Computer Games and Immersive Entertainment: Next Frontiers in Intellectual Property Law, Second Edition

    Edited by Christina Scelsi and Ross Alan Dannenberg

    Computer Games and Immersive Entertainment: Next Frontiers in Intellectual Property Law, Second Edition

    Computer Games and Immersive Entertainment: Next Frontiers in Intellectual Property Law, Second Edition

    Edited by Christina Scelsi and Ross Alan Dannenberg

    A one-of-a-kind, cutting-edge resource, this book explores and discusses how to obtain traditional IP rights in the non-traditional settings of video game and immersive environments, and serves as a primer for practitioners researching these emerging legal issues. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations. See Table of Contents under the "Read More" section.

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    The intersection between intellectual property law and video games and immersive entertainment is exciting, fast-paced, and complex, as technology evolves at breakneck speed and often outpaces established case law. Game developers routinely wrestle with all aspects of IP law and need counsel on end-user license agreements; ownership and challenges of user-generated content; the scope and limitations of copyright protection; remedies for trade secret appropriation; duration of right of publicity protection; approaches for simulating reality without running afoul of existing trademark and brand rights of real-world companies and people; ramifications of international law; and more.

    This new edition of Computer Games and Immersive Entertainment covers a broader range of topics and helps lawyers understand the ongoing changes, developing creative and nimble solutions to protect companies while still engaging the players.

    Table of Contents

    How to Use This Book
    Introduction
    Chapter 1: Contracts as Private Law in Video Games and Immersive Entertainment
    Chapter 2: Copyright Law
    Chapter 3: Patents: Real-World Issues in Mixed Realities
    Chapter 4: Implications of Video Games and Immersive Entertainment in Trademark Law
    Chapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade Secrets
    Chapter 6: Rights of Publicity
    Chapter 7: International Considerations of Video Games and Immersive Entertainment
    Table of Cases and Index

    Product Details

    Publishers

    ABA Book Publishing

    ISBN

    9781634251181

    Page Count

    412

    Product Code

    5370239

    Trim Size

    6 x 9 Paperback

    Publication Date

    12/4/2018 12:00:00 AM

    Publishers

    ABA Book Publishing

    ISBN

    9781634251198

    Page Count

    412

    Product Code

    5370239EBK

    Trim Size

    6 x 9

    Publication Date

    12/4/2018 12:00:00 AM

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