Computer Games and Immersive Entertainment

Computer Games and Immersive Entertainment Next Frontiers in Intellectual Property Law

Second edition

Paperback (07 Apr 2020)

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Includes delivery to the United States

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Publisher's Synopsis

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

Book information

ISBN: 9781634251181
Publisher: American Bar Association
Imprint: American Bar Association
Pub date:
Edition: Second edition
DEWEY: 346.73048
DEWEY edition: 22
Language: English
Number of pages: xxix, 382
Weight: 567g
Height: 229mm
Width: 152mm
Spine width: 23mm