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Video Game Law : Everything You Need to Know about Legal and Business Issues in the Game Industry.

Author: S Gregory Boyd; Brian Pyne; Sean F Kane
Publisher: Milton : Chapman and Hall/CRC, 2018.
Edition/Format:   eBook : Document : EnglishView all editions and formats
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Boyd, S. Gregory.
Video Game Law : Everything You Need to Know about Legal and Business Issues in the Game Industry.
Milton : Chapman and Hall/CRC, ©2018
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: S Gregory Boyd; Brian Pyne; Sean F Kane
ISBN: 9780429892400 0429892403
OCLC Number: 1043648690
Notes: Alabama.
Description: 1 online resource (275 pages)
Contents: Cover; Half Title; Title; Copyright; Dedication; Contents; Foreword; Acknowledgments; Author; Chapter 1: Introduction: Getting Started in the Game Industry; The Historical Importance of the Game Industry; Games: Where Do You Fit In?; Develop Concrete Skills and Industry Knowledge; Starting a Game Company: Look Before You Leap; Starting a Career in Games; Note; Chapter 2: How to Make a Bad Licensed Game: A Tried and True Recipe for Disaster; Background: E.T., the Extra-Terrestrial; Rule 1: Treat the Game Like a Marketing Product Instead of a Game. Rule 2: Pick Developers/Executives with a Long History of Failure or MediocrityRule 3: Let Someone in Marketing or IT Manage the Game Development, Instead of Hiring a Competent Game Production Liaison; Rule 4: Choose the Developer Based on a PowerPoint Presentation; Rule 5: Micromanage Development; Rule 6: Use Minimum Guarantees to Protect Our Downside; Rule 7: Tie a Lot of Specific Milestones to Payment; Conclusion; Why It Will Never Work; Notes; Chapter 3: Intellectual Property in the Game Industry; The Importance of Intellectual Property; Copyright; Trade Secret; Trademark; Patents. Moral RightsIP Strategy 101; Notes; Chapter 4: Negotiating Key Game Agreements; What Does It Really Mean to "Negotiate"?; Strategy and Planning: Walking Away; Emotional Positioning; Diagnosing a Problem; Good Versus Bad Business Development; Intellectual Property, Term, Termination, Indemnity, Price, Payment, Net Revenue; Key Points in the Publisher Agreement; Code Ownership is a Trap; Conclusion; Notes; Chapter 5: Game Industry Contracts; Development Agreement; Middleware License; End-User License Agreement; Terms of Service; BOILERPLATE. Chapter 6: Privacy and Data Security in the Game IndustryThe one thing we know about privacy and data security is that we have neither; Data Security: Physical, Administrative, and Technological Measures; Creation of a Privacy and Data Security Program; What Does the Privacy and Data Security Group Do?; Reviewing and Updating the Privacy Notice (Privacy Policy); Data Classification; Assigning Data Attributes; Auditing the Game Company's Data Collection, Use, and Storage Practices; Vendor Management, Including Vendor Data Audits; Setting Internal Policies Regarding Employee Information. Creation of Policies Regarding Confidential Business Information, Including Company and Player Financial InformationReviewing Marketing Communications Issues and Player Information Usage; Review of IT Infrastructure, Patching, and Application Security Management; Responding to Data Incidents and Data Breaches; A Word on COPPA Compliance3; The Largest Barrier to a Privacy and Data Security Program; Common Political and Psychological Barriers to Implementation; Overcoming Political and Psychological Resistance; Summary; Notes; Chapter 7: Free Money!: Making Use of Video Game Tax Incentives.

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