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Video games

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Full-Text Articles in Entertainment, Arts, and Sports Law

Video Games And The First Amendment, Eli Pales Apr 2023

Video Games And The First Amendment, Eli Pales

Northwestern Journal of Technology and Intellectual Property

The video game industry is massive, with an annual revenue of $180 billion worldwide; $60 billion of that in America alone. For context, the industry’s size is greater than that of the movie, book, and music industries combined. Yet, despite this market dominance, the video game industry is relatively new. Only in the 2011 decision of Brown v. Entertainment Merchants Association did the Supreme Court extend First Amendment protection to games. Still, the Court failed to define the scope of the game medium. As understood by an average person, a video game could be something as simple as Pac-Man or …


Professional Gamers Are Today’S Professional Athletes, Troy Viger Aug 2021

Professional Gamers Are Today’S Professional Athletes, Troy Viger

Georgia State University Law Review

Recall the adversities faced by many in the entertainment industry. Freddie Mercury tried to join several bands before forming Queen. Judy Garland signed with Metro-Goldwyn-Mayer at age thirteen after performing with her sisters throughout her childhood. Babe Ruth signed his first professional baseball contract with the minor-league Baltimore Orioles. Those same historic adversities faced by these giants of the entertainment industry are being repeated today in a closely related field—the Esports industry.

Esports, a form of competitive video gaming, attracts audiences that “rival some of the world’s great sporting events.” A thorough due diligence review of the industry-norm contract must …


Copyright And Disability, Blake E. Reid Jan 2021

Copyright And Disability, Blake E. Reid

Publications

A vast array of copyrighted works—books, video programming, software, podcasts, video games, and more—remain inaccessible to people with disabilities. International efforts to adopt limitations and exceptions to copyright law that permit third parties to create and distribute accessible versions of books for people with print disabilities have drawn some attention to the role that copyright law plays in inhibiting the accessibility of copyrighted works. However, copyright scholars have not meaningfully engaged with the role that copyright law plays in the broader tangle of disability rights.


Fairness, Copyright, And Video Games: Hate The Game, Not The Player, Shani Shisha Jan 2021

Fairness, Copyright, And Video Games: Hate The Game, Not The Player, Shani Shisha

Fordham Intellectual Property, Media and Entertainment Law Journal

Creative communities often rely on social norms to regulate the production of creative content. Yet while an emerging body of literature has focused on isolated accounts of social norms operating in discrete, small-scale creative industries, no research to date has explored the social norms that pervade the world’s largest content microcosm—the sprawling video game community.

Now a veritable global phenomenon, the video game industry has recently grown to eclipse the music and motion picture industries. But despite its meteoric rise, the video game industry has provoked little attention from copyright scholars. This Article is the first to explore the shifting …


Legal And Practical Barriers To The Viability Of Traditional Esports Titles As Olympic Medaling Sports, Quinn A. Stigers Jan 2021

Legal And Practical Barriers To The Viability Of Traditional Esports Titles As Olympic Medaling Sports, Quinn A. Stigers

Marquette Sports Law Review

No abstract provided.


Pseudo-Gambling And Whaling: How Loot Boxes Pray On Vulnerable Populations And How To Curtail Future Predatory Behavior, Alexander Mann Apr 2020

Pseudo-Gambling And Whaling: How Loot Boxes Pray On Vulnerable Populations And How To Curtail Future Predatory Behavior, Alexander Mann

Washington Journal of Law, Technology & Arts

The video game industry has blossomed from a niche hobby into a mainstream cultural industry, outpacing global box office sales in annual revenue. Yet the price of a video game has barely increased since the industry’s inception, and the current standard price point of sixty dollars has survived for over a decade. Competitive market forces drive companies to invest ever more time and money into creating increasingly complex software in order to remain on the cutting edge of graphics and design, while simultaneously increasing revenue. Thus, video game developers and publishers have developed a multitude of alternative money- making services …


Esports, Player Positions, And The Benefits Of Unionization, Roshan Patel Jan 2020

Esports, Player Positions, And The Benefits Of Unionization, Roshan Patel

Duke Law & Technology Review

No abstract provided.


Pre-Game Strategy For Long-Term Win: Using Trademark Registration And Right Of Publicity To Protect Esports Gamers, John Bat Jan 2020

Pre-Game Strategy For Long-Term Win: Using Trademark Registration And Right Of Publicity To Protect Esports Gamers, John Bat

Catholic University Journal of Law and Technology

The soaring popularity of esports across the globe has turned ultra-talented gamers into a blend of athlete and entertainer. The youthful esports ecosystem is exploding in growth, and the world is taking notice. But are the gamers who are eyeing professional play taking basic legal steps to develop and shield their brands, as well as bolster their collective negotiating leverage with teams, leagues, and miscellaneous entities? This note explores what features of an up-and-coming esports gamer might be worth protecting through a trademark and/or personality-rights schema, which in turn, could assist competitive gamers who are interested in developing their careers …


E-Sports: More Than Just A Fad, Michael Mctee Aug 2017

E-Sports: More Than Just A Fad, Michael Mctee

Oklahoma Journal of Law and Technology

No abstract provided.


Pwnd Or Owned? The Right Of Publicity And Identity Ownership In League Of Legends, Adam Levy Jun 2016

Pwnd Or Owned? The Right Of Publicity And Identity Ownership In League Of Legends, Adam Levy

Pace Intellectual Property, Sports & Entertainment Law Forum

E-sports is a new and growing form of entertainment, where gamers at the peak level of their skill compete for prestige and prizes. The contracts these athletes have are evident of a problem within the legal field of the right of publicity: there are few, if any, protections for individuals who want to license their right of publicity. The growth of E-sports has shown us the caveat emptor approach taken by courts does not adequately protect the licensee from having their privacy intruded upon. Adopting a set of standards for licensing the right of publicity would protect the privacy of …


Video Games And Intellectual Property: Similarities, Differences, And A New Approach To Protection, John Kuehl Jan 2016

Video Games And Intellectual Property: Similarities, Differences, And A New Approach To Protection, John Kuehl

Cybaris®

No abstract provided.


Regulating Violence In Video Games: Virtually Everything, Alan Wilcox Mar 2013

Regulating Violence In Video Games: Virtually Everything, Alan Wilcox

Journal of the National Association of Administrative Law Judiciary

No abstract provided.


Images In/Of Law, Jessica M. Silbey Jan 2012

Images In/Of Law, Jessica M. Silbey

Jessica Silbey

The proliferation of images in and of law lends itself to surprisingly complex problems of epistemology and power. Understanding through images is innate; most of us easily understand images without thinking. But arriving at mutually agreeable understandings of images is also difficult. Translating images into shared words leads to multiple problems inherent in translation and that pose problems for justice. Despite our saturated imagistic culture, we have not established methods to pursue that translation process with confidence. This article explains how images are intuitively understood and yet collectively inscrutable, posing unique problems for resolving legal conflicts that demand common and …


Fair Game: The Application Of Fair Use Doctrine To Machinima. , Christopher Reid Mar 2009

Fair Game: The Application Of Fair Use Doctrine To Machinima. , Christopher Reid

Fordham Intellectual Property, Media and Entertainment Law Journal

No abstract provided.


A First Amendment For Second Life: What Virtual Worlds Mean For The Law Of Video Games, Marc J. Blitz Jan 2009

A First Amendment For Second Life: What Virtual Worlds Mean For The Law Of Video Games, Marc J. Blitz

Vanderbilt Journal of Entertainment & Technology Law

In the first decade of the twenty-first century, video games have finally taken their place alongside movies, comic books, and drawings as a form of protected First Amendment speech. Since the Seventh Circuit's 2001 decision in American Amusement Machine Association v. Kendrick, court after court has struck down ordinances and statutes aimed at restricting violent video games--on the grounds that such violate game designers' and players' First Amendment speech rights. This series of rulings marks a stark change from courts' previous stance on video games, which consigned them to the same realm of unprotected non-speech conduct as games like tennis, …


Professional Athletes Playing Video Games - The Next Prohibited Other Activity, Jonathan M. Etkowicz Jan 2008

Professional Athletes Playing Video Games - The Next Prohibited Other Activity, Jonathan M. Etkowicz

Jeffrey S. Moorad Sports Law Journal

No abstract provided.


The 2003 Legislative Assault On Violent Video Games: Judicial Realities And Regulatory Rhetoric, Clay Calvert Jan 2004

The 2003 Legislative Assault On Violent Video Games: Judicial Realities And Regulatory Rhetoric, Clay Calvert

Jeffrey S. Moorad Sports Law Journal

No abstract provided.


Insert Coins To Slay - Regulating Children's Access To Violent Arcade Games, Elizabeth A. Previte Jan 2003

Insert Coins To Slay - Regulating Children's Access To Violent Arcade Games, Elizabeth A. Previte

Jeffrey S. Moorad Sports Law Journal

No abstract provided.


Just Click Here: Article 2b’S Failure To Guarantee Adequate Manifestation Of Assent In Click-Wrap Contracts, Zachary M. Harrison Mar 1998

Just Click Here: Article 2b’S Failure To Guarantee Adequate Manifestation Of Assent In Click-Wrap Contracts, Zachary M. Harrison

Fordham Intellectual Property, Media and Entertainment Law Journal

No abstract provided.


Red Alert! Add-On Games Are Coming!, Adam Eric Jaffe Dec 1997

Red Alert! Add-On Games Are Coming!, Adam Eric Jaffe

Fordham Intellectual Property, Media and Entertainment Law Journal

No abstract provided.