Computer and Video Game Law: Cases and Materials Review

Computer and Video Game Law: Cases and Materials
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Computer and Video Game Law: Cases and Materials ReviewThis book is an excellent compilation of material on law in virtual worlds and video games, but it is very sloppily edited and put together. There are numerous typos, miscopied quotes, etc. Because of the multiple mistakes I found over the course of my research, I ultimately did not include any references to this work in my paper, fearing for mistakes made by the authors that I wouldn't catch (the editors certainly were asleep at the keyboard for this). There really aren't any other options for comprehensive info, but anything you use from this book MUST be double-checked with another source. Google Scholar has most of the cases they misquote for reference.Computer and Video Game Law: Cases and Materials OverviewFun and games have become serious business as evidenced by the rapidly expanding, multi-billion dollar, global computer and video game industry. The relatively new entertainment medium has been growing exponentially and so, too, have its legal difficulties. This new casebook, with its problems and exercises, deals with all aspects of this fascinating phenomenon, including: Product History and Development, Intellectual Property, Commercial Exploitation, and Regulation. The cases guide the reader down a colorful path of disputes involving such familiar hardware names and game titles as: Magnavox, Gameboy, Nintendo, Playstation, Pong, Pacman, Space Invaders, Tetris, Tomb Raiders, Frogger, Galaxian, Asteroids, Donkey Kong, Pete Rose Baseball and Doom. The casebook is suitable as a primary text for both classes and seminars.

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