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Interactive games & copyright / James Cheatley.

EBSCOhost Academic eBook Collection (North America) Available online

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Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Cheatley, James, author.
Language:
English
Subjects (All):
Copyright--Australia.
Copyright.
Video games--Law and legislation--Australia.
Video games.
Physical Description:
1 online resource (65 pages)
Edition:
1st ed.
Place of Publication:
Strawberry Hills, NSW : Australian Copyright Council, [2014]
Summary:
E150
Contents:
Intro
1 About this publication
1.1 Who this publication is for
1.2 How this publication is set out
1.3 Information, not legal advice
1.4 Glossary
2 Introduction
2.1 The game industry - overview
2.2 The Australian game industry and market
2.3 Gamers today
3 Copyright overview
3.1 Introduction
3.2 What is protected by copyright?
3.3 Requirements for copyright protection
3.4 What is not protected by copyright?
3.5 Games and copyright
3.6 How long does copyright last?
3.7 Who owns copyright?
3.8 Who makes games?
3.9 What are the rights of the copyright owner?
3.10 Uses that are not rights of the copyright owner
3.11 When do you need permission from the copyright owner?
3.12 Technological Protection Measures and Electronic Rights Management Information
3.13 Exceptions to copyright
3.14 Specific exceptions for computer programs
3.15 Copyright infringement
3.16 What to do if someone infringes your copyright
3.17 Protection in other countries
3.18 Clones
3.19 Frequently asked questions
4 Clearing copyright
4.1 Introduction
4.2 Finding the copyright owner
4.3 Assignments
4.4 Exclusive licences
4.5 Non-exclusive licences
4.6 Contractual licences
4.7 Bare licences
4.8 Creative Commons
4.9 Express and implied licences
4.10 What rights should we ask for?
4.11 What should be covered in a contract
4.12 Middleware
4.13 Open source software
4.14 What if it all goes wrong?
4.15 Frequently asked questions
5 Moral Rights and Performers' Rights
5.1 Introduction
5.2 Nature of moral rights
5.3 Right of attribution
5.4 Right against false attribution
5.5 Right of integrity
5.6 Infringement of moral rights
5.7 Defences to moral rights infringement
5.8 Performers' rights
5.9 Frequently asked questions.
6 Distribution and monetisation models
6.1 Introduction
6.2 Mobile games
6.3 Boxed games
6.4 Digital distribution
6.5 DRM
6.7 In-game purchases
6.8 In-game advertising
6.9 Other models
7 User-generated content and communities
7.1 Introduction
7.2 Types of user-generated content
7.3 Ownership of user-generated content
7.4 Assigning user-generated content
7.5 Licensing user-generated content
7.6 Allowing users to use your content
7.7 Communities
8 Online play and international issues
8.1 Introduction
8.2 Jurisdiction
8.3 What are the issues?
8.4 A games example
8.5 International protection
8.6 The current situation in Australia
9 Other laws
9.1 Introduction
9.2 Classification
9.3 Competition and Consumer laws
9.4 Trademarks
9.5 Patents
9.6 Confidential information
9.7 Privacy
9.8 Personality rights in the United States
9.9 Business names
9.10 Domain names
9.11 Passing off and reputation
9.12 Offensive or controversial material and cyber bullying
9.13 Defamation
9.14 Circuit Layouts
Appendix A: Copyright collecting societies.
Notes:
Description based on print version record.
ISBN:
1-875833-29-3

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