Da: ThriftBooks-Dallas, Dallas, TX, U.S.A.
Paperback. Condizione: Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less.
Lingua: Inglese
Editore: American Bar Association, US, 2020
ISBN 10: 1634251180 ISBN 13: 9781634251181
Da: Rarewaves USA, OSWEGO, IL, U.S.A.
EUR 106,23
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 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 ContentsHow to Use This BookIntroductionChapter 1: Contracts as Private Law in Video Games and Immersive EntertainmentChapter 2: Copyright LawChapter 3: Patents: Real-World Issues in Mixed RealitiesChapter 4: Implications of Video Games and Immersive Entertainment in Trademark LawChapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade SecretsChapter 6: Rights of PublicityChapter 7: International Considerations of Video Games and Immersive EntertainmentTable of Cases and Index.
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: New.
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: As New. Unread book in perfect condition.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 113,23
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Aggiungi al carrelloCondizione: New.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 117,94
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Da: Revaluation Books, Exeter, Regno Unito
EUR 134,27
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 2nd edition. 412 pages. 9.00x6.00x1.00 inches. In Stock.
Lingua: Inglese
Editore: American Bar Association, US, 2020
ISBN 10: 1634251180 ISBN 13: 9781634251181
Da: Rarewaves USA United, OSWEGO, IL, U.S.A.
EUR 113,22
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 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 ContentsHow to Use This BookIntroductionChapter 1: Contracts as Private Law in Video Games and Immersive EntertainmentChapter 2: Copyright LawChapter 3: Patents: Real-World Issues in Mixed RealitiesChapter 4: Implications of Video Games and Immersive Entertainment in Trademark LawChapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade SecretsChapter 6: Rights of PublicityChapter 7: International Considerations of Video Games and Immersive EntertainmentTable of Cases and Index.
Da: Mispah books, Redhill, SURRE, Regno Unito
EUR 137,16
Quantità: 1 disponibili
Aggiungi al carrellopaperback. Condizione: Good. Good. Dust Jacket NOT present. CD WILL BE MISSING. . SHIPS FROM MULTIPLE LOCATIONS. book.
Paperback. Condizione: new. New Copy. Customer Service Guaranteed.
Da: Majestic Books, Hounslow, Regno Unito
EUR 128,82
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. Print on Demand.
Condizione: New. Print on Demand Second edition NO-PA16APR2015-KAP.
Da: Biblios, Frankfurt am main, HESSE, Germania
EUR 129,96
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. PRINT ON DEMAND.
Da: moluna, Greven, Germania
EUR 90,03
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Aggiungi al carrelloKartoniert / Broschiert. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.
Da: preigu, Osnabrück, Germania
EUR 93,40
Quantità: 5 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. Computer Games and Immersive Entertainment | Next Frontiers in Intellectual Property Law, Second Edition | Christina Scelsi (u. a.) | Taschenbuch | Kartoniert / Broschiert | Englisch | 2020 | American Bar Association | EAN 9781634251181 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 111,57
Quantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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. This one-of-kind handbook covers the intellectual property issues that game developers routinely wrestle with and need legal counsel about, from end-user license agreements to the scope and limitations of copyright protection to approaches for simulating reality without conflicting with existing trademark and brand rights of real-world companies, and more. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations.