The American Bar Association's legal guide to video game development / edited by Ross Dannenberg.
2011
KF3024.C6 A94 2011 (Map It)
Available at Cellar, Cellar Room B3
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Details
Title
The American Bar Association's legal guide to video game development / edited by Ross Dannenberg.
Published
Chicago : American Bar Association, [2011]
Copyright
©2011
Call Number
KF3024.C6 A94 2011
Edition
First edition.
ISBN
9781614380030
1614380031
1614380031
Description
xvi, 163 pages : illustrations ; 26 cm + 1 CD-ROM (4 3/4 in.).
System Control No.
(OCoLC)732967819
Bibliography, etc. Note
Includes bibliographical references and index.
Record Appears in
Portion of Title
Legal guide to video game development
Video game development
Video game development
Gift
Purchased from the income of the Silver Fund
Added Author
Added Corporate Author
Gift

The Arthur W. Diamond Law Library
Purchased from the income of the Silver Fund
Table of Contents
Introduction
xi
ch. 1
Copyrights, Patents, and Trademarks
1
Copyrights
2
Patents
4
When Should You Apply for a Patent?
5
Inadvertent Oversights
8
Provisional Patent Applications
10
Foreign Patent Rights
10
What's Patentable in a Video Game?
12
How Do You Protect Unique Designs or User Interfaces?
14
Patent FAQs
15
Trademarks
19
Choose Wisely...
19
Trademark Searches
21
Trademark Applications
22
Intent to Use Applications
22
Expected Costs
23
Recommendations for Proper Usage of a Trademark
24
Trade Secrets
26
Information Protectable Under Trade Secret Law
27
Recommended Procedures to Protect Your Trade Secrets
29
Establishing Ownership of Trade Secrets
30
Recommended Procedures to Protect Against Claims of Trade Secret Misappropriation
30
Contracts
31
Elements of a Contract
32
Summary
34
ch. 2
Business and Finance Issues
35
Choosing a Business Entity
36
Sole Proprietorship
37
Partnership
37
Corporation
38
Sample Noncompete Clause
43
Sample Nonsolicitation Clause
43
Limited Liability Company
45
Funding
47
Developing a Plan and a Pitch
49
ch. 3
Business Risk and Insurance
51
Avoidance of Risk
53
Reduction of Risk
54
Insuring of Risk
55
Acceptance of Risk
61
Game Guard Insurance[™] Questionnaire
61
ch. 4
Intellectual Property Agreements
63
Introduction
63
The Sooner the Better
64
No Developer Is an Island
65
Nondisclosure Agreements
66
Overview
66
Friends and Family---Not Just for Calling Plans
66
One Size Does Not Fit All
67
Confidential, Proprietary, or Both
70
Don't Get Left in the Dark
71
Employment Agreements
72
Introduction
72
Define Your Culture
72
Protecting Third-Party Rights
73
Protecting Your Intellectual Property
74
Assistance
75
Is It Too Late?
77
Don't Throw Away the Rights
78
The Employee's Own IP
80
Testing Agreements
81
Contribution Agreements
82
Assignments
83
What Rights?
84
Timing Is Everything
85
Going, Going, Gone
86
Filing, Filing, Filed
86
Final Word
90
ch. 5
Licensing and Open Source Material
91
Five Questions to Ask Your Lawyer
92
1.
Do You Even Need Permission?
93
2.
What Kind of Permission Do You Need?
93
3.
What Laws Govern Your Transaction?
94
4.
What Happens If There Is a Dispute?
95
5.
How Will It End?
96
Common License Terms
97
Parties
97
Dates and Times
97
Recitals
97
Definitions
97
Grant of Permission
98
Payment
98
Other Terms
99
Specific Properties
99
Copyrights
99
Trademarks
100
Rights of Publicity and Model Releases
101
Trade Secrets
102
Patents
103
Licensing Databases
104
Advertising and Product Placement
104
Open Source Licensing
106
The First Amendment
107
ch. 6
Web Site Legal Policies
109
Introduction
109
EULAs
110
Figure 1
Sample End-User License Agreement (EULA)
110
Privacy Policies
117
Figure 2
Sample Privacy Policy
117
Terms of Use Agreements
122
Figure 3
Sample Terms of Use Agreement
123
Planning Ahead for Future Changes to the TOU
130
Including Use Limitations
130
Protecting Yourself with Disclaimers
131
Addressing Some Remaining Issues Involving Copyrights and Trademarks
133
ch. 7
The Children's Online Privacy Protection Act
137
ch. 8
Publishing Your Game
143
Index
151
About the Contributors
159