Computer Games and Immersive Entertainment

Computer Games and Immersive Entertainment

Author: Chrissie Scelsi

Publisher: American Bar Association

Published: 2019

Total Pages: 0

ISBN-13: 9781634251181

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The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more


Book Synopsis Computer Games and Immersive Entertainment by : Chrissie Scelsi

Download or read book Computer Games and Immersive Entertainment written by Chrissie Scelsi and published by American Bar Association. This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more


Two Bit Circus and the Future of Entertainment

Two Bit Circus and the Future of Entertainment

Author: Elise Lemle

Publisher: Springer

Published: 2015-12-09

Total Pages: 47

ISBN-13: 3319257935

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This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.


Book Synopsis Two Bit Circus and the Future of Entertainment by : Elise Lemle

Download or read book Two Bit Circus and the Future of Entertainment written by Elise Lemle and published by Springer. This book was released on 2015-12-09 with total page 47 pages. Available in PDF, EPUB and Kindle. Book excerpt: This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.


Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Author: Rodrigo Pereira dos Santos

Publisher: Springer Nature

Published: 2023-03-09

Total Pages: 285

ISBN-13: 3031276396

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This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.


Book Synopsis Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 by : Rodrigo Pereira dos Santos

Download or read book Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 written by Rodrigo Pereira dos Santos and published by Springer Nature. This book was released on 2023-03-09 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.


The Out-of-Home Immersive Entertainment Frontier

The Out-of-Home Immersive Entertainment Frontier

Author: Mr Kevin Williams

Publisher: Gower Publishing, Ltd.

Published: 2014-06-28

Total Pages: 217

ISBN-13: 1472426975

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Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.


Book Synopsis The Out-of-Home Immersive Entertainment Frontier by : Mr Kevin Williams

Download or read book The Out-of-Home Immersive Entertainment Frontier written by Mr Kevin Williams and published by Gower Publishing, Ltd.. This book was released on 2014-06-28 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.


The Future of Entertainment

The Future of Entertainment

Author: M. M. Eboch

Publisher:

Published: 2020

Total Pages: 49

ISBN-13: 1543592252

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From stage productions to television to movies, humans have always been entertained by a good story. But how might entertainment change in the future? From immersive virtual reality games to social media with 3-D holograms, readers can find out what cool new technologies might change the way they are entertained.


Book Synopsis The Future of Entertainment by : M. M. Eboch

Download or read book The Future of Entertainment written by M. M. Eboch and published by . This book was released on 2020 with total page 49 pages. Available in PDF, EPUB and Kindle. Book excerpt: From stage productions to television to movies, humans have always been entertained by a good story. But how might entertainment change in the future? From immersive virtual reality games to social media with 3-D holograms, readers can find out what cool new technologies might change the way they are entertained.


Official Gazette of the United States Patent and Trademark Office

Official Gazette of the United States Patent and Trademark Office

Author:

Publisher:

Published: 2002

Total Pages: 858

ISBN-13:

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Book Synopsis Official Gazette of the United States Patent and Trademark Office by :

Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 2002 with total page 858 pages. Available in PDF, EPUB and Kindle. Book excerpt:


Advances of Immersive Entertainment Experience in Tourism

Advances of Immersive Entertainment Experience in Tourism

Author: 陈丽英

Publisher: Scientific Research Publishing, Inc. USA

Published: 2024-03-08

Total Pages: 202

ISBN-13: 1649978618

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This book studied the newly emerged business format of immersive entertainments experience, mainly focusing on offline forms, which have been proved to contribute a lot to the upgrading of modern culture and tourism industry development. With solid theoretical research on interactive digital narrative and immersive experience etc., it defined the immersive entertainment. Based on comprehensive analysis of immersive entertainment industry development at home and abroad, the research team initiated a thorough investigation of status quo of immersive entertainment in Shanghai. By deep interviewing with professionals, operators and consumers in the immersive entertainment industry, it aims to explore the reasons behind the popularity of immersive entertainment experience and the booming immersive industry, introduce typical formats and classification methods of immersive experiences, compare common development models in the immersive entertainment industry, identify development bottlenecks, and discuss future trends and suggestions in the immersive entertainment industry. This book is the collaborative effort of researchers led by Chen Liying’s research team. Chen Liying established the research framework for the entire project and oversaw the final manuscript and revisions. Tao Tingfang contributed a lot to the original idea and framework of the book. Zhangjing was responsible for the initial draft of Chapter 4, 5, 6. Yin Weihua was responsible for the Shanghai immersive entertainment development. Guan Xu was responsible for international cases and experiences. Chen Liying was responsible for Chapter 1, 2, 3, 7 and the initial draft of Chapter 8, as well as supplementing some case studies. Ma Yingjie was responsible for the technological path of Chapter 7.


Book Synopsis Advances of Immersive Entertainment Experience in Tourism by : 陈丽英

Download or read book Advances of Immersive Entertainment Experience in Tourism written by 陈丽英 and published by Scientific Research Publishing, Inc. USA. This book was released on 2024-03-08 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book studied the newly emerged business format of immersive entertainments experience, mainly focusing on offline forms, which have been proved to contribute a lot to the upgrading of modern culture and tourism industry development. With solid theoretical research on interactive digital narrative and immersive experience etc., it defined the immersive entertainment. Based on comprehensive analysis of immersive entertainment industry development at home and abroad, the research team initiated a thorough investigation of status quo of immersive entertainment in Shanghai. By deep interviewing with professionals, operators and consumers in the immersive entertainment industry, it aims to explore the reasons behind the popularity of immersive entertainment experience and the booming immersive industry, introduce typical formats and classification methods of immersive experiences, compare common development models in the immersive entertainment industry, identify development bottlenecks, and discuss future trends and suggestions in the immersive entertainment industry. This book is the collaborative effort of researchers led by Chen Liying’s research team. Chen Liying established the research framework for the entire project and oversaw the final manuscript and revisions. Tao Tingfang contributed a lot to the original idea and framework of the book. Zhangjing was responsible for the initial draft of Chapter 4, 5, 6. Yin Weihua was responsible for the Shanghai immersive entertainment development. Guan Xu was responsible for international cases and experiences. Chen Liying was responsible for Chapter 1, 2, 3, 7 and the initial draft of Chapter 8, as well as supplementing some case studies. Ma Yingjie was responsible for the technological path of Chapter 7.


Mastering the Game:

Mastering the Game:

Author: World Intellectual Property Organization

Publisher: WIPO

Published:

Total Pages: 378

ISBN-13:

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“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.


Book Synopsis Mastering the Game: by : World Intellectual Property Organization

Download or read book Mastering the Game: written by World Intellectual Property Organization and published by WIPO. This book was released on with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.


Computer Human Interaction

Computer Human Interaction

Author: Masood Masoodian

Publisher: Springer Science & Business Media

Published: 2004-06-17

Total Pages: 706

ISBN-13: 3540223126

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This book constitutes the refereed proceedings of the 6th Asia Pacific Conference on Computer Human Interaction, APCHI 2004, held in Rotorua, New Zealand in June/July 2004. The 56 revised full papers and 13 revised short papers presented together with 10 short papers from a doctoral consortium track were carefully reviewed and selected for inclusion in the book. The topics addressed span the entire spectrum of HCI, including human factors and ergonomics, user interface tools and technologies, mobile and ubiquitous computing, visualization, augmented reality, collaborative systems, internationalization and cultural issues, etc.


Book Synopsis Computer Human Interaction by : Masood Masoodian

Download or read book Computer Human Interaction written by Masood Masoodian and published by Springer Science & Business Media. This book was released on 2004-06-17 with total page 706 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th Asia Pacific Conference on Computer Human Interaction, APCHI 2004, held in Rotorua, New Zealand in June/July 2004. The 56 revised full papers and 13 revised short papers presented together with 10 short papers from a doctoral consortium track were carefully reviewed and selected for inclusion in the book. The topics addressed span the entire spectrum of HCI, including human factors and ergonomics, user interface tools and technologies, mobile and ubiquitous computing, visualization, augmented reality, collaborative systems, internationalization and cultural issues, etc.


Genius

Genius

Author: Leopoldo Gout

Publisher: Macmillan

Published: 2016-05-03

Total Pages: 305

ISBN-13: 1250045819

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Three teen geniuses from around the world must win a Game witht he highest of stakes in this action-packed novel.


Book Synopsis Genius by : Leopoldo Gout

Download or read book Genius written by Leopoldo Gout and published by Macmillan. This book was released on 2016-05-03 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Three teen geniuses from around the world must win a Game witht he highest of stakes in this action-packed novel.