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Interactive games & copyright /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Cheatley, James (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Strawberry Hills, N.S.W., Australia : Australian Copyright Council, [2014]
Colección:Publication (Australian Copyright Council) ; B150v01.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Cheatley, James,  |e author. 
245 1 0 |a Interactive games & copyright /  |c author: James Cheatley. 
246 3 |a Interactive games and copyright 
264 1 |a Strawberry Hills, N.S.W., Australia :  |b Australian Copyright Council,  |c [2014] 
264 4 |c Ã2014 
300 |a 1 online resource 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references. 
500 |a Australian Copyright Council: Interactive Games & Copyright 2014, E150. 
588 0 |a Print version record. 
505 0 |a 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? 
505 8 |a 3.10 Uses that are not rights of the copyright owner3.11 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 
505 8 |a 4.6 Contractual licences4.7 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 
505 8 |a 6 Distribution and monetisation models6.1 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 
505 8 |a 8.5 International protection8.6 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 
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650 0 |a Copyright  |z Australia. 
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650 7 |a Copyright  |2 fast 
651 7 |a Australia  |2 fast 
710 2 |a Australian Copyright Council,  |e issuing body. 
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