Multiplayer games: tax, copyright, consumers and the video game industries
نویسنده
چکیده
The successes of the games industry requires an analysis of the way in which the state is influencing, or attempting to influence, the development of the sector. Drawing from a research project on games, transmedia and the law, including a roundtable with developers and others from the industry, a critical perspective is provided on the impact of three types of law (tax, consumer and intellectual property) on the UK industry. The negotiation and eventual approval of a tax credit for video game development expenditure is reviewed. This is an example of the games industry lobbying for and welcoming the creation of a specific (but film-influenced) legal status for the „video game‟ – but the passage of the scheme raises troubling questions about the cultural status of games. A significant commercial issue, that of consumer protection, is then discussed. Consumer legislation may prove to constrain certain developments in relation to games; it is argued that there is a special impact on new platforms, because of the (deserved) official attention now being paid to in-app purchases. In relation to intellectual property, the alignment (or misalignment) of copyright law with concepts of value in the sector is considered, with particular reference to „cloning‟. In conclusion, the particular impact of the three fields on new platforms, and the different degrees to which legislation is contributing to the development of the games sector, is considered. It is argued that the emerging business model of F2P nonconsole games is not handled as well as it should be, particularly as compared with other business models in the sector.
منابع مشابه
حمایت نظام حقوق مالکیت فکری از حقوق بازیباز کنشگردر بازیهای رایانهای
Nowadays video games are fast becoming one of the most popular media of choice. For more than thirty years now video games are amongst us. At the start being a new form of entertainment for the youth only, in no time it has grown into a medium enjoyed and used for various purposes by consumers of all ages. The global market for video games is still expected to grow substantially in the upcoming...
متن کاملThe Role of Avatar in Interactive Fictional World of Video Games
In third-person video games, players are able to move and progress in the interactive world of the game while watching their avatar from an external point of view. The purpose of this paper is to investigate the role of avatar in the interactive imaginary world of video games using double vision theory. This article is based on descriptive-analytical methods and the use of library data and imag...
متن کاملParental Mediation of Children’s Video Game Experiences: Iranian Parents’ Strategies of Mediation
Despite tremendous popularity of video games, there have been concerns about their detrimental effects on children. The game rating systems were developed to assist parents in monitoring their children’s gaming experiences. This paper explores how parents in Iran, as a society without established media rating systems, control their children’s gaming experiences. Mixed methods of semi-structured...
متن کاملImposing Tax and Rebate Policy for Addressing Game Addiction Problem
Massively Multiplayer Online Games (MMOGs) are popular worldwide. Especially in Korea, there were about 19 million gamers in 2006. Despite this wide popularity, some players have become seriously addicted to online games, causing a serious social problem. However, studies and/or trials to address game addiction problems have rarely been performed. In this paper, we investigate the relationships...
متن کاملThe Beneficial or Harmful Effects of Computer Game Stress on Cognitive Functions of Players
Introduction: Video games are common cultural issues with great influence in all societies. One of the important cognitive effects of video games is on creating stress on video players. The present research objective was to study different types of stress in players based on video game styles. Methods: A total of 80 players, aged 18 to 30 years, played four types of video games; Ru...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
- European Journal of Law and Technology
دوره 5 شماره
صفحات -
تاریخ انتشار 2014