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‘Gaymers’ petition USPTO

An important and interesting story about  a group of Reddit users who are petitioning the U.S. Patent and Trademark Office claiming the term “gaymer” should remain in the public domain.

“Reddit ‘Gaymers’ Fight Cease-and-Desist Letter claiming ‘gaymer’ is a word that should remain in the public domain”:

http://www.computerworld.com/s/article/9236068/Reddit_39_gaymer_39_group_fights_back_against_trademark

Thoughts?

jon

News during the week (sort of)….

Dr. Richard Smith, Director of the Centre for Digital Media & I are doing an SFU Philosophers’ Cafe this Wednesday night (January 30, 2012) at the Roundhouse at 7:30 PM. The title is “Creating and thriving in a post-intellectual property world.” Am sure you see quite enough of me – but just in case you want to pass on to others…

http://www.sfu.ca/continuing-studies/events/2013/01/creating-and-thriving-in-a-post-intellectual-property-world.html#.UQeEsqXUQco

jon

Wednesday’s Guest Speaker: Jas Purewal

Hello colleagues,

Will and I wanted to give you a brief overview of Wednesday’s guest speaker.

Jas Purewal is a lawyer at the London office of Osborne Clarke. He is a commercial and intellectual property lawyer with a focus on interactive entertainment and digital media. Jas is a regular commentator on recent developments in these fields in his Gamer/Law Blog and on twitter. Previously, Mr. Purewal was a disputes and media lawyer before joining Osborne Clark in 2011.

For Wednesday, Jas will be discussing the international law aspects of video game law.

Brendan and Will

Chinese console ban under review – report (via GamesIndustry.biz)

Government source claims 13-year console ban is being reassessed by Chinese ministries

The Chinese government is reviewing its nationwide ban on the sale of game consoles, China Daily reports.

According to an anonymous source inside the Chinese ministry of culture, the government has opened discussions between the seven ministries that agreed on the ban in 2000.

“We are reviewing the policy and have conducted some surveys and held discussions with other ministries on the possibility of opening up the game console market,” the source said, though any change in policy would have to be agreed by all seven ministries.

The ban on the import, manufacture and sale of consoles was introduced 13 years ago, largely due to fears over the impact they would have on the physical and mental development of younger generations. The gaming culture in China is now defined by free-to-play online gaming, which will be a considerable challenge for console companies should the ban be lifted.

Speaking to Reuters, Sony Computer Entertainment spokeswoman Yoshiko Uchiyaman would not comment directly on the situation, but she reiterated Sony’s interest in the market. “China [is] a promising market for our business, and we are always considering and preparing business opportunities and possibilities,” she said.

Earlier this month, a report released by the market research company Techweb indicated that the Chinese games industry grew by 35 per cent in 2012. Total revenue for the year hit $9.7 billion – 90 per cent of which was generated online – and that is expected to more than double by the end of 2017.”

News of the Week; Jan. 23, 2013

1. Missouri lawmaker latest to propose “violent” games tax: http://arstechnica.com/gaming/2013/01/missouri-lawmaker-latest-to-propose-violent-games-tax/

2. 25 Video Game Violence Studies, Summarized: http://kotaku.com/5976781/25-video-game-violence-studies-summarized

3. I’m Mentally Ill, I Love Violent Video Games, And They’ve Never Made Me Feel Like Killing Anyone: http://kotaku.com/5976286/im-mentally-ill-i-love-violent-video-games-and-theyve-never-made-me-feel-like-killing-anyone

4. Video Games Hold No Answers: http://www.huffingtonpost.com/paul-mones/video-games-violence_b_2480823.html

5. How the Legal System Failed Aaron Swartz—And Us by Tim Wuhttp://www.newyorker.com/online/blogs/newsdesk/2013/01/everyone-interesting-is-a-felon.html

6. Aaron Swartz and the Corrupt Practice of Plea Bargaining: http://www.forbes.com/sites/timothylee/2013/01/17/aaron-swartz-and-the-corrupt-practice-of-plea-bargaining/

7. My Career as a Bulk Downloader by James Grimmelmannhttp://laboratorium.net/archive/2013/01/16/my_career_as_a_bulk_downloader

8. Game industry worth $83bn by 2016, research claims: http://www.develop-online.net/news/42997/Game-industry-worth-83bn-by-2016-research-claims

9. iOS games chafe under Apple’s directions: ‘If you want to criticize a religion, write a book’: http://www.theverge.com/2013/1/16/3879194/apple-app-store-guidelines-tell-game-developers-to-avoid-serious-themes

10. Scrabble 3D Tile Held to be Invalid by High Court – JW Spear & Sons Ltd and Mattel Inc v Zynga: http://www.dyoung.com/article-scrabble3d1112

11. The Pitch: Enhancing Psychotherapy with Video Games: http://gamepolitics.com/2013/01/17/pitch-enhancing-psychotherapy-video-games#.UQY7gaXUQco

12. A week of copyright in the news: a roadmap for the year ahead?: http://ipkitten.blogspot.ca/2013/01/a-week-of-copyright-in-news-roadmap-for.html

And in the not really relevant category:

13. Nestle’s Big Break: Win Over Cadbury for KitKat Candy Shape: http://www.ipbrief.net/2013/01/24/nestles-big-break-win-over-cadbury-for-kitkat-candy-shape/

 jon 

Class Discussion: Ian Verchere – Chief Creative Director at Roadhouse Interactive

In the hopes of continuing the discussion from Wednesday’s guest lecture as well as Jon’s portion of the class, Brendan and I have outlined a few key topics below. If anyone has any additional thoughts or questions on these matters or anything else related to the class, please feel free to get involved here.

Parody

At the end of his talk, Ian discussed the double standard with which parody is permitted in media. From his experience developing games, and specifically a game based on a TV franchise, it seems that some things that might fly in consumption media (TV/film) may not be permitted in interactive media (video games). There does not appear to be any clear precedent from the courts on this issue, rather courts have recently been strong advocates of technological and media neutrality (i.e. these rights should apply uniformly regardless of the medium – see SCC decisions in CCH; ESA v SOCAN; Robertson v Thomson, etc.). Do you think this double standard is perhaps a risk averse strategy (i.e. overly cautious approach to an issue with uncertain rules)? Does it perhaps have something to do with the interactive nature of video games as compared to TV and film?

The Fair Use/Dealing exception of Parody also came up in the context of creativity. Specifically, how important is the right to parody to the developer when creating a game? With the growing popularity and success of indie game developers, there are many titles with clear similarities to classic large studio titles. Some examples that come to mind include Super Meat Boy which has several pop culture references and scenes clearly intended to imitate popular scenes from classic games; FEZ which uses various Tetris-shaped artwork; and Braid which incorporates a lot of Super Mario elements with modern graphics and some unique game mechanics. Patent/trademark/copyright in game code aside, at what point does the parody of other work become simply copyright infringement?

Right to Mod: User Generated Content

As it stands today, copyright law appears to recognize some right (or at least a lack of a competing right) for the user to modify game content (iRacing; Game Genie; Micro Star) but that the scope of any such right is dictated by the terms of the EULA/TOS as well as DMCA prohibitions (note also new Copyright Act provisions that prevent circumvention of digital locks). Absent any finding of unconsionability in these contractual terms, the right to mod will only exist when and where the developer permits. If, however, creating modified game content can somehow be protected by freedom of expression, would the user’s Constitutional right alter what the developer is capable of enforcing contractually? I think this is the point Jon was alluding to at the end of his lecture so please clarify if I missed the mark here.

What is also interesting is the trends in what developers permit the user to do with their software. From a personal perspective, I recall a time when map/level editors were standard features of any game and sharing your creations was not only permitted but encouraged (particularly in the RTS and FPS genre). It seems with the proliferation of DRM this has become less and less common or, at least, heavily regulated and controlled by the developer. If this is true, why do you think developers have moved away from a feature that provided free marketing and free programming for new content? Alternatively, do you feel this is an inaccurate observation?

Virtual Property

This is a topic that unfortunately did not get much time for discussion on Wednesday but that has been touched on briefly in previous classes. The issue is whether a user has any right to claim ownership of virtual items. This is particularly relevant in the context of micro-transactions and the “pay to win” format of online games. Games like Family Guy Online and Mechwarrior: Tactics (Roadhouse Interactive) both have in-game shops where a player can spend real money on virtual items (weapons, skills, character archetypes, maps, etc.) to use in the game. This is an increasingly popular game modal in an industry that has had to adapt to the ubiquity of piracy. By providing the game for free, the developer makes their money from users’ in-game purchases. Keeping in mind the traditional justifications of property that already seem to have some application to virtual goods (recall Ken’s discussion of Locke’s labour theory, as well as the Utilitarian and Personality theories), does the direct payment of real world money for specific virtual goods further endorse the idea that the user somehow has property rights in these items? Is this claim (if one exists) irrelevant given that the EULA/TOS for any modern game vests these rights in the developer?

Buying, Selling and Stealing Virtual Property – Does the current law protect or disrespect? by Michela Fiorido

After such an interesting guest speaker last week who talked a bit about in-game purchases, I got to thinking a lot about virtual property – the acquisition of it, the sale of it, the theft of it – and how the rise of virtual property might change the face of the law.

Consider the following article:

http://www.forbes.com/sites/oliverchiang/2010/11/13/meet-the-man-who-just-made-a-cool-half-million-from-the-sale-of-virtual-property/

Now consider the ownership rights of that property……

There really aren’t any. (not in North America anyway)

Virtual property created in virtual worlds has yet to be formally recognized by law in Canada or the United States despite the fact that property obtained in the realm of video games is often given real-world, monetary value. This is corroborated by the fact that there are countless examples of the sale of virtual property in the real-world marketplace. My question is, since virtual property is being bought and sold in the real world, shouldn’t there be real-world legal implications for the theft of it?

I feel like North American courts and judges have consistently showed disrespect towards the gaming community, over-emphasizing violence and undermining and even belittling the importance of video games to many people’s lives (fodder for another blog post at a later time). This lack of respect towards gamers and their subsequent virtual property, has led to injustices that, currently, cannot be remedied by law.

Presently, ownership rights are determined by contract – which is an underlying theme of the course, often in the form of an end-user license agreement. While the specific terms of this agreement vary, most of them place virtual property rights with the developers, not the gamers who acquire the property. I looked up the World of Warcraft end user license agreement out of curiosity and sure enough, under the title “Ownership”:

All title, ownership rights and intellectual property rights in and to the Game and all copies thereof (including without limitation any titles, computer code, themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, character inventories, structural or landscape designs, animations, sounds, musical compositions and recordings, audio-visual effects, storylines, character likenesses, methods of operation, moral rights, and any related documentation) are owned or licensed by Blizzard.

http://us.blizzard.com/en-us/company/legal/wow_eula.html

It is important to mention that there are signs of other countries beginning to recognize virtual property rights as per the case in our class text about Li Hongchen (p 158-159) whose stolen virtually property was actual restored.

While this discussion is much too large for a simple blog post, my intention is to provoke a discussion of virtual property, mainly, should virtual property be legally protected? Who should be the owner of virtual property? Should gamers be allowed to sell their virtual property for real money? (Indeed, some end-user license agreements restrict this) And finally, how can the law adapt to issues surrounding virtual property? Should it?

Week 4

Jon’s Talk Jan. 23,2013: “Right to CREATe or Rights of Creation”

Download the PowerPoint Slides

Ian Verchere’s Talk: “Taking Games Literally: Games As Semiotic Domain”

Download the PowerPoint Slides

Swedish Innovative Culture

Found these sites in my research for today’s class. Would welcome any other interesting links you guys might have..

Sweden:

http://www.globalpost.com/dispatch/news/regions/europe/111104/swedish-tech-has-its-abba-moment

http://socialinnovation.se/en/finally-a-national-strategy-for-social-innovation/

http://www.euclidnetwork.eu/news-and-events/sector-news/840-swedish-innovation-strategy.html

Link to actual Swedish Innovation Strategy Doc —  http://www.government.se/content/1/c6/20/25/58/ace0cef0.pdf

Also interesting and on topic. It’s a bit older, but gives a sense of the landscape in 2008http://ec.europa.eu/enterprise/policies/innovation/files/countryreports/sweden_en.pdf

Guest Speaker for 23 January 2013: Ian Verchere

Hello Colleagues,

In preparation for our guest lecture on Wednesday, 23 January 2013, here is some information on our guest speaker:

Ian Verchere is the co-founder and Chief Creative of the Vancouver-based video game production and development company Roadhouse Interactive.  Founded in 2009, Roadhouse specializes in games developed for browsers, social media, and mobile platforms and is currently developing Family Guy Online and MechWarrior: Tactics.

Ian has an interesting and varied past.  He was a professional downhill ski racer and coach in the early days of Whistler, an experience which let him to author the book V0N 1B0: General Delivery Whistler, BC.   Following an injury that ended his skiing career, he graduated with honours from the Emily Carr Institute of Art and Design in 1989.  He has founded video games companies, such as Radical Entertainment and Roundhouse Interactive, and worked on a wide variety of games, including SSX Tricky and NBA Street V.2 for Electronic Arts and the Sega Genesis title Beavis and Butt-head for MTV.  Ian has also co-authored a feature film screenplay with Douglas Coupland, which was sold to Disney.

The following GameZebo interview with Ian has a great overview of his history in game development and his involvement in the Family Guy project:

GameZebo: Ian Verchere talks Family Guy Online [interview]

Enjoy!

Brendan & Geoff