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Surveillance Technology in the Real World

HAL9000

Had two very recent technology interactions which surprised me and brought some issues of privacy and surveillance into sharper relief. Theory is one thing. Read popular and academic articles on the subject is another. Having what viscerally feels to be an intrusive experiences, even in an admittedly small way, stirs a whole new level of reflection.

Some context. I was returning (ironically) from a symposium at Loyola Chicago on digital ethics (http://digitalethics.org/events/third-annual-international-symposium-on-digital-ethics/). The first event was paying for my cab at O’Hare Airport. Did so by credit card and the driver wanted to send me the receipt by email. Accordingly she asked me to fill out my email address electronically into the form on her “Square” device. Was happy to do so – except that my email was already there (though partially blacked by the use of ****. However the only way my email address could have been there in any form would appear to be through the agency of my credit card. Had no idea my card could give out my email address, whether directly or through the cloud (obviously don’t know what the precise technical means was). It all felt weird, mostly because it took me by surprise.

The second strange and surprising moment was coming through Customs at YVR. The line was super long so for the first time at the airport I used my Nexus card (which is quite wonderful in a great many ways). What felt odd was that I never even had to use the card except to show it to a real person on entry and exit. When I interacted with the automated Nexus system the device only asked to take a picture of my face close up (presumably a retina scan). Was really quite taken aback to see that all my information was on a form of receipt provided. What shook me is that there had never been any interaction with my Nexus ID card whatsoever. Was pretty uncomfortable in feeling that my card was transformed into a form of a ruse creating an inaccurate assumption in my own mind of at least some control over my own information. In fact that is plainly not the case.

There is little to no doubt that I must have agreed to all this in some form of a contractual document. If memory serves the Nexus documents are quite clear and foreboding, so though the interaction felt very strange that was probably  really about a new form of digital interaction that I had never experienced. That my credit card somehow gives out some form of my email address to a cab driver in Chicago was not something I ever saw coming…EULA or other form of contractual agreement, or not.

So perhaps it all ends up being about context and what constitutes a surprise. Which brings us back to video-games and specifically to the Kinect. Obviously Microsoft is alive to the issues as the following article illustrates:

Xbox One facial data from Kinect doesn’t leave the console

Thoughts?

jon

Week 5 Guest Speaker Ian Verchere

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Ian Verchere who is co-founder and the Chief Creative of Roadhouse Interactive, a 50-person production and development company shaping the future of mobile, tablet and online games will be our guest next class. Ian will share his views of  ongoing dialectic between creators and the law. Ian has a particular gift for illuminating the  paradox of legal structures which constrain creativity while seeking to protect creative enterprise.

From Ian’s LinkedIn profile:

“Verchere is a creative producer, writer and visual artist. Since graduating with honors from the Emily Carr Institute of Art and Design (ECIAD) in 1989, he has been involved in the creation and production of over 30 video and computer games, including creative producer on the million-plus selling SSX Tricky and NBA Street V.2 for Electronic Arts, and designing and producing the classic, best-selling Sega Genesis title Beavis and Butt-head for MTV.

Verchere was one of the founders of Radical Entertainment, and was instrumental in growing the company into one of the world’s largest independent game developers. After serving as Studio Creative Director, he left in 1998 to join Electronic Arts (Canada) as a Producer.

In 1994, he wrote and directed The Divide: Enemies Within for Sony PlayStation. This award-winning title was recognized for its original story, and for the innovative CG short film that opened the game. In 1998, he brought the greatest action star in the world to the video game world, signing Jackie Chan to an exclusive worldwide deal.

He co-wrote Mom’s Cookies, a screenplay with Douglas Coupland that was bought by Disney, and is a member of the WGAw. As Executive Creative Director for Millions of Us, he helped MoU secure an exclusive agreement with Sony to create and develop virtual worlds and lobbies for PlayStation Home, including Sony’s own Home Lobby and Orientation Experience.

Verchere founded Roadhouse Interactive with James Hursthouse and Tarrnie Williams , and leads creative there.”

jon

Week 3 – 9/25/13: “John Milton Plays GPL” & Steve Rechtshaffner

Here is Week 3. Came out pretty well other then my asking for a Kleenex to clean my glasses &  the surreal picture within picture within picture effect at the beginning of Steve’s presentation and the evidence of my scrambling to play TV producer and fix that effect. To download the slides just scroll over the image.

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jon

News of the Week; October 2, 2013

1. E.A. Sports Settles Lawsuit With College Athletes

2. Court Bans Wisc. Teen From Playing Video Games

3. Father Blames Minecraft for Son Bringing Gun to School

4. Settle With Friends? Zynga and Bang With Friends End Trademark Dispute

5. Capitol Hill Focuses On Gun Control, Despite Media’s Fascination With Violent Video Games

6. Researchers express concerns about APA Task Force on Violent Media

7. International Committee of the Red Cross Wants International Law Rolled into War Games

8. GTA V is not subversive – but these games are

9. ‘NBA Jam’ Rigged Against The Chicago Bulls According To Pistons Fan/Lead Designer

10. Apple: We Did Not Pay EA to Delay Plants vs. Zombies 2 on Android

11. Twitch closes $20 million Series C investment

12. “Are Video Games a Sport?” (NYTimes video) 

13. Copyright assignment termination after 35 years: the video game industry comes of age

14. Grooming the Champions of the Keyboard

15. In Video Game Market, Blockbusters’ Dominance Grows

16. The Law & Economics of Copyright Users’ Rights in Canada

17. Tech Bros Are Losing

18. NSA mines data to map Americans’ social connections, report says

19. NSA Leaks Bring the Whole Idea of “Net Neutrality” Into Question

 

jon

Introductory Essay – UBC Law Review Special Issue on Digital Media, Video Games, and the Law

Was very privileged to be asked to write an Introductory Essay for the UBC Law Review’s upcoming Special Issue on Digital Media, Video Games, and the Law. With the permission of the Editors you can find it by clicking on the page below:

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jon

 

Week 4 Guest Speaker Prof. Greg Lastowka

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Our video-conference guest speaker this week is professor Greg Lastowka of Rutgers School of Law. Greg is a pioneer in video game law research and scholarship (such things can be said given how relatively new the field is). Greg will be focussing on the topic of  User Generated Content and will be discussing his latest research (see Rutgers–Camden Professor Studies the Effects of Copyright on User-Generated Content).

In preparation for our class please read the following short article authored by Prof. Lastowka: Minecraft, Intellectual Property, and the Future of Copyright

More information about  Greg from his Rutgers homepage:

“Greg Lastowka is a Professor of Law at Rutgers School of Law-Camden and a co-director of the Rutgers Institute for Information Policy & Law.  He teaches in the areas of intellectual property (copyrights, trademarks, and patents), Internet law, and property law.  He is the author of Virtual Justice (Yale University Press 2010), which is available online as a free PDF download offered under a Creative Commons license.

The full text of many of his writings can be found here.  His contact information is available at his faculty web page.

A mind map of my research interests:My-Research-Topics1

jon

News of the Week; Sept. 25, 2013

 

1. Game Copiers and Mod Chips – AG Sharpston issues Opinion in Case C-355/12 Nintendo v PC Box

+ More on modchips: Are they legal in the EU?

2. Fox & Friends Co-Host Elisabeth Hasselbeck: We Need National Registry for Video Games

3. GTA V exceeds $1 billion in only 3 days

4. The Pratfall of Penny Arcade – A Timeline

5. International Conference Meets to Solve In-Game Hate Speech

6. Indie Developer Pulls Game From Ouya After Free the Games Fund Troubles

Ouya overhauls its plan to help game developers after shutting down alleged scams

7. Diablo 3 auction houses are doomed by developer Blizzard

8. Dutch Supreme Court 2012: Virtual Theft Ruling a One-Off or First in a Series? (Journal of Virtual Worlds)

9. Valve Announces SteamOS

10. Myths About Canadian Copyright Law

11. Pandora Wins Court Victory Over Licenses to Stream Music

12. Does copyright law work?

13. Facebook ‘likes’ are protected free speech. I’ll give a thumbs up to that

14. Users Sue LinkedIn Over Harvesting of E-Mail Addresses

15. To protect Canadians’ privacy, telcos must shut the ‘back door’

16. The (Canadian) Privacy Case of the Year?

17. ‘Keep out’ signs can override open internet culture 

18. Apple Touch ID fingerprint tech ‘broken’, hackers say

19. “PRISM” : Europe looks for appropriate remedies

20. In secret, Fisa court contradicted US supreme court on constitutional rights

21. A Proposed Reset Button for Children Online

22. VGL privacy Big Data and Due Process: Toward a Framework to Redress Predictive Privacy Harms by Kate Crawford, Jason Schultz

23. A collection of peer reviewed papers on the topic of Internet Censorship and Control

jon

Don’t Touch That Code: Silicon Knights v Epic and Intellectual-Property Rights

 

In Week 2 of the course we discussed what parts of videogames are actually protected by intellectual property. As Mr. Ripley reminded us, one such part is the code itself. This has interesting implications when the code is not owned by the game’s designer.

 

One of the issues in videogame copyright today is the legal implication of “mods”—user-created game content developed without the publisher’s permission that imports new elements into the game’s code. For example, Michela Fiorido, who took this class last year, will be publishing an article in the UBC Law Review this month entitled “Moral Rights and Mods: Protecting Integrity Rights in Video Games”, where she suggests that “mods” that only use an underlying game framework in order to create an entirely original creation should be entitled to some intellectual-property rights.

 

What’s interesting to me is that this is not some novel, amateur creative outlet; this is how many published videogames work. Many successful games are built upon the “framework” of other games, called an “engine”. This functions in much the same way that amateur mods do.

 

While mods are done without the legal “permission” of the original creator, it’s interesting to look at the results when an “above-the-board” game-engine licensing agreement goes legally wrong.

 

For me, one of the most fascinating lawsuits to occur in recent years was Silicon Knights v Epic Games. A lawsuit that captures some of these implications for intellectual-property law, the psychological elements of litigation, and a psychological horror twist ending.

 

Information on the lawsuit can be found: here, here, here, and here. I’ll give a brief summary below.

 

Silicon Knights

 

Silicon Knights *was* a Canadian game developer headquartered in St. Catherines, Ontario. Led by game designer Denis Dyack, their early releases caught the eye of Nintendo, who partnered with the development company to create games for the GameCube system. Silicon Knights’s first release on the GameCube platform was the psychological horror title, Eternal Darkness.

 

Eternal Darkness was a Lovecraft-inspired story that contained what was called a “sanity meter”. The sanity meter was a mechanic similar to “health bar”; once filled, the player would experience horrifying and unexpected “twists” that toyed with the player’s expectations, such as the game convincing the player that it had unexpectedly deleted all of her or his saved data.

 

Eternal Darkness was well-reviewed and won awards for its innovative “sanity meter” game mechanic. After the success of the title, Silicon Knights ceased their partnership with Nintendo in favour of developing games for Microsoft’s Xbox 360 platform. The first title to be released under this new agreement was to be the action-RPG Too Human.

 

The Unreal Engine

 

In order to take full advantage of the graphical capabilities of the Xbox 360, Dyack and Silicon Knights licensed the Unreal Engine 3 from Epic Games. The Unreal Engine is a development tool-kit that provides a framework for the game code. Essentially, the engine takes the developer most of the way towards completion of the product, leaving the game developer to only insert the proprietary elements of characters, locations, etc.

 

The Unreal Engine 3 is one of the most successful licensed game engines. Top-selling games such as Batman: Arkham Asylum and Bioshock: Infinite have utilized the engine. Unfortunately, Too Human was not a top-selling game.

 

Upon release, Too Human was plagued by poor reviews and complaints of faulty controls and gameplay elements. In interviews, Dyack blamed Epic, saying they had provided a flawed game engine that Silicon Knights had to entirely remake, straining resources and preventing the release of a polished product.

 

But finger pointing was not enough for Dyack. The disappointing reception of Too Human needed retribution, litigious retribution.

 

The Lawsuit

 

Dyack and Silicon Knights sued Epic Games in North Carolina. Alleging contractual breach, Silicon Knights claimed that Epic used the licensing fees they acquired from the Unreal Engine to improve the quality of their own games (primarily, Gears of War), at the expense of the licensees. Essentially, the contract required Epic to provide support to the licensees in the form of “engine specific” upgrades and updates. Silicon Knights claimed that the work being done by Epic in polishing its Gears of War title was upgrading the Engine, and Silicon Knights had a contractual right to the new code. Epic replied that the coding upgrades implemented in Gears of War were “game specific”, and were not required to be shared with the licensees. Silicon Knights was claiming that Epic was taking their licensing fees and using it to upgrade the engine for the sole benefit of Epic’s games (Too Human’s competition) at the detriment of the licensees.

 

Silicon Knights claimed that, although they were contractually bound to use the Unreal Engine, it was unworkable in its then-current state and updates were overdue. Silicon Knights was therefore forced to start over and create their own engine in order to meet their publisher’s demands.

 

Other claims, such as an unjust enrichment claim for profits from Gears of War, were also advanced.

 

The Counterclaim

 

In response to the suit, Epic counterclaimed for breach of contract on the part of Silicon Knights (for abandoning the Unreal Engine), misappropriating trade secrets, and infringing Epic’s copyrights in the Unreal Engine code. Epic claimed that Silicon Knights, in developing their own engine, had, in fact, copied code, line by line, from the Unreal Engine, scrubbing out the internal copyright references and developer’s commentary. They alleged bad faith on the part of Silicon Knights in stealing the proprietary code and then covering it up.

 

The Judgment

 

There’s a scene at the beginning of Rocky IV where Apollo Creed challenges the Russian champion, Drago, to a boxing match in America. Apollo, full of confidence, organizes a ridiculously over-the-top, seemingly jingoistic, Vegas boxing match where he’s mechanically lowered to the ring, wearing stars-and-stripes boxers, and grinning like an fool, to the tune of “Living in America” as performed by James Brown live.

 

Drago then proceeds to, literally, kill Apollo with his fists.

 

That scene is what I think of when I read about the results of this trial. The jury, the same jury requested by Silicon Knights, not only rejected the claims of Silicon Knights, but found in favour of Epic. Silicon Knights was ordered to pay US$4.45 million in damages, another US$4.678 million in Attorney fees, and injunctive relief was ordered to the effect that Silicon Knights had to immediately destroy not only the engine developed for Too Human, but remove all copies of the game from stores as well as all copies of the game X-Men: Destiny, which was developed by Silicon Knights following Too Human and was found to have used the Silicon Knights engine that was infringing the copyright of Epic. All of this was at Silicon Knights’s expense.

 

The Fallout

 

Silicon Knights was financially ruined. It laid off most of its staff and Dyack left the company. What was once a promising game company was ruined by an aggressive and unnecessary lawsuit. The lawsuit against Epic was initiated by Dyack, and Dyack’s statement’s in the media made it seem to be motivated by ego more than anything. Dyack seemed to want someone to blame for the bugs in Too Human.

 

After the implosion of his company, Dyack left to form a new studio, Precursor Games. He is currently in the process of crowd funding a “spiritual follow-up” to Eternal Darkness. While Nintendo owns the copyright to the game, Dyack insists it will not be a direct sequel, but will be an original story that incorporates the award-winning game mechanics he developed for the first game. One problem: the patent for the ‘sanity meter’, the central component for those mechanics, is also owned by Nintendo.

 

In Eternal Darkness, the sanity-meter mechanic would sometimes create a situation where, when trying to reload a weapon, the character would accidentally shoot himself. In many ways, Dyack succeeded in making his sequel to Eternal Darkness: it was his lawsuit against Epic.

 

Conclusion

 

Do the legal consequences for Silicon Knights suggest that courts are unlikely to take kindly to the rights claimed for “mods” that utilize the copyrighted underlying game code? Too Human was clearly an original product, yet it has been banished from the face of the earth like a dollar store Mickey Mouse clone.

 

Thoughts?


Week 3 Guest Speaker Steve Rechtshaffner

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This week’s Discussion hour guest is Steve Rechtschaffner who will be mapping out an overview of the video game industry. Steve is very knowledgeable, visionary and always engaging. From Steve’s Linked In profile:

“I’ve been a creative business leader, content creator, marketer and Sr. Executive within innovative driven, fast growth companies in the video game, action sports, fashion, mobile app, trans-media, branded entertainment and TV industries.

Whether it’s been creating new brands, forms of entertainment or even Olympic events, I thrive on harnessing the power of teamwork and collaboration to create amazing outcomes.

Creative and strategic leadership driving meaningful “out of the box” innovation are my passion. Finding opportunity for sustainable growth through inspiring creative leadership and innovation is where I am most effective.

– Partner, Creative Director, Microsoft Sports & Entertainment Group
– Chief Creative Officer, Nexon North America
– Chief Creative Officer, Electronic Arts Canada
– Founder, Industrial Strength Branded Entertainment (Reebok, Converse, FOX TV, Vision)
– Producer, Propaganda Films
– VP Marketing & Creative Director, Swatch Watch
– Competitor & Program Director, U.S. Freestyle Ski Team
– Inventor, Boardercross – Olympic Snowboarding Event”

jon

News of the Week; September 18, 2013

1. 3DRealms Drops Duke Nukem Forever Lawsuit Against Gearbox, Makes a Public Apology

2. Why the University of Washington Wants Its Surgeons to Play Videogames

3. Fox News Offers Two-Part Feature on the Bad Influence of Violent Video Games

4. Fox & Friends Co-Host Elisabeth Hasselbeck: We Need National Registry for Video Games

5. Manifesto: The 21st Century Will Be Defined By Games

6. Massachusetts Lawmaker Pushes for Video Game Tax Credits

7. 38 Studios loan under investigation by SEC

8. Gamers unleash swarms of nanoparticles on tumours

9. Journal of Virtual Worlds Research – issue focused on legal issues

10. Nevada District Court Finds No Reasonable Expectation of Privacy in Private Twitter Posts

11. Girl’s Suicide Points to Rise in Apps Used by Cyberbullies

12. The End of Kindness: Weev and the Cult of the Angry Young Man

13. What Women Don’t Want

14. Vituality in the Sphere of Economics by Vili Lehdonvirta

15.  Should Crowdfunding Be Regulated?

16. Content Creators Use Piracy to Gauge Consumer Interest

17. FBI Admits It Controlled Tor Servers Behind Mass Malware Attack

18. Privacy Substitutes by J. Mayer & A. Narayanan (Stanford Law Review)

jon