Digital indie games licensing for libraries TAG Research Center, Concordia University Our main goal is to disseminate independent games and to empower a broad community to access, preserve and create independent games. Our vision is to tap into existing social institutions to curate and make independent games broadly available. Our mission is to devise technological, legal, market and normative solutions to foster a thriving independent games environment where citizens consume and create games. Our proposed approach is an independent games aggregator or publisher which would offer: (1) an open access archive of intellectual assets (sprite files, code libraries, game scenarios, etc.) under open licensing terms such as creative commons; and (2) flexible licensing solutions for curated independent games to libraries in municipalities, school boards, educational institutions and research centers. These games could be digital or 3D printable as the distribution will happen over networks as well as through licensing. With regards to the problem statement, the roles of libraries in markets of purely digital copyrighted works are not well understood. Libraries are a public distribution system for copyrighted works that rivals commercial ones. They fix negative externalities in economic markets of copyrighted works (ignorance & forgetfulness) through access and preservation services. Each individual local branch acts as a node in an extensive network of institutions. In addition to fixing negative externalities, they provide for a stable market for works beyond the straight commercial, popular appeal. Libraries have what you want, and they have what you may need. Digital licensing through Libraries offers the potential to establish a stable revenue stream for local producers of digital games, while tying them to their communities. Libraries may not easily / legally collect digital games published on iTunes, Google Play, Steam or other digital licensing systems. Yet, this falls within their traditional mandate. Digital indie games in libraries means people making and playing together ... micro effects networked for change. A key barrier to entry for established players will be the protocol we can setup to select games and create meaningful metadata about them (Collections protocol: select/acquire & describe). In addition, we will need to quickly build and maintain relationships with key games publisher to curate our collection (Community protocol: outreach & build). We will need to hammer out the business plan (Administrative protocol: resources & staff) and technology strategy (host & serve). Our strength will be in spanning the academic, community and commercial worlds in deploying our protocols, including an open access/user generated content loop. Success would be driven by generating a strong positive network feedback by being an early mover in this market. In the spirit of academic research, here is a suggested theoretical framework to inscribe this initiative within a research protocol: a) Context: Institutional (market) structures with regards to intellectual property in (licensing) independent games (software and artistic creations) for libraries Prepared by Olivier Charbonneau, 2014-04-17, revised 2014-09-26 1 b) Research question: How can we devise a response or strategy to issues linked to governance (institution & agents & process), ownership (intellectual property law and policies) and curation (preservation and access to digital objects) with regards to independent games? c) Hypothesis: The coordination between agents in the system will center on contracts and policies in favor of open access to works all the while allowing for monetization in an equitable manner. d) Objective: determine the optimal approach based on each stakeholder's perceived needs and context (wealth maximization in a market for quasi-public goods). The governance structure could be a private corporation owned by a not-for profit entity. This bicephalous structure allows reaping the benefits of both the commercial and social enterprise. The former could offer market solutions and training to libraries while the latter could focus on education projects, maximizing cash and passion for independent games. A project timeline is provided on the next page. Selective Bibliography Benkler, Yochai, 2006, The Wealth of Networks, Yale University Press, http://cyber.law.harvard.edu/wealth_of_networks/Download_PDFs_of_the_book Bomsel, Olivier, 2010, L'Economie immatérielle, Industries et marchés d'expériences, Gallimard, "NRF Essais" Hutter, 2011, "Experience Goods" in The Handbook of Cultural Economics, Ruth Towse ed., Edward Elgar Publishing, pp. 211-215 Lessig, Lawrence, 2006, Code v2, Basic Books, http://codev2.cc/download+remix/Lessig-Codev2.pdf OCLC, 2003, Libraries: How They Stack Up, available from: https://oclc.org/content/dam/oclc/reports/librariesstackup.pdf Wardrip-Fruin, Noah and Michael Mateas, 2014, Envisioning the Future of Computational Media The Final Report of the Media Systems Project, available from http://mediasystems.soe.ucsc.edu/sites/default/files/Media%20Systems-Full%20Report.pdf Yoo, C.S., 2007, "Copyright and Public Good Economics: A Misunderstood Relation", 155 U. Pa. L. Rev. 635 Prepared by Olivier Charbonneau, 2014-04-17, revised 2014-09-26 2 Project Phases – A Race Against the Sands of Time Grain of sand Deadline: Objectives: Resources: Hourglass Deadline: Objectives: Resources: Sandbox Deadline: Objectives: Resources: Sand quarry Deadline: Objectives: Resources: Beach Deadline: Objectives: Resources: Fall 2014 Apply for the Knight Foundation News Challenge, supply necessary details Project Leader Winter 2015 Prepare additional grant requests from research or institutional venues Reach out to additional research centers or corporations Convene a Games in Libraries Advisory Panel Register the corporate entity and finalize institutional ownership structure Project Leader, research assistant Fall 2016 Create initial proof of concept: offer 12 games to pilot libraries Devise curation protocol Explore open access solutions to host various intellectual assets Formalize relationships with research institutions and other corporations Draft a training program for librarians with regards to digital games Research and institutional funding Indie Games Publishers; Programmer/integrator Research assistants; Project leader 2017 + Augment capacity to achieve full commercial operation Invite multiple games publishers to contribute Launch the open access archive of intellectual assets Expand the Advisory Panel Develop training and educational programs Licensing revenue Advertising revenue 2018 + Full production launch of the undertaking Should be self-sustained through library licensing IPO? Prepared by Olivier Charbonneau, 2014-04-17, revised 2014-09-26 3