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Creative Industries
Technological Impact
The change in technology in the gaming industry has allowed
video games to go from simple 12bit side-scrollers to
massive interactive 3D environments. Allowing greater
graphics as well as greater scope. The technological
changes have came from the developments within the
computing industry as a whole. From graphics, memory,
software and processing power.
Legal and Statutory Controls
 While an in-depth knowledge of the law is not critical for most game
developers, there are a few legal principles that all game developers should be
at least superficially familiar with. Depending on your position, these may shift
in importance -- for instance, contract law will be more important to the
executives of a studio, while most hands-on developers will be more concerned
with intellectual property. Of course, if you're an independent developer, you
may be wearing multiple hats.
 Trade secret is often considered ugly stepchild of IP rights, and yet for the game
industry, it may be among the most important. You will deal with trade secrets
at every single job you take, every time you sign an NDA. You may even deal
with trade secrets in licensing discussions, such as when presenting or
considering a new tech partner.
 Copyright is perhaps the first IP right that most people think of, and yet it is
often the most misunderstood. Copyright protects original works of authorship
fixed in any tangible medium of expression. These specifically include things
like literary works, musical scores, pictures (both static and motion picture),
and dramatic works. It does NOT protect ideas, processes, concepts, or
discoveries, and this is where people often get copyright wrong. Copyright
covers the text of your design doc, but it does not cover the ideas the design doc
outlines. Copyright does not cover the idea of an orc having green skin; it does
cover your artwork drawing that orc, and your notes describing it. The easiest
way to remember copyright is that it does not cover the idea, but rather covers
the expression of that idea.
Health and Safety Issues
The risks of using display screen equipment
Many employers and employees are completely unaware of the impact on health that a poorly arranged work station can
have.
A poorly equipped and arranged work station is a major contributing factor in the development of many work-related
upper limb disorders (WRULDs). Conditions can be both short and long term but in most cases cause a lot of
avoidable pain, discomfort and stress. Other associated symptoms include temporary eyestrain and headaches, and
fatigue/stress.
The hazards associated with DSE work stations must therefore be properly assessed so that they are adequately equipped
and adjustable to suit the user’s needs.
Legal duties and obligations around display screen equipment
The Health and Safety (Display Screen Equipment) Regulations 1992
These regulations require employers to carry out an analysis and assessment of the work station.
Work stations must meet certain basic requirements that enable them to be appropriately adjusted and used without
unacceptable risks to health and safety.
Account must also be taken of daily work routines so that adequate breaks can be incorporated into the working day. This
does not necessarily mean a complete break away from work, but a break from the DSE work (e.g. making phone calls,
filing or other work that allows staff a change of activity and gets them away from the screen).
It is better if the work allows for natural breaks but it is possible to install software that can indicate when it would be
appropriate for someone to take a break. Short frequent breaks are better than fewer longer breaks.
Appropriate information, instruction and training should be provided to users so that they can use the equipment
provided effectively and information on eye examinations.
Business and Financial Support
E-Commerce is getting rather commonplace these days. Shopping online
is becoming ingrained in our life and part of our culture. And this
opens up many opportunities for payment processing firms such as
Host Merchant Services. Trailing behind the public’s general
acceptance of shopping for stuff online and having it delivered to their
doorstep is the idea of shopping for virtual stuff online and having it
available for consumption only online.
Most people can easily relate to the idea of using the internet and your
credit card to purchase a book you find online and having it shipped
directly to your doorstep. But it’s taken longer for people to really get
used to the idea of using your credit card online to purchase a sparkly
sword for the character you use in a video game to equip. These items
are commonly called virtual goods – non-physical objects purchased
for use in online video games or online communities. These types of
payments are referred to as microtransactions.
Industry and Professional
Associations
The Entertainment Software Association (ESA) is the U.S. association exclusively dedicated to serving the
business and public affairs needs of companies that publish computer and video games for video
game consoles, personal computers, and the Internet.
The ESA offers a range of services to interactive entertainment software publishers including a globalantipiracy program, business and consumer research, government relations and intellectual property
protection efforts.
The ESA also owns and operates the E3 Expo.
The Entertainment Software Rating Board (ESRB) is a nonprofit, self-regulatory body established in 1994
by the ESA. The ESRB assigns computer and video game content ratings, enforces industry-adopted
advertising guidelines and helps ensure responsible online privacy practices for the interactive
entertainment software industry. The organization’s mission is to empower consumers, especially
parents, with the ability to make informed decisions about the computer and video games they
choose for their families through the assignment of age and content ratings, and to hold the computer
and video game industry accountable for responsible marketing practices. For more information
about the ESRB or to search for game ratings by title, platform or keyword, please visit www.esrb.org.
In 1999, the ESRB launched its Privacy Online seal certification program in order to assist participating
companies in the development and ongoing management of the online collection and use of personal
information. The Federal Trade Commission endorsed the Privacy Online program as a "safe harbor"
under the Children's Online Privacy Protection Act. To learn more about ESRB's Privacy Online
Program visit http://www.esrb.org/privacy/index.jsp.
Recources
 http://gamedesignconcepts.pbworks.com/w/page/1182
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9076/Legal%20Issues%20for%20Game%20Developers
http://www.healthyworkinglives.com/advice/workequipment/display-screen-equipment-dse.aspx
http://www.hostmerchantservices.com/2011/09/videogames-embrace-e-commerce/
http://www.theesa.com/
http://www.theesa.com/about/related.asp
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