Explain
and illustrate the legal and ethical obligations within the games industry. Produce
a profile for each of the following:
Legal
These elements below are the most common ones used to possess the rights for IP, (Intellectual Property) of an creation/invention, under the specific areas of the law. Because of this, people have exclusive rights for any assets they hold ownership of.
Depending of what the creation is, it can be covered by one or few of these rights. In order to obtain the rights, person has to register them within WIPO (World Intellectual Property Organisation/Office).
Copyright ©
In contrast to the other three, copyright is an automatic right which cannot be registered in the IP Office and you don't have to pay for it.
In most situations the author of the creation is its owner, and her/his work is protected by this law. The important thing to prove the ownership of the invention is to have evidence and date of creation.
In contrast to the other three, copyright is an automatic right which cannot be registered in the IP Office and you don't have to pay for it.
In most situations the author of the creation is its owner, and her/his work is protected by this law. The important thing to prove the ownership of the invention is to have evidence and date of creation.
Trademark ™ ℠
The design, usually slogan or logo, distinguishing one service from another. They are separated into approximately 45 classes/subjects which services can offer. As long as there is a different, unrelated class, the similar looking logo can be used.
The design, usually slogan or logo, distinguishing one service from another. They are separated into approximately 45 classes/subjects which services can offer. As long as there is a different, unrelated class, the similar looking logo can be used.
Patent ℗
This is a limited (both timely and territorialy) right given to inventors of an innovative products/creations. It means that the registered property cannot be made, used, imported or sold withing the period of time and in the set country or region.
This is a limited (both timely and territorialy) right given to inventors of an innovative products/creations. It means that the registered property cannot be made, used, imported or sold withing the period of time and in the set country or region.
Registered
Designs ®
These are designs of the visual form of a product. Same as trademark and patent, it needs to be checked, considered and then applied by Intellectual Property Office in terms of originality. In UK there is a special right protecting non-registered designs up to 15 years from their creations.
Ethical
These subtopics below are crucial to consider while making a game (especially a game designed to be suitable for a wide audience), since groups of people can easily feel offended by different aspects. Ethics in games show what part is being accepted and which is viewed with disgust.
Everything within a game is being judged subjectively, but there are many similar parts distinguished.
Violence
There is a common belief among non-gamers that video games are filled wit violence and people who play them will become violent as well. It makes people to have an overall bad opinion regarding gaming and anything connected to it.
There is a common belief among non-gamers that video games are filled wit violence and people who play them will become violent as well. It makes people to have an overall bad opinion regarding gaming and anything connected to it.
All topics below are linked to violence in one way or another. Rating was established to prevent young audiences from seeing multiple acts of violence. Education concerns the violence to be learned as the main negative aspect. Stereotyping accounts violence as how it is portrayed. Finally, people addicted get violent when their time of playing games is interrupted.
Rating
Rating was designed for parents to be easily informed what each game contains and what the minimum age it is allowed to be played. This system helps them to make right choices when buying a game for their children.
Rating was designed for parents to be easily informed what each game contains and what the minimum age it is allowed to be played. This system helps them to make right choices when buying a game for their children.
Apart of age restrictions it marks many of possible hazards within the game information.
This, however, does not prevent underage people to buy games designed for adult audiences as the similar age barrier does with other products such as alcohol and cigarettes.
Education
Apart from entertainment, games can teach us new things, and not only the specially designed educational games, but any game really. The same applies to the kind of experiences we can learn which are not only the good, positive ones, but the bad, disadvantageous things as well.
Since children are more eager to gain the information faster and apply it to their lives, the rating explained above exists for them.
Stereotyping
Since many games are focused on the male audience, many people think that only female characters are being stereotyped. In reality (and in my opinion), it is other way around.
There is little other games where the male protagonist isn't a handsome, muscular bad ass with sturdy character. The only exceptions from this image I can think of are Mario, Link and Megaman, all old franchises from Japan.
Stereotypes in games are a very sensitive topic, because so many people feel connected to games. At the same time, it's stereotypes which make many games to be sold (big companies use them as a safe way to ensure their titles will be profitable).
Addiction
People can get addicted to games easily, making them isolated from reality and more dependable on the internet or in-game community. Just like with other addictions, it is harmful. People spend days playing and some of them can turn aggressive if their activity will be interrupted (or totally shut down).
People can get addicted to games easily, making them isolated from reality and more dependable on the internet or in-game community. Just like with other addictions, it is harmful. People spend days playing and some of them can turn aggressive if their activity will be interrupted (or totally shut down).
