<P>The intersection between intellectual property law and video games and immersive entertainment is exciting fast-paced and complex as technology evolves at breakneck speed and often outpaces established case law. Game developers routinely wrestle with all aspects of IP law and need counsel on end-user license agreements; ownership and challenges of user-generated content; the scope and limitations of copyright protection; remedies for trade secret appropriation; duration of right of publicity protection; approaches for simulating reality without running afoul of existing trademark and brand rights of real-world companies and people; ramifications of international law; and more.<BR><BR>This new edition of <EM>Computer Games and Immersive Entertainment</EM> covers a broader range of topics and helps lawyers understand the ongoing changes developing creative and nimble solutions to protect companies while still engaging the players.</P><STRONG>Table of Contents</STRONG><BR><BR>How to Use This Book<BR>Introduction<BR>Chapter 1: Contracts as Private Law in Video Games and Immersive Entertainment<BR>Chapter 2: Copyright Law<BR>Chapter 3: Patents: Real-World Issues in Mixed Realities<BR>Chapter 4: Implications of Video Games and Immersive Entertainment in Trademark Law<BR>Chapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade Secrets<BR>Chapter 6: Rights of Publicity<BR>Chapter 7: International Considerations of Video Games and Immersive Entertainment<BR>Table of Cases and Index
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