Computer Games and Immersive Entertainment

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Author :
Release : 2019
Genre : Games & Activities
Kind :
Book Rating : 181/5 ( reviews)

Computer Games and Immersive Entertainment - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Computer Games and Immersive Entertainment write by Chrissie Scelsi. This book was released on 2019. Computer Games and Immersive Entertainment available in PDF, EPUB and Kindle. The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more

Two Bit Circus and the Future of Entertainment

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Release : 2015-12-09
Genre : Computers
Kind :
Book Rating : 935/5 ( reviews)

Two Bit Circus and the Future of Entertainment - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Two Bit Circus and the Future of Entertainment write by Elise Lemle. This book was released on 2015-12-09. Two Bit Circus and the Future of Entertainment available in PDF, EPUB and Kindle. This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

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Release : 2023-03-09
Genre : Computers
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Book Rating : 396/5 ( reviews)

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 write by Rodrigo Pereira dos Santos. This book was released on 2023-03-09. Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 available in PDF, EPUB and Kindle. This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

The Out-of-Home Immersive Entertainment Frontier

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Release : 2014-06-28
Genre : Business & Economics
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Book Rating : 975/5 ( reviews)

The Out-of-Home Immersive Entertainment Frontier - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Out-of-Home Immersive Entertainment Frontier write by Mr Kevin Williams. This book was released on 2014-06-28. The Out-of-Home Immersive Entertainment Frontier available in PDF, EPUB and Kindle. Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.

Computer Games and Virtual Worlds

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Release : 2010
Genre : Computer games
Kind :
Book Rating : 509/5 ( reviews)

Computer Games and Virtual Worlds - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Computer Games and Virtual Worlds write by Ross A. Dannenberg. This book was released on 2010. Computer Games and Virtual Worlds available in PDF, EPUB and Kindle. This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.