Dannenberg Ross (16 results)

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  • Language: English

    Published by American Bar Association, 2011

    1604427507 / 9781604427509

    • Softcover

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    Condition: good. A copy that has been read, remains in good condition. All pages are intact, and the cover is intact. The spine and cover show signs of wear. Pages can include notes and highlighting and show signs of wear, and the copy can include "From the library of" labels or previous owner inscriptions. 100% GUARANTEE! Shipped with delivery confirmation, if you're not satisfied with purchase please return item! Ships via media mail.

  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover

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    Condition: good. A copy that has been read, remains in good condition. All pages are intact, and the cover is intact. The spine and cover show signs of wear. Pages can include notes and highlighting and show signs of wear, and the copy can include "From the library of" labels or previous owner inscriptions. 100% GUARANTEE! Shipped with delivery confirmation, if you're not satisfied with purchase please return item! Ships via media mail.

  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover

    Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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  • Language: English

    Published by American Bar Association, US, 2020

    1634251180 / 9781634251181

    • Softcover

    Seller: Rarewaves USA, HEBRON, KY, U.S.A.Rarewaves USA

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    Paperback. Condition: New. 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.This new edition of Computer Games and Immersive Entertainment 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.Table of ContentsHow to Use This BookIntroductionChapter 1: Contracts as Private Law in Video Games and Immersive EntertainmentChapter 2: Copyright LawChapter 3: Patents: Real-World Issues in Mixed RealitiesChapter 4: Implications of Video Games and Immersive Entertainment in Trademark LawChapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade SecretsChapter 6: Rights of PublicityChapter 7: International Considerations of Video Games and Immersive EntertainmentTable of Cases and Index.

  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover

    Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover

    Seller: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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    Condition: New. Second edition NO-PA16APR2015-KAP.

  • Language: English

    Published by Amer Bar Assn, 2020

    1634251180 / 9781634251181

    • Softcover

    Seller: Revaluation Books, Exeter, United KingdomRevaluation Books

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    £ 113.06

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    Paperback. Condition: Brand New. 2nd edition. 412 pages. 9.00x6.00x1.00 inches. In Stock.

  • Language: English

    Published by American Bar Association, US, 2020

    1634251180 / 9781634251181

    • Softcover

    Seller: Rarewaves USA United, HEBRON, KY, U.S.A.Rarewaves USA United

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    Paperback. Condition: New. 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.This new edition of Computer Games and Immersive Entertainment 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.Table of ContentsHow to Use This BookIntroductionChapter 1: Contracts as Private Law in Video Games and Immersive EntertainmentChapter 2: Copyright LawChapter 3: Patents: Real-World Issues in Mixed RealitiesChapter 4: Implications of Video Games and Immersive Entertainment in Trademark LawChapter 5: Implications of Video Games and Immersive Entertainment and the Law of Trade SecretsChapter 6: Rights of PublicityChapter 7: International Considerations of Video Games and Immersive EntertainmentTable of Cases and Index.

  • Language: English

    Published by American Bar Association, 2012

    1614380031 / 9781614380030

    • Softcover

    Seller: Mispah books, Redhill, SURRE, United KingdomMispah books

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    £ 115.00

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    paperback. Condition: Good. Good. Dust Jacket NOT present. CD WILL BE MISSING. . SHIPS FROM MULTIPLE LOCATIONS. book.

  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover
    • Print on Demand

    Seller: Majestic Books, Hounslow, United KingdomMajestic Books

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  • Language: English

    Published by AMER BAR ASSN, 2020

    1634251180 / 9781634251181

    • Softcover
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    Seller: moluna, Greven, Germanymoluna

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    £ 79.50

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    Kartoniert / Broschiert. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover
    • Print on Demand

    Seller: Biblios, frankfurt am main, HESSE, GermanyBiblios

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    Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover
    • Print on Demand

    Seller: preigu, Osnabrück, Germanypreigu

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    Taschenbuch. Condition: Neu. Computer Games and Immersive Entertainment | Next Frontiers in Intellectual Property Law, Second Edition | Christina Scelsi (u. a.) | Taschenbuch | Kartoniert / Broschiert | Englisch | 2020 | American Bar Association | EAN 9781634251181 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.

  • Language: English

    Published by American Bar Association, 2020

    1634251180 / 9781634251181

    • Softcover
    • Print on Demand

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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. This one-of-kind handbook covers the intellectual property issues that game developers routinely wrestle with and need legal counsel about, from end-user license agreements to the scope and limitations of copyright protection to approaches for simulating reality without conflicting with existing trademark and brand rights of real-world companies, and more. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations.