3. Mortal Kombat (1992)
Publisher: Midway
Designer: Midway
Genre: Fighting
Mortal Kombat was one of many
violent video games that appeared in
1992-93, and was the first game to
raise the issue of violence in the
medium
The U.S. Senate held hearings on
video game violence
Possible catalyst to the implementation
of a rating system, and the first game
to receive an “M” rating
4. Doom (1993)
Publisher: id Software
Designer: Tom Hall, Sandy Petersen,
John Romero, Shawn Green
Genre: First-Person Shooter
Doom was, and remains, notorious for
its high levels of graphic violence and
satanic imagery
The game sparked criticism throughout
a period of school shootings when it
was found that the Columbine High
School shooters were avid players of
the game
5. Grand Theft Auto (1997)
Publisher: BMG Interactive
Designer: DMA Design
Genre: Action-Adventure Open World
The game was controversial from the
very first incarnation of the series. It
was condemned in Britain, Germany,
and France due to its “extreme
violence,” and Brazil banned it
outright.
Later versions of the game were
criticized for allowing the player to
commit violent acts, including the
killing of policemen, and instigating
gang wars
6. GTA 5 And Violence
Does GTA 5 Mean That There Will Always
Be Violent Video Games? | Game/Show |
PBS Digital Studios (6:13)
7. Columbine High School Tragedy
In 1999, two students opened fire in
their Colorado high school --
shooting 20 people and killing 13
The media revealed that the two
killers played a lot of violent video
games
The widow of one of the slain
teachers filed a lawsuit naming
multiple video game publishers
Do video games contribute to
violence?
8. Arguments That Games Do
Promote Violence
The basic claim is that video games are more likely to
affect people’s behavior than TV:
Games are immersive
Games are repetitive
Games reward violent behavior
According to a 2001 study reported in the journal
Psychological Science, children who play violent video
games experience an increase in:
The physiological signs of aggression
Aggressive actions
9. However….
A relationship between virtual aggression and real-
life aggression isn’t necessarily cause and effect.
Maybe bullies in real life also enjoy being bullies in
virtual life, so they play violent video games
The results of studies, so far, are inconclusive. And
to date, all lawsuits against video game companies
for distributing violent content have been thrown out
of court.
But the controversy is far from over.
11. Discussion
What was the incident that happened in
Newtown Connecticut?
What do critics of video game violence say
is the effect on players?
What do supporters of video games say in
response to the criticisms?
What did the Supreme Court have to say
about video game violence?
What does President Obama recommend
doing about video game violence?
12. Violence and Free Speech
Extra Credits, Season 1, Episode 06 - Free Speech (7:04)
15. Entertainment Software Ratings
Board
The Entertainment Software
Association is the U.S. trade
association dedicated to the
business and public affairs of
video game publishers.
The ESRB was established in
September 1994 by the
Entertainment Software
Association as a means of
regulating the video game
industry.
16. ESRB Ratings
Early Childhood – Game is geared towards
children ages 3 and up.
Everyone – Game is well suited for a general
audience. It has minimal violence but may
contain some crude language.
Teens – Game is for older kids, ages 13 and up.
Such games often have violent content and can
contain strong language.
Mature – Game is for people 17 and older. It
usually has very violent or gory content, strong
language and possible nudity.
Adults Only – Game is not suitable for anyone
under the age of 18. They may contain graphic
violence, language or sex.
17. How Games Get Rated
Publisher submits game content
(video recording) to ESRB
ESRB has 3 raters view video
Raters recommend rating
ESRB sends rating to publisher
Publisher can change content and
resubmit
19. Global Ratings Groups
US – Entertainment Software Rating Board
(ESRB): www.esrb.org
Europe – Pan European Game Information
(PEGI): www.pegi.info
Germany: USK: www.usk.de
Australia: Office of Film & Literature
Classification (OFLC): www.oflc.gov.au
Japan: Computer Entertainment Rating
Organization (CERO): www.cero.gr.jp
21. COPPA
The Children’s Online Privacy Protection Act of 1998
places restrictions on the online collection of information
from children under 13 years of age. It details:
What a website operator must include in a privacy
policy
When and how to seek verifiable consent from a
parent or guardian
What responsibilities an operator has to protect
children’s privacy and safety online, including
restrictions on the marketing to those under 13
24. Importance of IP
IP protects market share
IP represents future earnings
IP represents majority of company worth
25. Copyright
Literary works
Musical works
Dramatic works
Pantomime and Choreography works
Pictorial, graphic, sculptural works
Motion Pictures and other audiovisual works
Sound Recordings
Architectural works
Computer Software
26. Copyright
Length: 95/120 years
Process: Low cost - $30.00, easy to obtain
Rights: Negative rights
Penalties: $150,000 per + Damages
Scène à faire: elements that are almost
obligatory for the genre
27. Trade Secrets
Any idea or process that conveys
business advantage
Length: Immortal
Process: Cost of Practice
Rights: Negative rights
Penalties: Damages
28. Trade Secrets
Non-Disclosure Agreement (NDA): a legal contract
between at least two parties that outlines confidential
information that the parties wish to share with one another
but wish to keep secret from third parties.
NDA’s are usually rendered invalid if:
the recipient had prior knowledge of the information
the recipient later learns the information from another
source
the information is generally available to the public
The information is subject to a supeona
29. Trademark
Any Word, Name, Symbol, Graphic
or Short Phrase
Length: Immortal
Process: $3,000 - $4,000 Federal
registration
Rights: Negative Rights
Penalties: Damages and/or seizure
or destruction of infringing items
30. Patents
Any new and useful process, machine,
manufacture or composition of matter
(but not something found in nature)
Length: 20 Years (with renewals)
Process: 2-3 years, $10,000 - $30,000
Rights: Negative Rights
Penalties: Damages
Cost of Protection: $1,000,000+
31. Examples of IP
Copyright Trade Secret Trademark Patents
Music Customer Mailing Lists Company Name Inventive Gameplay
Story Publisher Contacts Company Logo Inventive Game Design
Characters Middleware contacts Game Title Tech Innovations
Art In-House Development Costs Game Sub-Title Hardware Innovations
Box Design In-House Development Tools Identifiable "catch phrases"
Source Code Deal Terms
32. Different Forms of IP
IP in the Game Industry Patents Trademark Trade Secret Copyright
Length 20 years Immortal Immortal 95/120 Years
Cost High Medium Medium Low
Ease of Obtaining Tough Medium Medium Easy
Use Rare Often Often Often
Registration? Yes Recommended No Recommended
Coverage Medium Narrow Large Large
33. Rights of Publicity
Commercial use of own
image or likeness
Ellen Page accused
Naughty Dog of “ripping
off” her likeness for their
game The Last of Us.
34. Software Piracy
Copyright infringement is the use of
works under copyright, infringing the
copyright holder's exclusive rights,
such as the right to reproduce,
distribute, display or perform the
copyrighted work, or to make
derivative works, without permission
from the copyright holder.
Piracy is the unauthorized copying,
distribution and selling of works in
copyright.
35. The Debate
Software publishers say that software piracy removes
revenue from the developers, jobs are lost and there is
less incentive to create new software.
However, there are the people who believe that all
information should be free and all programming should
be open source. They believe that this will spark industry
creativity instead of stifling.
Others argue that personal backups, and being able to
resell software as long as you are not still using it should
always be legal regardless of what a company wishes to
say.
38. Are Video Games Art?
The concept of video games as a form of art is
a controversial topic within the entertainment
industry.
Though video games have been afforded legal
protection as creative works by the Supreme
Court of the United States, the philosophical
concept that video games are works of art
remains in question, even when considering the
contribution of creative elements such as
graphics and music.
39. Thumbs Down From Roger Ebert
The late film critic Roger Ebert described
video games as a non-artistic medium
incomparable to the more established art
form:
“To my knowledge, no one in or out of the field has
ever been able to cite a game worthy of
comparison with the great dramatists, poets,
filmmakers, novelists and composers. That a game
can aspire to artistic importance as a visual
experience, I accept. But for most gamers, video
games represent a loss of those precious hours we
have available to make ourselves more cultured,
civilized and empathetic.”
Ebert went on to say that video games don't
explore the meaning of being human as
other art forms do.
41. Are Games Art?
Extra Credits, Season 3, Episode 02 "Art" Is Not The
Opposite Of "Fun” (6:23)
42.
43. Video Game Addiction
Video game addiction is an excessive or compulsive
use of computer games or video games, which
interferes with a person's everyday life.
Video game addiction may present as compulsive
game-playing; social isolation; mood swings;
diminished imagination; and hyper-focus on in-game
achievements, to the exclusion of other life events
45. Video Game Addiction
Does Extra Credits think video games are
addictive?
What does Extra Credits say is the point at which
playing video games becomes a problem for the
player?
What suggestions does Extra Credits have for
parents whose children spend a lot of time playing
video games?
46.
47. Terms
Educational games are games that
are designed to teach people about
certain subjects, understand an
historical event or culture, or assist
them in learning a skill as they play
Serious games are simulations of real-
world events or processes designed to
train or educate users
49. The Oregon Trail (1971-2011)
Publisher: Broderbund, others
Designer: MECC
Genre: Simulation
The original game, first created by Don
Rawitsch, a senior at Carleton College in
Northfield, Minnesota, was designed to
teach school children about the realities of
19th century pioneer life on the Oregon
Trail.
The player assumes the role of a wagon
leader guiding his party of settlers from
Independence, Missouri, to Oregon's
Willamette Valley over the Oregon Trail via
a covered wagon in 1848.
50. Math Blaster! (1981)
Publisher: Knowledge Adventure
Designer: Davidson & Associates
Genre: Educational Action
Players are presented with a math
problem and had to shoot at the
correct answer.
Spawned numerous sequels and
expanded into other subjects such as
reading and science
51. Where In The World Is Carmen San
Diego? (1985)
Publisher: Broderbund
Designer: Broderbund
Genre: Educational Strategy
The goal is to track Carmen’s villains
around the world and ultimately catch
Carmen herself.
Spawned several critically-acclaimed
sequels as well as television shows
and books.
52. SimCity (1989)
Publisher: Broderbund, others
Designer: Will Wright
Genre: Simulation
The objective is to design and build a
city, without any goals except in certain
scenarios.
After the success of the original game,
Wright’s company, Maxis, created
“Sim” games of many types, including
multiple sequels to SimCity as well as
The Sims.
53. Brain Age: Train Your Brain in
Minutes a Day! (2005)
Publisher: Nintendo
Designer: Kouichi Kawamoto
Genre: Puzzle
Based on the book by Dr. Ryuta
Kawashima, Brain Age features a
variety of puzzles designed to keep
certain parts of the brain active.
However, there has been controversy
over the game’s scientific
effectiveness.
54. Minecraft (2009)
Publisher: Mojang, Microsoft
Designer: Marcus “Notch” Persson
Genre: Sandbox
Indie game that has sold 54 million
across all platforms as of mid-2014.
In 2011, an educational organization
named MinecraftEdu was formed with
the goal of introducing Minecraft into
schools.
Used to teach students various
subjects, including history, language
arts and science
Intellectual property (IP) is any creative work or invention considered to be the property of its creator.
Often, intellectual property rights are recognized and protected under the corresponding fields of law.[1] Under intellectual property law, owners are granted certain exclusive rights, such as the ability to publish to various markets, license the manufacture and distribution of inventions, and sue in case of unlawful or deceptive copying. Common types of intellectual property rights include copyrights, trademarks, patents, industrial design rights, and trade secrets.