How to Use This Book

AuthorChrissie Scelsi - Ross A. Dannenberg
Pagesix-ix
ix
How to Use This Book
This book is intended for those in the legal field (e.g., practitioners,
law students, and legal scholars), placing a heavy emphasis on stat-
utes, case law, and established legal resources. If you are not a legal
practitioner of some sort, and are instead looking for a higher level
introduction to legal issues one may encounter during video game
development, we recommend you read the American Bar Associa-
tion’s Legal Guide to Video Game Development (2d ed. 2016), edited
by Ross Dannenberg.
In this book, the chapters address, in order, contracts, copy-
right, patents, trademarks, trade secrets, and right of publicity as
addressed by U.S. law, and we conclude with a commentary on
international issues stemming from the multinational user base
and foreign operation of games and immersive entertainment. One
need not read the entire book—unless of course you are interested
in doing so—but rather we recommend that you read each chapter
as needed, perhaps as a starting point for research, or as a primer
on a particular area of the law.
If you find any errors or omissions that you believe should be
fixed or topics that should be included in the next edition of this
book, please reach out to us. The editors’ contact information and
biographies may be found in the Contributors section of this book.

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