scholarly journals Research on Copyright Protection of Computer Games

2020 ◽  
Vol 218 ◽  
pp. 04020
Author(s):  
Xiang Hua Deng ◽  
Dan Liu

With the development of the Internet economy, computer games have developed rapidly in recent years. At the same time, with the increasing prosperity of computer games, many infringement problems have also arisen. The concept and classification of computer games and computer game live broadcasts, as well as computer game screens and computer game live broadcasts need to be distinguished. The article lists common problems in the computer game live broadcast industry, which are mainly manifested in the unclear copyright identification and attribution of computer game live broadcasts, and the unclear legal status of the relevant subjects in the computer game live broadcast. It is concluded that whether the computer game live broadcast is a work needs to be specifically defined in conjunction with the live broadcast content. And further put forward suggestions to improve my country’s related protection system of computer game copyright, and promote the development of computer game live broadcast industry.

2016 ◽  
Vol 2016 ◽  
pp. 1-9 ◽  
Author(s):  
Yoones A. Sekhavat

In recent years, the Internet has become embedded into the purchasing decision of consumers. The purpose of this paper is to study whether the Internet behavior of users correlates with their actual behavior in computer games market. Rather than proposing the most accurate model for computer game sales, we aim to investigate to what extent web search query data can be exploited to nowcast (contraction of “now” and “forecasting” referring to techniques used to make short-term forecasts) (predict the present status of) the ranking of mobile games in the world. Google search query data is used for this purpose, since this data can provide a real-time view on the topics of interest. Various statistical techniques are used to show the effectiveness of using web search query data to nowcast mobile games ranking.


2013 ◽  
Vol 4 (3) ◽  
pp. 35-50
Author(s):  
Krunoslav Bedi ◽  
Nikolina Žajdela Hrustek

Increases of the Internet users have drastically increased the number of media via which companies promote their products. One of such media are computer games. This paper investigates the perception of secondary school students as to the ads appearing in the games as well as their opinions and the experience they have gathered up to now regarding the advertising in the computer games. The first group of students encountered the term advertising and took part as well in creating a computer game intended to be the main advertising media. The second group did not have such experience. Among other things, the making of the computer game dubbed XcarPerformance was described. The results of the research indicated that the way of advertising in the computer and video games should be changed. Previously acquired knowledge and the present experience in advertising played a crucial role in the perception of advertising.


2018 ◽  
Vol 8 (10) ◽  
pp. 1891 ◽  
Author(s):  
Xiaoyan Yu ◽  
Chengyou Wang ◽  
Xiao Zhou

With the development and popularization of the Internet and the rise of various live broadcast platforms, digital videos have penetrated into all aspects of people’s life. At the same time, all kinds of pirated videos are also flooding the Internet, which seriously infringe the rights and interests of video copyright owners and hinder the healthy development of the video industry. Therefore, robust video watermarking algorithms for copyright protection have emerged as these times require. In this paper, we review robust video watermarking algorithms for copyright protection based on original videos and compressed videos. Basic models and properties of video watermarking algorithms are described, and the evaluation indexes corresponding to each property are also introduced. To help researchers understand various existing robust watermarking algorithms quickly, some basic information and the quantitative estimation of several performances are analyzed and compared. Finally, we discuss the challenges in the research of robust video watermarking algorithms, and give possible development directions for the future.


Author(s):  
Kyonghwan Park ◽  
Josh Lepawsky

Along with rapid innovations in IT technology for the last few decades, the world of online games has emerged as one of the most exemplary and fast-growing forms of the Internet economy. Broadly, the term online game covers a variety of Internet-based computer games in which network users log on to host computers through the Internet and play with other users on a real-time basis. However, strictly speaking, there are at least three different subcategories within the online game: “network game” such as Blizzard’s Starcraft, “Internet game” such as MSN’s MSN Games, and “online game” in a narrow sense such as EA’s Ultima Online. Such differences include the number of gaming participants and the range of interactions allowed by a given game system, graphical richness, and the relative openness of a game’s spatiotemporal environment.


2021 ◽  
Vol 235 ◽  
pp. 01053
Author(s):  
ZiMu Zhang

With the outbreak of the Internet celebrity economy, coupled with the rapid expansion of the live broadcast industry and technology, the new Internet economy has shown a diversified development pattern. This article has conducted an in-depth study of the impact of webcast on consumer purchasing decisions. The author believes that the goods brought by celebrities is a relatively new industry with potential for development. Especially in the post-epidemic era, the goods brought by celebrities on the Internet will be promoted by more and more brands and capital; but as an industry with only about ten years of development history. In the industry, the industry norms and guidelines are largely missing, and we can only find a few legal provisions to restrict it. As a sales model that is directly related to consumers, consumers, sellers and Internet celebrities should all be protected by corresponding laws. Despite the existence of irregular management, the intervention of the platform can make the three parties reach a certain degree of balance.


Author(s):  
Mark Griffiths ◽  
Mark N.O. Davies ◽  
Darren Chappell

Despite the rise of computer games as a leisure phenomenon, relatively little research has been conducted in this area. A majority of the research to date has concentrated on adolescent players (Griffiths, 1996, 1997a). Furthermore, most of the research has tended to concentrate on the more negative aspects, such as excessive play and addiction (Griffiths, 1991, 1997b; Griffiths & Hunt, 1995, 1998; Phillips, Rolls, Rouse, & Griffiths, 1995), the effects of playing aggressive games (Griffiths, 1998, 2000) and the medical and psychosocial consequences (Griffiths, 1993, 1996). However, there have been a few psychologically-based studies on personality and computer game play (Douse & McManus, 1993; Griffiths & Dancaster, 1995) – although these have been exploratory. Thus, the image of a typical gamer (and the pastime of computer gaming) is seen as socially negative and remains firmly within a youth subculture. As the 1990s came to a close, a new generation of machines with increasingly sophisticated processing power began to replace the early 1990s consoles. However, an even more revolutionary development was also occurring, involving the Internet as a gaming forum. New games emerged that enabled people to link up online to game together. The games varied in their mode of operation. There are basically three main types of social virtual gaming over the Internet—Stand Alone Games, Local and Wide Network (LAWN) Games, and Massively Multiplayer Online Role-playing (MMORP) Games.


2015 ◽  
pp. 1868-1883
Author(s):  
Krunoslav Bedi ◽  
Nikolina Žajdela Hrustek

Increases of the Internet users have drastically increased the number of media via which companies promote their products. One of such media are computer games. This paper investigates the perception of secondary school students as to the ads appearing in the games as well as their opinions and the experience they have gathered up to now regarding the advertising in the computer games. The first group of students encountered the term advertising and took part as well in creating a computer game intended to be the main advertising media. The second group did not have such experience. Among other things, the making of the computer game dubbed XcarPerformance was described. The results of the research indicated that the way of advertising in the computer and video games should be changed. Previously acquired knowledge and the present experience in advertising played a crucial role in the perception of advertising.


Author(s):  
Olha Ulitina

Ulitina O. Features of copyright protection of some specific works of contemporary art. The article is devoted to the legal protection issues of the atypical objects of copyright, which belong to modern arts. The place and role of such objects in the system of copyright objects are defined. Based on the study of doctrinal provisionson such atypical objects, their differences from traditional objects of copyright are determined. In article it is also indicated how the place of such objects in the system of contemporary art influences it.An analysis of the Ukrainian legislation and the foreign countries legislation in this area was made, and it allowed to identify such atypical objects in the system of modern art works and in the system of copyright objects.Contemporary art is interesting and complex phenomenon, which is characterized by the great influence of technology, rapid development and large profits. Today, as never before, we can say that creativity can benefit its creator, and art is becoming more accessible to anyone who wants to create something.New platforms for creativity often appear. Frequently they are free of charge, and help new authors to gain an audience and become popular. This process can be observed in almost all creative fields. That has given the impetus to the rapid development and rise of all manifestations of art.Of course, the Internet influences thisprocess the most. The Internet provides access to great opportunities for creating works and promoting them among content consumers. The Internet quickly makes talented people rich and popular, but it also quickly makes people forget about yesterday's idols.However, such processes are beneficial for the art development and modern culture strengthening. They lead to the new arts emergence and to the development of culture and creativity in general, as well as attract funds to the creative industries.This situation leads to the emergence of new atypical copyright objects, which remain outside the legal regulation, and sometimes are found on the verge of infringement of copyright and related rights.Due to the opportunities created by technological and technical development, creativity becomes more accessible, art becomes the prerogative not only of professional artists, but of ordinary talented people. This leads to the emergence of new interesting types of works, the legal status of which is sometimes quite difficult to determine. So the article is dedicated to the issues of legal regulating of this new atypical copyright objects.Key words: copyright, untypical objects, copyright protection


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


Author(s):  
Petar Halachev ◽  
Victoria Radeva ◽  
Albena Nikiforova ◽  
Miglena Veneva

This report is dedicated to the role of the web site as an important tool for presenting business on the Internet. Classification of site types has been made in terms of their application in the business and the types of structures in their construction. The Models of the Life Cycle for designing business websites are analyzed and are outlined their strengths and weaknesses. The stages in the design, construction, commissioning, and maintenance of a business website are distinguished and the activities and requirements of each stage are specified.


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