CURRENT LEGAL AND REGULATORY ISSUES IN THE GAMING INDUSTRY: AN INTERVIEW WITH MITCH GARBER, APRIL 19, 2017

2017 ◽  
Vol 21 (6) ◽  
pp. 424-430
Author(s):  
Sue Schneider ◽  
Mitch Garber
1998 ◽  
Vol 37 (4II) ◽  
pp. 873-882 ◽  
Author(s):  
Sarfaraz Khan Quershi

Growth in telecom infrastructure and provision of modern telecom services to consumers at a cost based tariff helps growth of national economy. Modern telecoms serve as the engine of growth of national economy. Following the global trends of liberalisation and deregulation in telecoms monopolies which have thus far been providing inefficient communication at a greedily high tariffs are falling apart. Mergers in telecoms are not for increasing the size of the monopoly but to provide more efficient and cost effective services to the consumers. In Pakistan the erstwhile T&T department played a needful role at its time. Conversion of the department into a corporation and then into a company were steps necessary for following the global trends. Need now is to continue this trend further, eliminate the monopolistic approach by allowing more players in the field thus permitting the market forces to decide the provision of better quality of modern services at competitive price.


2015 ◽  
Vol 31 (4) ◽  
pp. 431-437
Author(s):  
Joan Davison Conrod ◽  
Judy Cumby

ABSTRACT This case examines selected financial reporting and audit issues in the context of the on-line gaming industry. Key issues are revenue recognition and asset impairment under IFRS. Revenue trends are critical for the company as it considers a public offering. The estimates inherent in recognizing revenue for virtual goods, both consumable goods and durable goods, make revenue recognition and audit of revenue especially judgmental. IAS 18 or IFRS 15 may be used as a framework to discuss revenue recognition. Judgment is also required to support impairment testing of an intangible asset and goodwill.


2021 ◽  
pp. 1-10
Author(s):  
Ahmet Tezcan Tekin ◽  
Tolga Kaya ◽  
Ferhan Cebi

The use of fuzzy logic in machine learning is becoming widespread. In machine learning problems, the data, which have different characteristics, are trained and predicted together. Training the model consisting of data with different characteristics can increase the rate of error in prediction. In this study, we suggest a new approach to assembling prediction with fuzzy clustering. Our approach aims to cluster the data according to their fuzzy membership value and model it with similar characteristics. This approach allows for efficient clustering of objects with more than one cluster characteristic. On the other hand, our approach will enable us to combine boosting type ensemble algorithms, which are various forms of assemblies that are widely used in machine learning due to their excellent success in the literature. We used a mobile game’s customers’ marketing and gameplay data for predicting their customer lifetime value for testing our approach. Customer lifetime value prediction for users is crucial for determining the marketing cost cap for companies. The findings reveal that using a fuzzy method to ensemble the algorithms outperforms implementing the algorithms individually.


2021 ◽  
Author(s):  
Jacqueline A. French ◽  
Martina Bebin ◽  
Marc A. Dichter ◽  
Jerome Engel ◽  
Adam L. Hartman ◽  
...  

Author(s):  
Viviane Priscila Barros de Medeiros ◽  
Whyara Karoline Almeida da Costa ◽  
Ruthchelly Tavares da Silva ◽  
Tatiana Colombo Pimentel ◽  
Marciane Magnani

Author(s):  
Mikko Antikainen

AbstractThe paper considers three main questions: the legal status of digital designs from the perspective of EU design law, whether the protection is tied to the reproduction of physical products, and whether the scope of protection covers dimensional conversion such as using a 3D design in 2D form or vice versa. There are two sets of views regarding dimensional conversion: the “abstract” and the “concrete” view. These two different attitudes towards the scope of protection influence the manner in which the protectability of digital designs is assessed. In the “abstract” protection, it would not matter whether a product only exists as a digital image and not as a physical shape. In the “concrete” view, the protection of digital designs is more problematic, as the scope of protection is often tied to the reproduction of an actual physical product. The paper argues that, under CJEU jurisprudence and EUIPO practice, most of the open questions regarding the protection of digital designs and dimensional conversion can be considered as solved. The CJEU has chosen “abstract” protection over “concrete”, thus broadening the scope of protection at the EU level. This means that the digital use of non-digital designs can now be seen as infringing. As a consequence, in the future, right holders should put more care into evaluating the limitations and exceptions. The paper points this out with regard to the issues that are of relevance for the gaming industry, as this is where the use of digital designs is most versatile and relevant.


Author(s):  
J S LIPTRAP

Abstract This article explores the European Parliament's July 2018 non-legislative resolution proposing to the European Commission a directive for facilitating social enterprise companies’ cross-border activities. The proposal is first situated within the context of the social economy and how the sector has grown in importance to European integration. The proposal and the European Commission's response are then examined. Although the European Commission was not convinced that Member States would be amenable to the proposal, a consensus may already exist that is sufficient to garner their support. Even if this prediction is wrong, however, it is argued that there are reasons to surmise that the proposal will likely be reassessed and ultimately successful at some future point. Finally, the proposal is viewed with a reflexive harmonisation lens. Through the analysis, regulatory issues are identified, and a solution is then suggested.


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