Item Infomation

Full metadata record
DC FieldValueLanguage
dc.contributor.authorAroni, Gabriele-
dc.date.accessioned2023-09-18T07:06:42Z-
dc.date.available2023-09-18T07:06:42Z-
dc.date.issued2023-
dc.identifier.urihttps://link.springer.com/article/10.1007/s11196-023-09976-z-
dc.identifier.urihttps://dlib.phenikaa-uni.edu.vn/handle/PNK/9076-
dc.descriptionCC-BYvi
dc.description.abstractDigital games can be considered as composed of two main components: the props, i.e. visual, textual, and aural elements such as codes, 3D models and animations; and the form, specially the interaction between players and games, the act of playing itself. This dichotomy thus begs the question whether digital games are indeed games if nobody plays them, and ultimately: who is the owner of the gameplay and any by-product of the interaction between the game and the players? This paper explores the copyright status of content created by users with digital games, such as gameplay videos and images, for example art based on digital game assets, namely virtual photography; as well as customized in-game objects. Many modern digital games offer considerable freedom to players, in terms of how the action on screen evolves and the visual outcomes that the game can produce.vi
dc.language.isoenvi
dc.publisherSpringervi
dc.subject3D models and animationsvi
dc.titleGames as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Gamesvi
dc.typeBookvi
Appears in CollectionsOER - Pháp luật - Thể chế xã hội

Files in This Item: