Gamerprudence: Video Game Law Explained

See how the pieces fit. Interactive Entertainment Law is a ten billion dollar per year industry and growing. Read thoughtful analysis by Attorney Mike Mintz on the latest issues in "video game law" and related IP practice.

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I work in publishing because I love words and information. The process of expressing thought, particularly verbal or written, demonstrates the most divine attributes of humanity. In the early 21st century we have experienced rapid evolution in the dissemination of information. Connecting billions of people in an ironic deluge of information has diluted the market for creativity. We must now rethink what it means to express and contribute content to the swelling marketplace of ideas. May we be guided in our quest to express by two great pieces of writing advice: "Fundamental accuracy of statement is the one true morality of writing." (Ezra Pound) "Omit needless words." (Strunk & White, The Elements of Style)

Saturday, January 13, 2007

Gamastura Article: Localizing Brands and Licenses

This is a great article for Gamasutra exploring the ramifications of localizing video games based on licences and franchises. It gives a good overview and some practical tips on how to organizat localization, preparation and production:

"The main parameter is IP ownership, as theoretically the owner has the final word on nearly everything. Game localizing is handled in different ways, whether dealing with you own the IP or not. There are quite a few factors and pitfalls that will strongly impact your work, whether your game is based on a license that is yours, the IP is new or well-established, or your game is tied to a movie release (a “movie tie-in” in localization lingo). If you don't own the IP, you might need to seek your licensor’s approval on different items, which obviously bears heavy consequences on your schedule."

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