The laws involved in a video game are several as it comprises of different entities such as coding, music, graphics involving laws such as copyright, decency, patents and trademarks. See suggested reading for further research into this facet of law.
Game makers may find themselves exposed to accusations of copyright infringement, piracy, and even security breaches due to the surge in global competitiveness, the complexity of video game features, and the industry's fast expansion in general. Several of the frequent hazards, legal issues, and scenarios that the industry faces are covered in Video Game Law in an effort to address the fact that not every video game firm has the financial means to hire in-house counsel.
The video game industry is significant business, both in terms of the amount of money made from the retail sales of the games itself as well as the size and worth of the secondary and parallel markets. Today, if you think of a popular video game, you're probably thinking of a franchise that includes not only the game and all of its variations, but also toys, books, movies, and other media, as well as hordes of fans who engage with the business in a variety of ways. Ron Gard and Elizabeth Townsend-Gard shed light on the many important topics where law is playing an important role.
This book examines the impact of policy on the complex of digital game players, distributors, corporations, and the like. Contributors contend that in order to properly "read" and "analyze" digital games, we must take into account the complex power relations that govern the full production and distribution cycles. This is because neither the creation nor consumption of digital games can occur outside of those relationships.