Alex Farrar: Legal Issues In Games For Change Development
http://youtu.be/THLFI6ms13w
Alex will give a brief oversight into the legal issues relevant to developing and marketing games for change, and some strategies for minimising risk.
TechWeek Chicago 2012 was great success. Packed room with entrepreneurs eager to understand legal issues facing their business. If you were unable to attend, here is my portion of the presentation.
This year I had the opportunity to give a presentation at the World Bank in Washington DC during one of their "brown bag sessions", focused on Privacy, Drones and IoT.
The World Bank is an organization that works worldwide with a wide range of projects, including some initiatives connected with new technologies, and every time, they should evaluate different risks involved, including privacy risks.
The purpose of the presentation was to understand the concept of ‘privacy’ and its different meanings worldwide, how to define the privacy framework and assess the risks arising from the use of new technologies such as drones or IoT, and introduce the Privacy Impact Assessment as an effective tool that we can use in any jurisdiction.
I am going to share some thoughts of these broad and complex chapters that I had to sum up within one hour in this presentation!
Here the full post: http://www.lauravivet.com
Presented by Klee Aiken and Maarten Van Horenbeeck at the 30th Annual FIRST Conference, in Kuala Lumpur, Malaysia.
https://www.first.org/conference/2018/program#pan-internet-of-governments-how-policymakers-became-interested-in-cyber
TechWeek Chicago 2012 was great success. Packed room with entrepreneurs eager to understand legal issues facing their business. If you were unable to attend, here is my portion of the presentation.
This year I had the opportunity to give a presentation at the World Bank in Washington DC during one of their "brown bag sessions", focused on Privacy, Drones and IoT.
The World Bank is an organization that works worldwide with a wide range of projects, including some initiatives connected with new technologies, and every time, they should evaluate different risks involved, including privacy risks.
The purpose of the presentation was to understand the concept of ‘privacy’ and its different meanings worldwide, how to define the privacy framework and assess the risks arising from the use of new technologies such as drones or IoT, and introduce the Privacy Impact Assessment as an effective tool that we can use in any jurisdiction.
I am going to share some thoughts of these broad and complex chapters that I had to sum up within one hour in this presentation!
Here the full post: http://www.lauravivet.com
Presented by Klee Aiken and Maarten Van Horenbeeck at the 30th Annual FIRST Conference, in Kuala Lumpur, Malaysia.
https://www.first.org/conference/2018/program#pan-internet-of-governments-how-policymakers-became-interested-in-cyber
IoT & Big Data - A privacy-oriented view of the futureFacundo Mauricio
Understanding the future based on the current technology, with a focus on Big Data and Internet of Things (IoT). A discussion of privacy and personal information and how it affects us.
In this class we studied the "Internet Freedom" speeches of Secretary of State Hillary Clinton, and then looked at critiques and counter-arguments made by Evgeny Morozov, Sami Ben Gharbia and Cory Doctorow.
Chp 05 anonymity, security, privacy and civil liberties (shared)YUSRA FERNANDO
surveys the tradi-tional ethical issues of privacy, security, anonymity and analyzes how these issues are affected by computer technology. Information gathering, databasing, and civil liberties are also discussed.
Adrian Camm: Learning Through Games: Student Success Stories
http://youtu.be/BjZi860zdlw
Quantum Victoria, a new Centre of Excellence & Innovation in Science & Mathematics, harnesses the power and cognitive benefits of games to engage students and excite interest in the science, technology, engineering and mathematics or STEM disciplines. This session will showcase a select group of students from around Australia & New Zealand who have amassed amazing expertise in STEM whilst creating mods, using level editors and building games from scratch.
Stephane Zerbib: Master Of The Mall, An RPG For The Classroom
http://youtu.be/ZZfM9CMuK_Q
Computer games seem to motivate young people in a way that formal education doesn't. It is repeatedly pointed out that young people of their own volition choose to spend many hours playing complex computer games outside school. Games, it seems, 'have something', they seem to have a way of engaging and interesting young people. The desire to harness this motivational power to encourage young people to want to learn is the main driver behind an interest in computer games for learning.
Stephen Ellis: The next level: Not-for-profit thinking
http://youtu.be/Gs4R9DMwEDQ
With limited resources and a mandate to eliminate poverty and its causes, it will come as no surprise that charities such as World Vision need to continually innovate. This includes using games and game thinking in our operations, including fundraising, advocacy, recruitment, and in the field. By taking a virtual tour of the good, the bad and the ugly of gamification in the charity sphere however, it will become evident our big goals require help from equally big brains. With that in mind we'll provide you with practical ways to use gamification for social good and partner with charities.
Carolyn Mee: A Revolutionary Way To Test Children's Hearing In The Form Of A Game
http://youtu.be/wqFGY8DUel0
Shhh, listen... can you hear? Sound brings the world to life. A gnarl, a note, a knock at the door, sound is a centrepiece of our very existence. It adds meaning, it matters. Take away sound and what do you have? Silence. Undetected hearing loss can dramatically impact a child's life. Learning, speech and play suffer. hearrightnow will ensure no child starts school with undetected hearing loss. A serious, narrative driven game will surreptitiously test for hearing loss and the player engagement will ensure a superior result to traditional testing methods. Listen up this is a game changer.
Chris Ward: Learn About Sustainability: Enjoying Yourself With Green Games
http://youtu.be/pRNOLI983SU
Learn about Sustainability in rental properties and enjoy yourself with our large format games based upon two family favourites, 'Monopoly' and 'Snakes & Ladders'.
In 'Rentopoly' players start with a rental property and attempt to improve it's sustainability credentials before it's rent day.
In 'Door Snakes & Ladders' players strive to reach the end of the board avoiding sustainability pitfalls and hoping to hit a ladder to make home that little bit greener.
We discuss setting up and creating the games, the difficulties, challenges and positive outcomes.
Bronwyn Stuckey: Recognizing The Hero's Journey: Gamification Of Teacher Professional Learning
In the PLANE Hero's Journey the game layer scaffolds teachers through a series of levels, quests and challenges building individual capacity and community. The game is an entrance and motivation to engage members in all the facets of the professional community life. As people level up in the game of PLANE they will be guided and encouraged to go deeper and deeper into identity building, community engagement, collaboration and leadership. This is a project where serious professional community of practice marries fun motivational game strategies to build a 21st century professional learning space.
http://youtu.be/SDplBeUgKfA
In this session we will explore the issues surrounding the design and development of meaningful gamification; the rationale, mechanics and resources required to ensure the focus remains on learning and not simply superficial gathering of badges.
Jens M. Stober: Behind The Games "Frontiers -- You've Reached Fortress Europe" And "1378(km)"
http://youtu.be/-vroFdMCEYA
Two approaches to generate interest as well as providing facts about "critical" topics while playing. The development process of the games will be presented. "Frontiers" is produced by the Austrian artist group "gold extra". The game "1378(km)" is an adaption of Frontiers about the inner German border situation in the year 1976 and is produced by Jens M. Stober. Both games are multiplayer modifications and deal with the topic of refugees in different eras.
David Smith: Praxis - A step forward in learning games
http://youtu.be/CppIYs5i948
Praxis is an educational adventure game with RPG elements. The game aims to assist with learning science whilst analysing student actions to create a picture of how well they understand certain concepts. In this presentation David will discuss the processes that we went through in developing the game, how making a game educational differs from making a non-educational game, the common pitfalls (the majority of which we managed to avoid), and how integrating information allows for improvement of the game experience in addition to changed teacher practice.
IoT & Big Data - A privacy-oriented view of the futureFacundo Mauricio
Understanding the future based on the current technology, with a focus on Big Data and Internet of Things (IoT). A discussion of privacy and personal information and how it affects us.
In this class we studied the "Internet Freedom" speeches of Secretary of State Hillary Clinton, and then looked at critiques and counter-arguments made by Evgeny Morozov, Sami Ben Gharbia and Cory Doctorow.
Chp 05 anonymity, security, privacy and civil liberties (shared)YUSRA FERNANDO
surveys the tradi-tional ethical issues of privacy, security, anonymity and analyzes how these issues are affected by computer technology. Information gathering, databasing, and civil liberties are also discussed.
Adrian Camm: Learning Through Games: Student Success Stories
http://youtu.be/BjZi860zdlw
Quantum Victoria, a new Centre of Excellence & Innovation in Science & Mathematics, harnesses the power and cognitive benefits of games to engage students and excite interest in the science, technology, engineering and mathematics or STEM disciplines. This session will showcase a select group of students from around Australia & New Zealand who have amassed amazing expertise in STEM whilst creating mods, using level editors and building games from scratch.
Stephane Zerbib: Master Of The Mall, An RPG For The Classroom
http://youtu.be/ZZfM9CMuK_Q
Computer games seem to motivate young people in a way that formal education doesn't. It is repeatedly pointed out that young people of their own volition choose to spend many hours playing complex computer games outside school. Games, it seems, 'have something', they seem to have a way of engaging and interesting young people. The desire to harness this motivational power to encourage young people to want to learn is the main driver behind an interest in computer games for learning.
Stephen Ellis: The next level: Not-for-profit thinking
http://youtu.be/Gs4R9DMwEDQ
With limited resources and a mandate to eliminate poverty and its causes, it will come as no surprise that charities such as World Vision need to continually innovate. This includes using games and game thinking in our operations, including fundraising, advocacy, recruitment, and in the field. By taking a virtual tour of the good, the bad and the ugly of gamification in the charity sphere however, it will become evident our big goals require help from equally big brains. With that in mind we'll provide you with practical ways to use gamification for social good and partner with charities.
Carolyn Mee: A Revolutionary Way To Test Children's Hearing In The Form Of A Game
http://youtu.be/wqFGY8DUel0
Shhh, listen... can you hear? Sound brings the world to life. A gnarl, a note, a knock at the door, sound is a centrepiece of our very existence. It adds meaning, it matters. Take away sound and what do you have? Silence. Undetected hearing loss can dramatically impact a child's life. Learning, speech and play suffer. hearrightnow will ensure no child starts school with undetected hearing loss. A serious, narrative driven game will surreptitiously test for hearing loss and the player engagement will ensure a superior result to traditional testing methods. Listen up this is a game changer.
Chris Ward: Learn About Sustainability: Enjoying Yourself With Green Games
http://youtu.be/pRNOLI983SU
Learn about Sustainability in rental properties and enjoy yourself with our large format games based upon two family favourites, 'Monopoly' and 'Snakes & Ladders'.
In 'Rentopoly' players start with a rental property and attempt to improve it's sustainability credentials before it's rent day.
In 'Door Snakes & Ladders' players strive to reach the end of the board avoiding sustainability pitfalls and hoping to hit a ladder to make home that little bit greener.
We discuss setting up and creating the games, the difficulties, challenges and positive outcomes.
Bronwyn Stuckey: Recognizing The Hero's Journey: Gamification Of Teacher Professional Learning
In the PLANE Hero's Journey the game layer scaffolds teachers through a series of levels, quests and challenges building individual capacity and community. The game is an entrance and motivation to engage members in all the facets of the professional community life. As people level up in the game of PLANE they will be guided and encouraged to go deeper and deeper into identity building, community engagement, collaboration and leadership. This is a project where serious professional community of practice marries fun motivational game strategies to build a 21st century professional learning space.
http://youtu.be/SDplBeUgKfA
In this session we will explore the issues surrounding the design and development of meaningful gamification; the rationale, mechanics and resources required to ensure the focus remains on learning and not simply superficial gathering of badges.
Jens M. Stober: Behind The Games "Frontiers -- You've Reached Fortress Europe" And "1378(km)"
http://youtu.be/-vroFdMCEYA
Two approaches to generate interest as well as providing facts about "critical" topics while playing. The development process of the games will be presented. "Frontiers" is produced by the Austrian artist group "gold extra". The game "1378(km)" is an adaption of Frontiers about the inner German border situation in the year 1976 and is produced by Jens M. Stober. Both games are multiplayer modifications and deal with the topic of refugees in different eras.
David Smith: Praxis - A step forward in learning games
http://youtu.be/CppIYs5i948
Praxis is an educational adventure game with RPG elements. The game aims to assist with learning science whilst analysing student actions to create a picture of how well they understand certain concepts. In this presentation David will discuss the processes that we went through in developing the game, how making a game educational differs from making a non-educational game, the common pitfalls (the majority of which we managed to avoid), and how integrating information allows for improvement of the game experience in addition to changed teacher practice.
Hamish Curry: The playful library cocktail: Libraries shaken but not stirred
http://youtu.be/5hl-q2pgiJQ
Libraries around the world are exploring initiatives that use both passive and proactive measures to encourage playfulness. As public services and spaces, they offer incredible potential to to engage the community in experiencing information in new ways, as well as highlighting the power of games to support social inclusion. While offering a range of possibilities, this presentation will also highlight the various activities and offerings of the State Library of Victoria, around games, collaborative play, and how it is linking communities.
Keita Takahashi is a game director, visual designer, planner, and costume character actor whose works radiate the positive power of play. Keita was the director of the landmark video games Katamari Damacy (PS2) and Noby Noby Boy (PS3 and iOS) and has worked on planning playgrounds e.g. for the city of Nottingham, UK. He is currently working on the Online game Glitch with Tiny Speck in Vancouver, BC. His imagination and ability to realize something wholly unique and and game-changing stands out in the history of games.
Social Media Marketing 03 24 2010 Updated 04 08 10Matthew Asbell
An updated version of my previous presentation, providing some social media basics, an overview of intellectual property issues in the use of social media for marketing, and ethics/professional responsibility concerns for attorneys utilizing social media to market themselves
The Wild, Wild Web, Social Media Law TXCHANGE with Jeff SchultzThe Net Impact
Is a re-pin violating copyright? Who owns the content I post on Facebook? Are clients on my LinkedIn profile still a "trade secret"?
For modern organizations, social media is a key component of any internet marketing strategy. However, revolutionary technologies like Facebook, Twitter, and Pinterest have completely changed traditional ideas of intellectual property, employment obligations, and personal privacy. To keep up with the ever-changing online landscape, social media law is constantly evolving. A new legal frontier that is truly uncharted.
Watch this presentation from Jeff Schultz, Partner and Chair of the Social Media Practice Group at Armstrong Teasdale LLP.
When the entertainment software industry partners with government agencies and nonprofit entities, they encourage the use of video games as tools to strengthen our society and improve our lifestyle. Erik Huey of the Entertainment Software Association discussed this during the State of the Industry session.
Speaker:
Erik Huey - Senior Vice President for Government Affairs, Entertainment Software Association
Social media can create relevance and connect you to your audience, but does it create legal issues for your organization as well? Learn more about social media and what legal issues you need to be aware of.
Protecting assets on social media. The example of trademarksCedric Manara
Presentation of a paper co-authored with Christophe Roquilly on the protection of brand image on social media, University of Strathclyde, Center for Internet Law and Policy, March 1, 2012
Openbar Leuven // Ethics in technology - Laurens Somers Openbar
At Monkeyshot, we ask ourselves where exactly the athical boundaries lie in our ever more digitalised society. Which information do we share, and with whom? Which things do we better keep to ourselves instead of sharing them? To what extent do we allow technology in our lives? In a fun, interactive session, we try to find an answer to all these questions. You will be able to vote, debate and share ideas. Let us know in which (digital) society you would like to live!
4. Collaboration
• Intellectual property issues;
“Twitter is a social network platform which is available
to most people who have a computer and therefore
any content on it is not subject to the same copyright
laws as it is already in the public domain. The BBC is
aware of copyright issues and is careful to abide by
these laws”.
• Division of responsibilities. Particularly, who controls the message?
5. Consumer Law Issues
• What representations are you making about
your game?
• What are your consumers saying about your
game?
6. Privacy
• What information are users giving you?
• What information are you collecting about
users?
• To what use can you put this information?
7. Real Life Consequences
• Risks your users face as they play;
• What unintended consequences or influences
could the game have?
8. Check List - the basics
• Clear partnership/project agreement, including (if relevant) a
social media policy;
• Representations about the product based on fact (or excellent
research) only;
• Tailored privacy agreement that you abide by;
• Tailored terms of sale.