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in the Games Industry
P3 
describe contractual, legal and ethical obligations in the games 
industry with some appropriate use of subject terminology 
M3 
explain contractual, legal and ethical obligations in the games industry 
with reference to detailed illustrative examples and generally correct 
use of subject terminology 
D3 
comprehensively explain contractual, legal and ethical obligations in 
the games industry with reference to elucidated examples and 
consistently using subject terminology correctly
To be able to understand contractual, legal and ethical obligations in the games industry. 
REGULATIONS & 
COMPLIANCE 
The restrictions, licenses, and laws applicable to a product or 
business, imposed by the government. 
Regulatory compliance is an organization's adherence to laws, 
regulations, guidelines and specifications relevant to its 
business. Violations of regulatory compliance regulations often 
result in legal punishment, including fines.
To be able to understand contractual, legal and ethical obligations in the games industry. 
INTELLECTUAL PROPERTY 
RIGHTS 
This includes… 
• Characters 
• Storylines 
• Code 
• Designs 
…and are all considered a commodity. 
IP rights legally protect inventions, symbols and creative expression 
and can be bought sold, traded, given away and licensed.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Trade Mark 
Registered 
Service Mark 
Copyright
To be able to understand contractual, legal and ethical obligations in the games industry. 
Copyrights protect an individual’s or group of individual’s 
original expression of an idea into a tangible medium. 
Copyrights do not protect the idea or concept, only the actual 
expression of the idea. For example you cannot copyright your 
idea for a game until it is expressed in a tangible form, like 
computer code. 
Copyright protection exists the moment an author fixes an 
expression in a tangible medium. This means the moment you 
save your source code to disk, or you sketch out the artwork 
for your game character or level art, you automatically have 
copyright protection without doing anything further. 
A publisher will often organise a deal with a developer to 
obtain the copyrights so that they can create derivative 
products and reproduce the product free and clear. Better 
known developers will be in a better position to negotiate this 
and potentially retain the copyrights.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Copyrights are the second form of intellectual property, and 
protect the expression of an idea (but not the idea itself). Take 
Pac-Man, for example. Copyright protection protects the 
actual artwork and sounds in the game as an audiovisual 
work, and the underlying source code as a literary work. No 
one can copy the actual images and sounds used during the 
game, illustrated in Fig. 1, or the underlying program. 
However, copyright does not protect the idea of a player 
controlled character eating dots in a maze-like game board 
while being chased by differently coloured evil characters such 
as the caterpillar game shown in Fig. 2.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Trademarks are identifying symbols, words or devices 
used to distinguish the trademarked good from other 
similar goods. 
Trademarks identify products and service marks 
identify services. 
The trademark rights prevent other people from using a similar mark, 
but the rights do not prevent others from making similar goods and 
selling them under a different trademark. 
This logo is a trademark that distinguishes the 
games that Rockstar publishes from other games.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Trademarks must be distinctive so they are easily distinguished. Some are 
stronger than others and are therefore more enforceable. The strengths of the 
trademark are judged by a range of terms from weakest to strongest. 
Generic 
Descriptive 
Suggestive 
Arbitrary 
Fanciful 
Interactive Computer Games
To be able to understand contractual, legal and ethical obligations in the games industry. 
These marks are not protected by trademark 
law as they are not distinctive. 
Generic 
Descriptive 
Suggestive 
Arbitrary 
Fanciful 
These types of marks are entitled to protection 
because they are inherently distinctive. 
After registration, you can then switch to ®, or continue 
using TM, as this does not lose you any rights. . There are 
some countries – the US is one of them – where failure to 
use R once a mark is registered will lose the trademark 
owner some of his rights, but this does not apply to the UK.
To be able to understand contractual, legal and ethical obligations in the games industry.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Trade Secrets 
Trade secrets are information that a company keeps secret and which 
give them a competitive edge. Trade secrets cost money to develop and 
bring economic value to the company that owns them. Trade secrets are 
protected by law as long as the information is kept confidential and 
cannot be lawfully or independently obtained by other people. Trade 
secrets are methods, techniques and formulas, such as the secret 
formulas for Coca-cola. 
Trade secrets also apply to commercially viable ideas such as game ideas. 
If this idea is not kept confidential, it no longer constitutes a trade secret. 
This is where Nondisclosure Agreements (NDA) come in. These will be 
explained in more detail in the contracts section.
To be able to understand contractual, legal and ethical obligations in the games industry. 
LICENSES 
Base this decision on a business outlook rather than a personal one.
To be able to understand contractual, legal and ethical obligations in the games industry.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Licensing of video game characters or the use of other IP licenses in 
video games is very common and often lucrative for both licensee and 
the licensor. 
A license agreement covers the terms under which the two parties 
may agree to work together. The license agreement covers points such 
as duration of the license, how and for which products it may be used 
and how much is paid in consideration for using the rights. 
The licensor may be minimally involved in the actual game 
production, or might be extremely involved in determining the game 
design, assets and features. 
Minimal: 
The licensor would have approval rights over the general game 
concept and key assets. This would allow them to protect the integrity 
of the license. These terms will be clearly spelled out in the licensing 
agreement.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Maximum: 
There may also be a bible that clearly spells out what can and 
cannot be done with characters settings based on a license. It may 
detail… 
 What types of clothing the character can wear 
 What actions they can perform in the game 
 What other characters from the universe can appear in the game 
It is imperative that the developer and the licensor have a good 
relationship and that timing for approvals are built into 
agreements.
To be able to understand contractual, legal and ethical obligations in the games industry.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Paramount Pictures owns the rights to the 
Star Trek franchise and has an entire 
licensing department set up to handle 
requests from licensees on clarification on 
how the elements of the Start trek license 
can be used in video games and other 
products. 
For example, a game cannot show the USS 
Enterprise being destroyed.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Referencing the appeal of the genre and 
demographic in the Harry Potter license is 
actually one of the requirements of the 
licensee. 
The licensor did not want movies or video 
games created that did not have direct 
appeal to the same demographic as the 
books. 
Therefore, this was made a requirement 
of the license agreement.
To be able to understand contractual, legal and ethical obligations in the games industry. 
REGULATION 
Who regulates the video game industry? 
How are games regulated?
To be able to understand contractual, legal and ethical obligations in the games industry. 
Rockstar’s Manhunt 2 was submitted to the BBFC on both the 
PlayStation 2 and Nintendo Wii console formats in 2007. This game 
has an interesting and complex classification history, as it was 
originally rejected by the BBFC and went through several levels of 
appeal hearings before it was finally granted an '18' classification 
certificate in March 2008. 
“distinguishable from recent high-end video games by its 
unremitting bleakness and callousness of tone in an overall 
game context which constantly encourages visceral killing 
with exceptionally little alleviation or distancing. There is 
sustained and cumulative casual sadism in the way in which 
these killings are committed, and encouraged, in the game”.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Hot Coffee mod 
Hackers rooting among San Andreas' files unearthed an 
abandoned yet mostly intact minigame where main character CJ 
would have sex with his girlfriend at the prompting of certain 
movement commands. The resulting outcry involved the Federal 
Trade Commission investigating Dan Houser (co-founder of 
Rockstar) and the rest of Rockstar's staff. 
After involvement form US Senator Hilary Clinton, the Entertainment 
Software Rating Board (ESRB), the organization which establishes 
content ratings for video games in North America, conducted an 
investigation that ultimately changed the game's rating from Mature to 
Adults Only 18+.
To be able to understand contractual, legal and ethical obligations in the games industry.
To be able to understand contractual, legal and ethical obligations in the games industry. 
CONTRACTS 
Why have contracts? 
How do they get written?
To be able to understand contractual, legal and ethical obligations in the games industry. 
There are two types of contract available for you to look 
at. 
Firstly, identify specific language used in these contracts. 
Make a list of any words that are unique to this process 
or that you do not understand. 
Secondly, summarise what you think the main points of 
the contract are – what are they securing for each party?
To be able to understand contractual, legal and ethical obligations in the games industry. 
A brief review of standard publishing terms: 
Obligations: self evident. Forget past conversations because this lays out exactly 
what each side must do. Familiarize yourself. 
Term: a lot goes into a successful publishing effort. The publisher will want a chance 
to earn a profit. However, you may be able to negotiate an early out if sales are 
extremely poor. 
Net revenue: your piece of the pie is determined by this formula. Taxes, fees and 
returns are definitely subtracted before your share is calculated. Marketing costs? 
Maybe. 
Warranties: guarantees that you have the right to enter the agreement and rights to 
ip. 
Indemnification: promise to take financial responsibility if the publisher faces a 
claim for your mistake. 
Payment: should state acceptable payment methods and the timing. 
Accounting: statement requirements and procedures for audits, including notice, 
timing and cost responsibility. 
Confidentiality: you can't share info you learned from the other side unless you also 
learned that info from a legitimate independent source. 
Material Breach: an agreement violation that can terminate the contract. There 
could be penalties. 
Disputes: you DO NOT want to go to court. EVER. Opt for arbitration in a city with a 
fair amount of game / ip business. This could be publisher's home turf. Don't worry 
about that
To be able to understand contractual, legal and ethical obligations in the games industry. 
• Employee-consultant agreements 
• Work for Hire 
• Nondisclosure Agreement (NDA) 
• Development Contracts 
• License Agreements 
• End User License Agreements (EULAs) 
• Terms of Service (TOS)
To be able to understand contractual, legal and ethical obligations in the games industry. 
This is the most common type of agreement and exists 
between the developer and anyone who is employed by them. 
They set out the terms of your employment, including… 
• Benefits 
• Non-compete 
• Confidentiality 
• Inventions
To be able to understand contractual, legal and ethical obligations in the games industry. 
These agreements cover the following areas: 
• Outsourcing 
• Subcontracting 
Work for Hire contracts ensure that the rights for any work 
undertaken by an external vendor, such as music, art assets 
or code, is passed to the one hiring the contractor. 
Any work created by employees of the development team within the 
scope of their employment is work for hire. They do not own the 
right, the employer does. For example, if a programmer writes 
code, it belongs to the employer.
To be able to understand contractual, legal and ethical obligations in the games industry. 
If any work by an external vendor is commissioned it can be 
classed as work for hire. It must fall into one of nine 
categories for commissioned work as detailed in the 
Copyright Act. 
For example, a magazine 
article could be a work for 
• A translation 
• An instruction text 
• A test 
• Answers for a test 
• An atlas 
• A contribution to a collective work 
• A compilation 
• Supplementary material 
• A contribution to a movie or other audiovisual work 
hire because it is 
contribution to a collective 
work. However, a computer 
programmer’s code could not 
be a work for hire because it 
does not fall into any of the 
previously mentioned 
categories.
To be able to understand contractual, legal and ethical obligations in the games industry. 
These contracts protect ideas and concepts as trade secrets. This is 
because they are not tangible and are not protected by copyrights and 
trademarks. 
If you discuss the idea with someone who hasn’t signed an NDA, the 
concept loses its trade secret status and becomes public domain. 
Unilateral 
Mutual 
Used with someone outside the industry – 
protecting your secrets. 
Used within industry – protecting both parties 
ideas.
To be able to understand contractual, legal and ethical obligations in the games industry.
To be able to understand contractual, legal and ethical obligations in the games industry. 
These are used between publishers and external developers, 
outlining what responsibilities each party has to the other. 
These contracts cover all the issues involved in the 
developer-publisher relationship, including… 
• the financial terms, including royalties 
• elements of the project 
• asset deliverable and advance payment milestone 
schedules 
• IP ownership 
• marketing plans 
• distribution plans 
• obligations of each party 
• licensing use (if applicable)
To be able to understand contractual, legal and ethical obligations in the games industry. 
Appendices - A lot of the important details about a contract are 
kind of tacked on at the end. The most important of these (for a 
development agreement) are: 
• The milestones and payment schedule 
• The game design document itself is attached as an appendix 
• How the royalties are to be calculated 
• Confidentiality agreements signed by every member of the 
development company 
• Ownership of the IP is signed over to the publisher 
(depending on the deal terms)
To be able to understand contractual, legal and ethical obligations in the games industry. 
What's Being Licensed - The contract spells out exactly what the publisher 
is getting the rights to use. 
What The License Can Be Used For - The contract specifies the platform 
the game will be released on and the type of game. 
Territory - The contract specifies what parts of the world the publisher's 
game will be published in. Publishers always want worldwide rights, of 
course - but licensors often charge more for that. 
Term - Most publishers will lose interest in a game product after 3 or 5 
years, so most license agreements run no more than 5 years. 
Finances - The license agreement spells out how much the publisher will 
pay for the license. There is usually an up-front payment (called a 
"guarantee") and royalties based on sales.
To be able to understand contractual, legal and ethical obligations in the games industry. 
This is an agreement between the publisher and the end 
user and is there to protect the publisher. The basic purpose 
of the EULA is to eliminate the resale and rental of the 
game, as well as protecting them from the software causing 
damage to computers or data or reverse engineering. 
Because of the way 
console games were 
originally classified for IP 
rights, they can be resold 
and traded.
To be able to understand contractual, legal and ethical obligations in the games industry. 
Games with some type of online component such as a web-based or 
mobile game may also have a Terms of Service agreement in place. 
This agreement outlines expected behaviour of players when they 
are in the game world.
To be able to understand contractual, legal and ethical obligations in the games industry. 
There will be specific elements within contracts that are 
affected by the projects organisation and these must be clearly 
defined before contracts and agreements are signed. 
The organisation of staff - knowing the requirements of the 
project will have a knock on effect for employing staff and 
setting milestone dates. This process affects time management 
and scheduling. 
Costs – once a budget is set, contracts can be signed. Not 
knowing the full implication of license fees or how many 
employees are needed to complete tasks will have severe 
implications when it comes to fulfilling contracts.
To be able to understand contractual, legal and ethical obligations in the games industry. 
‘Game developers must not break copyright law. 
They must not use ideas or images that they did 
not think up themselves.’ 
‘When designing a game, a designer must decide 
the age rating because young players should not 
play extremely violent games.’
To be able to understand contractual, legal and ethical obligations in the games industry. 
‘Trade and service marks, usually both called 
‘trademarks’, are words, symbols and other things 
used to identify the source of a product in 
commerce. Some little known trademarks are 
Kodak Yellow and the sound of a Harley. Both are 
protected. But usually trademarks are names and 
logos. So game developers must seek (and 
probably pay for) permission to include them in a 
game.’
To be able to understand contractual, legal and ethical obligations in the games industry. 
‘The GTA3 Hot Coffee issue plagued the games 
industry for months and has caused many changes, 
especially in America. New legislation and rating 
systems mean that any developer looking to release 
a ‘graphic game’ will need to be careful. It has yet to 
be seen if this legislation will affect the next-gen 
consoles. However, I’m not sure that it will. Because 
the legislation mainly focuses on more stringent age 
ratings this shouldn’t cause too much of a problem 
for most games. At the most a game might typically 
jump from a 12 to a 15 rating. However, as games 
and graphics become ever more realistic, developers 
will be under increasing pressure from politicians 
and pressure groups. They will be required to look 
at the moral and ethical status of their games 
rather than just the fun element. Professional codes 
of conduct such as the ACM Code of Ethics are 
likely to become more widely discussed and 
promoted.’
To be able to understand contractual, legal and ethical obligations in the games industry. 
WRITING UP CHECKLIST 
 Outline of regulation and compliance 
 IP Rights, including copyright and trademarks 
 Licenses and the use of franchises 
 Organisations involved in regulation 
 Types of contract 
 Language, look and purpose of contracts 
 Organisation and contracts
To be able to understand contractual, legal and ethical obligations in the games industry. 
http://www.gamasutra.com/view/feature/132300/video_game_regulation_where_we_.php 
http://www.theguardian.com/technology/2012/jul/30/pegi-video-game-ratings-law 
http://videogamelawstrategyguide.com/video-game-law-trademarks-in-games/ 
http://beersgamelaw.com/2010/04/trademark-law-and-games/ 
http://www.gamasutra.com/view/feature/131951/hey_thats_my_game_intellectual_.php?print=1 
http://jakemissing.com/2014/10/14/regulatory-issues-in-the-computer-games-industry/ 
http://www.law360.com/articles/540341/video-game-giant-hits-oculus-with-trade-secrets-suit 
http://www.johnson-moo.com/publishing-contract-drafting/ 
http://www.sloperama.com/advice/article58.htm

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The Game Industry - contractual, legal & ethical

  • 1. in the Games Industry
  • 2. P3 describe contractual, legal and ethical obligations in the games industry with some appropriate use of subject terminology M3 explain contractual, legal and ethical obligations in the games industry with reference to detailed illustrative examples and generally correct use of subject terminology D3 comprehensively explain contractual, legal and ethical obligations in the games industry with reference to elucidated examples and consistently using subject terminology correctly
  • 3. To be able to understand contractual, legal and ethical obligations in the games industry. REGULATIONS & COMPLIANCE The restrictions, licenses, and laws applicable to a product or business, imposed by the government. Regulatory compliance is an organization's adherence to laws, regulations, guidelines and specifications relevant to its business. Violations of regulatory compliance regulations often result in legal punishment, including fines.
  • 4. To be able to understand contractual, legal and ethical obligations in the games industry. INTELLECTUAL PROPERTY RIGHTS This includes… • Characters • Storylines • Code • Designs …and are all considered a commodity. IP rights legally protect inventions, symbols and creative expression and can be bought sold, traded, given away and licensed.
  • 5. To be able to understand contractual, legal and ethical obligations in the games industry. Trade Mark Registered Service Mark Copyright
  • 6. To be able to understand contractual, legal and ethical obligations in the games industry. Copyrights protect an individual’s or group of individual’s original expression of an idea into a tangible medium. Copyrights do not protect the idea or concept, only the actual expression of the idea. For example you cannot copyright your idea for a game until it is expressed in a tangible form, like computer code. Copyright protection exists the moment an author fixes an expression in a tangible medium. This means the moment you save your source code to disk, or you sketch out the artwork for your game character or level art, you automatically have copyright protection without doing anything further. A publisher will often organise a deal with a developer to obtain the copyrights so that they can create derivative products and reproduce the product free and clear. Better known developers will be in a better position to negotiate this and potentially retain the copyrights.
  • 7. To be able to understand contractual, legal and ethical obligations in the games industry. Copyrights are the second form of intellectual property, and protect the expression of an idea (but not the idea itself). Take Pac-Man, for example. Copyright protection protects the actual artwork and sounds in the game as an audiovisual work, and the underlying source code as a literary work. No one can copy the actual images and sounds used during the game, illustrated in Fig. 1, or the underlying program. However, copyright does not protect the idea of a player controlled character eating dots in a maze-like game board while being chased by differently coloured evil characters such as the caterpillar game shown in Fig. 2.
  • 8. To be able to understand contractual, legal and ethical obligations in the games industry. Trademarks are identifying symbols, words or devices used to distinguish the trademarked good from other similar goods. Trademarks identify products and service marks identify services. The trademark rights prevent other people from using a similar mark, but the rights do not prevent others from making similar goods and selling them under a different trademark. This logo is a trademark that distinguishes the games that Rockstar publishes from other games.
  • 9. To be able to understand contractual, legal and ethical obligations in the games industry. Trademarks must be distinctive so they are easily distinguished. Some are stronger than others and are therefore more enforceable. The strengths of the trademark are judged by a range of terms from weakest to strongest. Generic Descriptive Suggestive Arbitrary Fanciful Interactive Computer Games
  • 10. To be able to understand contractual, legal and ethical obligations in the games industry. These marks are not protected by trademark law as they are not distinctive. Generic Descriptive Suggestive Arbitrary Fanciful These types of marks are entitled to protection because they are inherently distinctive. After registration, you can then switch to ®, or continue using TM, as this does not lose you any rights. . There are some countries – the US is one of them – where failure to use R once a mark is registered will lose the trademark owner some of his rights, but this does not apply to the UK.
  • 11. To be able to understand contractual, legal and ethical obligations in the games industry.
  • 12. To be able to understand contractual, legal and ethical obligations in the games industry. Trade Secrets Trade secrets are information that a company keeps secret and which give them a competitive edge. Trade secrets cost money to develop and bring economic value to the company that owns them. Trade secrets are protected by law as long as the information is kept confidential and cannot be lawfully or independently obtained by other people. Trade secrets are methods, techniques and formulas, such as the secret formulas for Coca-cola. Trade secrets also apply to commercially viable ideas such as game ideas. If this idea is not kept confidential, it no longer constitutes a trade secret. This is where Nondisclosure Agreements (NDA) come in. These will be explained in more detail in the contracts section.
  • 13. To be able to understand contractual, legal and ethical obligations in the games industry. LICENSES Base this decision on a business outlook rather than a personal one.
  • 14. To be able to understand contractual, legal and ethical obligations in the games industry.
  • 15. To be able to understand contractual, legal and ethical obligations in the games industry. Licensing of video game characters or the use of other IP licenses in video games is very common and often lucrative for both licensee and the licensor. A license agreement covers the terms under which the two parties may agree to work together. The license agreement covers points such as duration of the license, how and for which products it may be used and how much is paid in consideration for using the rights. The licensor may be minimally involved in the actual game production, or might be extremely involved in determining the game design, assets and features. Minimal: The licensor would have approval rights over the general game concept and key assets. This would allow them to protect the integrity of the license. These terms will be clearly spelled out in the licensing agreement.
  • 16. To be able to understand contractual, legal and ethical obligations in the games industry. Maximum: There may also be a bible that clearly spells out what can and cannot be done with characters settings based on a license. It may detail…  What types of clothing the character can wear  What actions they can perform in the game  What other characters from the universe can appear in the game It is imperative that the developer and the licensor have a good relationship and that timing for approvals are built into agreements.
  • 17. To be able to understand contractual, legal and ethical obligations in the games industry.
  • 18. To be able to understand contractual, legal and ethical obligations in the games industry. Paramount Pictures owns the rights to the Star Trek franchise and has an entire licensing department set up to handle requests from licensees on clarification on how the elements of the Start trek license can be used in video games and other products. For example, a game cannot show the USS Enterprise being destroyed.
  • 19. To be able to understand contractual, legal and ethical obligations in the games industry. Referencing the appeal of the genre and demographic in the Harry Potter license is actually one of the requirements of the licensee. The licensor did not want movies or video games created that did not have direct appeal to the same demographic as the books. Therefore, this was made a requirement of the license agreement.
  • 20. To be able to understand contractual, legal and ethical obligations in the games industry. REGULATION Who regulates the video game industry? How are games regulated?
  • 21. To be able to understand contractual, legal and ethical obligations in the games industry. Rockstar’s Manhunt 2 was submitted to the BBFC on both the PlayStation 2 and Nintendo Wii console formats in 2007. This game has an interesting and complex classification history, as it was originally rejected by the BBFC and went through several levels of appeal hearings before it was finally granted an '18' classification certificate in March 2008. “distinguishable from recent high-end video games by its unremitting bleakness and callousness of tone in an overall game context which constantly encourages visceral killing with exceptionally little alleviation or distancing. There is sustained and cumulative casual sadism in the way in which these killings are committed, and encouraged, in the game”.
  • 22. To be able to understand contractual, legal and ethical obligations in the games industry. Hot Coffee mod Hackers rooting among San Andreas' files unearthed an abandoned yet mostly intact minigame where main character CJ would have sex with his girlfriend at the prompting of certain movement commands. The resulting outcry involved the Federal Trade Commission investigating Dan Houser (co-founder of Rockstar) and the rest of Rockstar's staff. After involvement form US Senator Hilary Clinton, the Entertainment Software Rating Board (ESRB), the organization which establishes content ratings for video games in North America, conducted an investigation that ultimately changed the game's rating from Mature to Adults Only 18+.
  • 23. To be able to understand contractual, legal and ethical obligations in the games industry.
  • 24. To be able to understand contractual, legal and ethical obligations in the games industry. CONTRACTS Why have contracts? How do they get written?
  • 25. To be able to understand contractual, legal and ethical obligations in the games industry. There are two types of contract available for you to look at. Firstly, identify specific language used in these contracts. Make a list of any words that are unique to this process or that you do not understand. Secondly, summarise what you think the main points of the contract are – what are they securing for each party?
  • 26. To be able to understand contractual, legal and ethical obligations in the games industry. A brief review of standard publishing terms: Obligations: self evident. Forget past conversations because this lays out exactly what each side must do. Familiarize yourself. Term: a lot goes into a successful publishing effort. The publisher will want a chance to earn a profit. However, you may be able to negotiate an early out if sales are extremely poor. Net revenue: your piece of the pie is determined by this formula. Taxes, fees and returns are definitely subtracted before your share is calculated. Marketing costs? Maybe. Warranties: guarantees that you have the right to enter the agreement and rights to ip. Indemnification: promise to take financial responsibility if the publisher faces a claim for your mistake. Payment: should state acceptable payment methods and the timing. Accounting: statement requirements and procedures for audits, including notice, timing and cost responsibility. Confidentiality: you can't share info you learned from the other side unless you also learned that info from a legitimate independent source. Material Breach: an agreement violation that can terminate the contract. There could be penalties. Disputes: you DO NOT want to go to court. EVER. Opt for arbitration in a city with a fair amount of game / ip business. This could be publisher's home turf. Don't worry about that
  • 27. To be able to understand contractual, legal and ethical obligations in the games industry. • Employee-consultant agreements • Work for Hire • Nondisclosure Agreement (NDA) • Development Contracts • License Agreements • End User License Agreements (EULAs) • Terms of Service (TOS)
  • 28. To be able to understand contractual, legal and ethical obligations in the games industry. This is the most common type of agreement and exists between the developer and anyone who is employed by them. They set out the terms of your employment, including… • Benefits • Non-compete • Confidentiality • Inventions
  • 29. To be able to understand contractual, legal and ethical obligations in the games industry. These agreements cover the following areas: • Outsourcing • Subcontracting Work for Hire contracts ensure that the rights for any work undertaken by an external vendor, such as music, art assets or code, is passed to the one hiring the contractor. Any work created by employees of the development team within the scope of their employment is work for hire. They do not own the right, the employer does. For example, if a programmer writes code, it belongs to the employer.
  • 30. To be able to understand contractual, legal and ethical obligations in the games industry. If any work by an external vendor is commissioned it can be classed as work for hire. It must fall into one of nine categories for commissioned work as detailed in the Copyright Act. For example, a magazine article could be a work for • A translation • An instruction text • A test • Answers for a test • An atlas • A contribution to a collective work • A compilation • Supplementary material • A contribution to a movie or other audiovisual work hire because it is contribution to a collective work. However, a computer programmer’s code could not be a work for hire because it does not fall into any of the previously mentioned categories.
  • 31. To be able to understand contractual, legal and ethical obligations in the games industry. These contracts protect ideas and concepts as trade secrets. This is because they are not tangible and are not protected by copyrights and trademarks. If you discuss the idea with someone who hasn’t signed an NDA, the concept loses its trade secret status and becomes public domain. Unilateral Mutual Used with someone outside the industry – protecting your secrets. Used within industry – protecting both parties ideas.
  • 32. To be able to understand contractual, legal and ethical obligations in the games industry.
  • 33. To be able to understand contractual, legal and ethical obligations in the games industry. These are used between publishers and external developers, outlining what responsibilities each party has to the other. These contracts cover all the issues involved in the developer-publisher relationship, including… • the financial terms, including royalties • elements of the project • asset deliverable and advance payment milestone schedules • IP ownership • marketing plans • distribution plans • obligations of each party • licensing use (if applicable)
  • 34. To be able to understand contractual, legal and ethical obligations in the games industry. Appendices - A lot of the important details about a contract are kind of tacked on at the end. The most important of these (for a development agreement) are: • The milestones and payment schedule • The game design document itself is attached as an appendix • How the royalties are to be calculated • Confidentiality agreements signed by every member of the development company • Ownership of the IP is signed over to the publisher (depending on the deal terms)
  • 35. To be able to understand contractual, legal and ethical obligations in the games industry. What's Being Licensed - The contract spells out exactly what the publisher is getting the rights to use. What The License Can Be Used For - The contract specifies the platform the game will be released on and the type of game. Territory - The contract specifies what parts of the world the publisher's game will be published in. Publishers always want worldwide rights, of course - but licensors often charge more for that. Term - Most publishers will lose interest in a game product after 3 or 5 years, so most license agreements run no more than 5 years. Finances - The license agreement spells out how much the publisher will pay for the license. There is usually an up-front payment (called a "guarantee") and royalties based on sales.
  • 36. To be able to understand contractual, legal and ethical obligations in the games industry. This is an agreement between the publisher and the end user and is there to protect the publisher. The basic purpose of the EULA is to eliminate the resale and rental of the game, as well as protecting them from the software causing damage to computers or data or reverse engineering. Because of the way console games were originally classified for IP rights, they can be resold and traded.
  • 37. To be able to understand contractual, legal and ethical obligations in the games industry. Games with some type of online component such as a web-based or mobile game may also have a Terms of Service agreement in place. This agreement outlines expected behaviour of players when they are in the game world.
  • 38. To be able to understand contractual, legal and ethical obligations in the games industry. There will be specific elements within contracts that are affected by the projects organisation and these must be clearly defined before contracts and agreements are signed. The organisation of staff - knowing the requirements of the project will have a knock on effect for employing staff and setting milestone dates. This process affects time management and scheduling. Costs – once a budget is set, contracts can be signed. Not knowing the full implication of license fees or how many employees are needed to complete tasks will have severe implications when it comes to fulfilling contracts.
  • 39. To be able to understand contractual, legal and ethical obligations in the games industry. ‘Game developers must not break copyright law. They must not use ideas or images that they did not think up themselves.’ ‘When designing a game, a designer must decide the age rating because young players should not play extremely violent games.’
  • 40. To be able to understand contractual, legal and ethical obligations in the games industry. ‘Trade and service marks, usually both called ‘trademarks’, are words, symbols and other things used to identify the source of a product in commerce. Some little known trademarks are Kodak Yellow and the sound of a Harley. Both are protected. But usually trademarks are names and logos. So game developers must seek (and probably pay for) permission to include them in a game.’
  • 41. To be able to understand contractual, legal and ethical obligations in the games industry. ‘The GTA3 Hot Coffee issue plagued the games industry for months and has caused many changes, especially in America. New legislation and rating systems mean that any developer looking to release a ‘graphic game’ will need to be careful. It has yet to be seen if this legislation will affect the next-gen consoles. However, I’m not sure that it will. Because the legislation mainly focuses on more stringent age ratings this shouldn’t cause too much of a problem for most games. At the most a game might typically jump from a 12 to a 15 rating. However, as games and graphics become ever more realistic, developers will be under increasing pressure from politicians and pressure groups. They will be required to look at the moral and ethical status of their games rather than just the fun element. Professional codes of conduct such as the ACM Code of Ethics are likely to become more widely discussed and promoted.’
  • 42. To be able to understand contractual, legal and ethical obligations in the games industry. WRITING UP CHECKLIST  Outline of regulation and compliance  IP Rights, including copyright and trademarks  Licenses and the use of franchises  Organisations involved in regulation  Types of contract  Language, look and purpose of contracts  Organisation and contracts
  • 43. To be able to understand contractual, legal and ethical obligations in the games industry. http://www.gamasutra.com/view/feature/132300/video_game_regulation_where_we_.php http://www.theguardian.com/technology/2012/jul/30/pegi-video-game-ratings-law http://videogamelawstrategyguide.com/video-game-law-trademarks-in-games/ http://beersgamelaw.com/2010/04/trademark-law-and-games/ http://www.gamasutra.com/view/feature/131951/hey_thats_my_game_intellectual_.php?print=1 http://jakemissing.com/2014/10/14/regulatory-issues-in-the-computer-games-industry/ http://www.law360.com/articles/540341/video-game-giant-hits-oculus-with-trade-secrets-suit http://www.johnson-moo.com/publishing-contract-drafting/ http://www.sloperama.com/advice/article58.htm