Video Game Policy

Video Game Policy

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This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively qreadq and analyze digital games. Through examining a selection of policies, e.g. the Australian governmenta€™s refusal (until recently) to allow an R18 rating for digital games, Blizzarda€™s policy in regards to intellectual property, Electronic Artsa€™ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.For example, now that the PlayStation 4 and Xbox One both include the ability to stream video through sites like ... The Berne Convention also sets a minimum length of protection for different kinds of works, although the signatories are free to allow for longer periods of protection. ... what you please; what you dona#39;t purchase, however, is the right to make copies of the book and sell those copies to others.

Title:Video Game Policy
Author: Steven Conway, Jennifer deWinter
Publisher:Routledge - 2015-10-14

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