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Showing posts with label Resources. Show all posts

Ross A. Dannenberg publishes new book: “The American Bar Association’s Legal Guide to Video Game Production”

The American Bar Association’s Legal Guide to Video Game Development is published by the American Bar Association (ABA), and is the authoritative handbook on developing a video game. Included in each chapter are the relevant forms, agreements, and contracts for that phase of production, as well as tons of helpful tips on negotiation and decoding legalese. Written by experienced lawyers who work closely with software and video game developer clients, this is the inside guide to the process of taking an idea and creating a product, from beginning to end. You'll learn the in's and out's of the legal aspects of video game production including:
  • Patents, Copyright and Trademarks
  • Business and Finance Issues
  • Risk and Insurance
  • Intellectual Property Agreements
  • The Children's Online Privacy Protection Act
  • Publishing Your Game
  • Licensing and Open Source Material
  • EULAs and Terms of Use
It's a practical, prescriptive book perfect for entertainment and intellectual property lawyers; video game developers; art, design, trade, and law schools; or just burgeoning artists with an idea.

About the author/editor: Ross A. Dannenberg is a shareholder in the Washington, DC office of Banner & Witcoff Ltd., and handles a wide-range of intellectual property issues, with experience in Internet, e-commerce, telecommunications, computer software and video game-related issues. With a background in computer science, Mr. Dannenberg has prepared and prosecuted hundreds of patent applications in a variety of technical fields, including mobile and traditional telecommunications, computer software, video games, and Internet and business method inventions. He has substantial experience with intellectual property protection of video games, including patent and copyright protection, copyright clearance and licensing, and has experience with entertainment, copyright, trademark and domain name related matters.

Mr. Dannenberg is an adjunct professor of copyright law at George Mason University School of Law. Mr. Dannenberg is also the Editor-in-Chief of the Patent Arcade website, a legal blog discussing intellectual property protection of video games.

Please click here for information on ordering The American Bar Association's Legal Guide to Video Game Development.

We wanted to let everyone know that we have a new book in the works, tentatively titled "The Business of... Video Games!" This is a self-help introduction to legal issues that smaller, startup, and independent developers face, from intellectual property to contracts to managing risk to business formation to publishing. If you are "in the industry" and might be willing to review an advance copy and provide a quote about the book in exchange for a free copy once the book is published (tentatively scheduled for July/August 2011), please send me an email (rdannenberg -at- bannerwitcoff -dot- com).
If you're looking for some good visualization data of the USPTO backlog, pendency times, and other interesting statistics, check out the USPTO Patent Dashboard, it provides some very useful and interesting metrics.
Banner & Witcoff’s IP LawyerTM is an iPhone application providing iPhone-customized full search access to patents* and trademarks issued by the United States Patent and Trademark Office as well as corresponding assignments. Banner & Witcoff’s IP LawyerTM also provides a comprehensive library with up-to-date Patent Local Rules for district courts throughout the country, the Federal Rules of Civil Procedure, the Federal Rules of Evidence, the Manual Patent Examination and Procedure, the U.S. Constitution, 37 C.F.R., links to international patent offices, and additional tools and resources.

More info here.

Download iPhone app here.

*Patent search limited to accuracy of Google Patents' data.
Kotaku's full census results are in, and there are some interesting points...

Re Consoles:

- 65% of you own multiple consoles, while a quarter of participating Kotaku readers are in possession of all three current generation machines.

- Only 5% of participating readers own a PSPgo console. Sorry, Sony.

- 66% of participating readers have reported that at least one Xbox 360 console has failed on them, while 32% report multiple failures.

Re Pirates:

- 51% of participating readers have pirated a console game

- 40% of participating readers have pirated a handheld game

- 79% of participating readers have pirated a PC game. 79%!

Re the PC:

- 42% of you don't play any kind of MMO whatsoever.

- 78% of participating readers have bought games digitally.

- Steam dominates the digital download market amongst participating Kotaku readers

- Only 19% of you can play Crysis as nature intended.

- Only 6% of participating readers are PC snobs, 94% of you playing games on at least one other system.

- A lot more of you would take Valve over Blizzard.

Re Favorite Games:

- You prefer Mass Effect to Halo.

- Asking for "favourite franchise" on PC was a stupid idea.

- You prefer Zelda to Mario

- Smash Bros. is more popular a fighting game than Street Fighter amongst participating Kotaku readers.

- Modern Warfare 2 may have the sales records, but its predecessor is your favourite Call of Duty game.

Re the People:

- You play an astonishing variety of games.

- Nearly 60% of participating readers don't play any kind of sports game. That's surprising.

- 46% of you spend most of your time alone, with singleplayer games.

- Nearly half of participating readers have packed their music game instruments away, no longer playing games like Rock Band or Guitar Hero.

Full results can be found here.
The Patent Arcade is pleased to announce that a new book co-edited by our own Ross Dannenberg (i.e., me), and partly authored by our own Steve Chang, is now available for purchase from the ABA website:

BUY YOUR COPY TODAY!!! (the authors do not receive any royalties for this book--all proceeds benefit the American Bar Association's IP Section)
We're getting close... Stay tuned for more information about our new book. I am one of the editors, along with others from my committee at the American Bar Association:

Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law

By Ross A. Dannenberg, Steve Mortinger, Roxanne Christ, Chrissie Scelsi, and Farnaz Alemi - Editors.

Will provide publication/purchase info when available.
I usually don't report press release type stuff, but the LES is an important part of game development. Namely, licensing content is a HUGE part of game creation, design, and development. I should also mention that, while I am not actually a member of this group, others in my firm are. So without further ado...

Licensing Executives Society (USA & Canada) Celebrates 45 Years of Leadership
Serving Members and Promoting the Business of Intellectual Property
Kicks Off Celebration with Membership Awareness Campaign

Alexandria, VA, January 19, 2010—The Licensing Executives Society (USA & Canada) Inc., is celebrating 45 years of leadership in the business of intellectual property (IP) and licensing with the kick-off of a multi-faceted membership awareness campaign designed to recruit new members and encourage membership renewal through exciting programs and incentives.

In honor of its 45th Anniversary, LES is offering members who join before March 31, 2010 a $45 discount on their first year’s dues, a $25 gift card and complimentary attendance at a local LES chapter event. Join now by downloading the membership application at www.lesusacanada.org/45anniversary and emailing to membership@les.org or faxing to 703.836.3107. (Enter promo code LESPR45).

LES is the leading association for professionals involved in the transfer, use, development, manufacture and marketing of IP. It’s unique among professional group because it draws IP leaders from an array of business backgrounds and from across industry sectors. This diversity provides members with highly valuable business connections and world-class professional development opportunities.

“LES is a welcoming community that empowers, connects and celebrates IP professionals,” said Paul Roberts, Vice President for LES Membership. “Whether you’re a veteran or brand new to the field, LES has the reach, global perspective and resources to provide the tools IP professionals need to survive and thrive in today’s competitive marketplace.”

In addition to the advantages provided by its diverse membership in terms of deal making, information sharing and problem solving, LES offers its members unparalleled professional education programs, including the LES Professional Development Series (PDS), and the Certified Licensing Professional Program (CLP).

Through LES, members not only develop lifelong professional and personal relationships, but also build valuable professional networks through LES meetings and Industry Sector Groups, local chapter events, online social media networks and global membership directory. They also receive first-class publications and resources, such as les Nouvelles, the leading international technology transfer and licensing journal of LES International, eNews bulletins, Viewpoints bi-monthly newsletter and original benchmark industry data on deal terms, royalty rates and other aspects of IP business.

In 2010, LES members will enjoy an expanded lineup of new programs designed to further enhance their LES experience.
  • Linking Entrepreneurship and Technology Commercialization: IP for Entrepreneurs & Universities: In keeping with its 2010 theme of “Deals, Deals & More Deals,” the LES (USA & Canada) Spring Meeting will focus on deals in the entrepreneurial and university spaces, known to be hotbeds for innovation and technology advancement. The meeting will be held in Boston, MA, May 18-21.
  • Around the World with LES: A global series of networking and educational events to be held On April 26th spanning five continents, in conjunction with WIPO’s World IP Day.
  • LES Monthly Webinar Series: In addition to the eNews and expanded use of social networking vehicles to keep members informed, LES will also host monthly webinars for members who want to learn more about IP issues and mechanics in the convenience of their offices. Internal negotiations are often as difficult as negotiating with parties across the table. This will be the focus of February’s webinar, Internal Negotiations: “We have met the enemy and they are us!”
For more information on these and other LES events, please visit www.lesusacanada.org and JOIN NOW by downloading the membership application at www.lesusacanada.org/45anniversary and emailing to membership@les.org or faxing to 703.836.3107. (Enter promo code LESPR45.)

# # #

Contact: Lydia Steck, TheCommunicator@comcast.net
I don't normally post non-legal content, but this one is a good resource for budding video game designers: 70+ Open Courseware Links for Game Designers and Developers. Most of the resources appear to be links to MITs open course program, or other universities with similar offerings, but this is the first compilation of all such resources that I have seen in one place. Topics include Game Development, Arts & Media Studies, Theory & Thinking, Analysis, Storytelling, Interaction & Decisionmaking, Probability, Design, Programming & Tools, Practical Skills, Game Genres & Uses, and Issues. If anyone is looking to brush up on skills, this looks like a great place to start. When you build your game and need legal advice, give me a call. Good luck!
I recently wrote a series of short articles for LinuxInsider regarding IP issues as they arise in virtual worlds and video games. Each article was necessarily short, so there wasn't room to go into a lot of detail, but it provides some basic IP information regarding patents, copyrights, and trademarks for those that are interested:

The Rocky Legal Landscape of Virtual Worlds, Part 1: Trademarks
(Nov. 12, 2008)
The Rocky Legal Landscape of Virtual Worlds, Part 2: Patents (Nov. 19, 2008)
The Rocky Legal Landscape of Virtual Worlds, Part 3: Copyrights (Nov. 26, 2008)
I now have a presence in Second Life, on the PG (i.e., ok for all ages) region of Pumori. My XboxLIVE gamertage is Aviator, so naturally keeping with the theme my SL avatar is Aviator Kidd. Our Second Life Outpost is lakeside in Pumori. Stop by and say hello.

Second Life URL (SLURL)
(if you have Second Life installed, you can click the link to teleport to our outpost)

Here is the SLURL if you want the details: http://slurl.com/secondlife/Pumori/144/111/31
Ever wonder what the basic principles are for protecting your video game based on intellectual property law? Steve and I wrote this article, recently published on Gamasutra, that provides a brief introduction to what you need to know to help protect your game and your brand.

Download PDF version.

Have a question that is not covered here? Send us an email, and we’ll endeavor to keep this FAQ updated. Keep in mind that this is not legal advice, as each scenario factually differs. Always discuss your specific situation with your own attorney. You can reach us at info (at) patentarcade (dot) com with further questions.


I think I invented something and I’d like to patent it. What do I do now?

Talk to a patent attorney. Before you make any public uses or disclosures of your invention, before you offer it for sale to anyone, and before you publish anything describing your invention, talk to a patent attorney, as each of these actions can have a negative impact on the patentability of your invention. If you’ve already done one of these things, it is even more imperative that you talk to a patent attorney to determine whether you still have rights to your invention, because there is only a 1 year grace period in the United States to file your patent application after you’ve done one of those things.

What will a patent attorney do for me?

A patent attorney will discuss the legal requirements that must be met before the United States Patent & Trademark Office (USPTO) will grant you a patent, and will also discuss your invention with you to learn about the invention so that he or she can draft a patent application and file the patent application on your behalf in the USPTO. A patent attorney may also assist with a "prior art" search, where previous patents and other documents are search to see if anyone has already created the same or a similar invention as you.

My invention is complicated. Will an attorney be able to understand it?

In order to practice patent law, patent attorneys must pass a special Patent Bar exam administered by the USPTO. In order to be eligible to take the Patent Bar, an attorney must have a scientific, engineering, or computer science degree. In addition to having a technical undergraduate degress, many patent attorneys worked in industry for before going back to law school. For example, Ross Dannenberg was an Information Systems Manager for Carnival Cruise Lines for two and a half years after getting his bachelor's degree in computer science before going back to law school.

Should I do anything to prepare to meet with the patent attorney? What level of detail and information will a patent attorney need?

A patent must describe an invention with enough detail so that someone of “ordinary skill in the art,” after reading the patent, can make and use the invention. You will therefore need to provide enough detail as if you were describing your invention to a competent person in your own field of work. A patent must also describe the “best mode” contemplated by the inventor of making and using the invention, so make note of any special tricks or modifications that need to be performed or made in order to get the invention to work best. The more of these types of details you can gather ahead of time, the more efficient the patent drafting process will go.

I’ve seen a patent before, and it had a bunch of drawings. Where do those come from?

Ideally, from you. While your patent attorney may refine the drawings and add additional drawings to help describe and illustrate your invention, you (the inventor) are in the best position to create rough (napkin) sketches or drafts of diagrams, flow charts, data flow, schematics, etc.

There are a bunch of numbered sentences at the end of a patent. What are those?

The numbered sentences at the end of the patent are the claims. Claims are required to be only one sentence, regardless of length, so they can be a little confusing. However, the claims are the “legalese” that define the boundaries of your invention, and specify what it is that others are not allowed to do. So if anyone performs every element of at least one claim in your patent, then that person infringes your patent.

Who writes the claims?

Given their importance in determining infringement of the patent, the claims should be drafted by a patent attorney. Minor variations to claim language can seriously affect the enforceability and scope of the claims, so anyone other than a patent attorney is discouraged from writing their own claims so that they don’t inadvertently give up some patent rights. Inventors are encouraged to discuss what they consider necessary and inventive aspects of their invention with their patent attorney, and then the patent attorney will craft and tailor the claims to maximize your scope of protection.

This sounds expensive. How much will preparation of the patent application cost?

Keep in mind that a patent is property and, like any other property, is an investment. Most attorneys bill by the hour, or some fraction thereof. The amount of time it takes to prepare a patent application naturally depends on the complexity of the invention, the level of detail provided, preparation by the inventor, and the number of claims required to adequately protect the invention, among other factors. Patent applications can cost $5,000 to $20,000 or more in attorneys’ fees to prepare and file, depending on a variety of these factors. An "average" complexity application is usually in the $10,000 - $15,000 range. Additional fees may be charged if a professional draftsman has to prepare drawings from the inventor’s or attorney’s sketches, typically under $1,000. There are also filing fees when you file the application in the USPTO.

How much does filing cost?

The USPTO charges various filing fees based on whether the applicant is considered a small or large business entity, and also based on the number of claims in the application. For a large business entity, filing fees about $1000 + extra claims fees if your application concludes with more than an allotted number of claims. For a small business entity, filing fees are about $500 + extra claims fees. A full schedule of fees is maintained by the USPTO.

Sounds like I can save money by doing this myself, right?

Some inventors do prepare their own patent applications and file them in the USPTO themselves. This is known as representing yourself "pro se". However, even though inventors CAN represent themselves does not necessarily mean it's a good idea. Patents prosecuted pro se are often difficult to enforce against infringers because of various problems, mistakes, or oversights made during prosecution, e.g., drafting the claims too narrowly, drafting the claims so that no single legal entity can infringe them, not describing the invention in enough detail to satisfy the enablement and best mode requirements, etc.

We recognize that many small businesses and startups are on a budget, and we try to work with each client within their financial means, but there is a threshold minimum amount of money it takes to properly prepare a patent application. One way that some of our clients save money is by preparing the first draft of the "Detailed Description" that goes in the patent application. The Detailed Description is where you describe how to make and use your invention with enough detail so that someone of ordinary skill in the art could build the invention without undue experimentation. Think of the Detailed Description as a document that, if you had to hand it off to someone else, that other person could make and use the invention based on the Detailed Description without having to come back and ask you ANY questions. In fact, when preparing the Detailed Description, assume that the person you hand it off it is not even allowed to ask you any questions or get any clarifications. That should put you in the right mindset if you do decide to prepare the document yourself.

How does the USPTO determine if my invention is patentable?

An invention is patentable if it is new, useful, and nonobvious. A patent examiner will be assigned to your case, and that person will search for “prior art” such as previous patents, publications, white papers, journals, magazines, known products, etc., to determine if your invention is patentable. The patent examiner will analyze the prior art to determine whether anyone else has already invented the same thing (i.e., your invention is not new), or if your invention is a specifically suggested combination of things that have been done before (i.e., your invention is obvious). The USPTO will provide a written report, referred to as an Office Action, that details its reasoning for why or why not you should receive a patent for your invention.

How long will it take to receive an Office Action? What happens next?

Application pendency varies, but the USPTO is notoriously backlogged. Expect to wait at least 2-3 years for the USPTO to send a first Office Action. When you (or your patent attorney) does receive an Office Action, your patent attorney will analyze the arguments made by the USPTO, discuss them with you, and then craft written arguments and or claim amendments in response to the Office Action. This is the other major cost associated with obtaining a patent, and can cost $2,000 - $4,000 or more to respond to complex Office Actions.

The USPTO has determined my invention is patentable… now what?

When you receive a Notice of Allowance from the USPTO, you have three months to pay the Publication and Issue Fees ($1,700 as of this writing). It will then take the USPTO 2-4 months to assign a patent number to you and publish the patent.

The USPTO has determined my invention is not patentable. Do I have any other options?

You can always appeal a rejection by the USPTO. The first step is to appeal the examiner’s decision within the USPTO to the Board of Patent Appeals & Interferences (BPAI). If the BPAI agrees with the examiner, then you can appeal further to the federal courts of the United States.


Still trying to wrap your head around intellectual property? The following video game IP resources are provided for your use. Please keep in mind that all articles and publications are for informational purposes only, and are not intended as legal advice. Always consult an attorney with fact-specific questions if you have a specific scenario you need assistance with. Ross Dannenberg can be reached at (202) 824-3153, or rdannenberg bannerwitcoff com, and Steve Chang can be reached at (202) 824-3154, or schang bannerwitcoff com if you would like to discuss a specific issue or need legal advice.

Books:
Publications:

As promised in my previous post regarding a general introduction to IP, linked below you will find a previously published article regarding the preservation of patent rights. This article may be particularly useful for software developers and programmers working on video games and video game software. As you may know, certain actions that you do or don't take may have an adverse affect on your patent rights, and this article discusses those issues and provides a more in-depth introduction to patent law and patent rights in the United States (with a brief introduction to foreign patent rights). Due to the length of the article, it is available in PDF format only. Happy reading.

Please email me for a copy of the article.
We've fielded some inquiries regarding materials providing an introduction to intellectual property, as well as more basic information regarding patent law in general. Below is the text to an article that Jordan Bodner and myself wrote as a very high-level introduction to intellectual property. You may also download a copy of the article here.

---cut here---
This article serves to provide a general introduction to intellectual property and how it can be important for your business. Intellectual property, or “IP,” is not property in the same sense as real property or chattels; it is not tangible. However, one can buy and sell IP just like other property, just as one might sell a house.

So what are we talking about when we refer to intellectual property? Intellectual property rights are a collection of rights primarily governed by patent, copyright, and trademark law. Each of these rights serve to motivate inventors and authors to continue to create IP by providing limited protection against copying of trademarks, inventions, and works of authorship. For example, without patent protection, inventors would keep inventions secret, or eschew research and development altogether, for fear that others would copy their inventions and take profits that otherwise would be reaped by the original inventor.

A trademark is any name or symbol indicative of a source of origin of a product or service. It should not surprise you to learn that your business already has a trademark — your business name, and most likely also the brand name of your product or service. A trademark is one of your most valuable business assets, because it represents who you are and how consumers recognize your business. Trademarks are perhaps also the most recognizable form of IP. You can hardly drive down a major road without encountering a sign for a McDonalds® restaurant or a sign advertising Coca-Cola® brand soda. Many consumers purchase goods and services based on name recognition alone.

There are two means by which you can protect your trademark from being copied. The first is through state trademark laws. Each state offers trademark protection based on the use of the trademark in that state. The second (and more effective) means is to register the trademark. In the U.S., a trademark is registered through the U.S. Patent and Trademark Office (USPTO), which provides nationwide protection. Registered trademarks offer advantages over non-registered trademarks. Once a trademark is registered, no other entity can use any name or mark that is identical to or is likely to cause confusion with your registered trademark, anywhere in the U.S. An exception arises where the other entity proves that it was using its trade name or mark prior to your trademark registration, in which case the other entity might have limited rights to use their name or mark in their geographic location.

Patents are another form of IP that protect inventions from being copied. A utility patent provides protection for any new and useful invention such as a new machine, article of manufacture, computer program, or process; a design patent protects new ornamental designs (e.g., the aesthetic appearance of manufactured goods, computer icons, graphical user interfaces, etc.); a plant patent protects new asexually reproducing plants (e.g., roses). All patents include a description of the invention as well as one or more claims that define the legal metes and bounds of the invention applied for. Determining these bounds accurately is important, because a patent provides a limited but powerful monopoly on what is claimed. That is, a patent prevents anyone other than the owner from making, using, selling, or importing an item, or performing a process, that is encompassed by its claims. Those acts would be considered patent infringement. A claim drafted too broadly may be invalid for attempting to encompass what is old or obvious. A claim that is too narrow may be ineffective against competitors making minor modifications to the invention.

To obtain a U.S. patent, a patent application must be filed with the USPTO, where it will be examined by an examiner to ensure that the claimed invention is new, useful, and nonobvious. Examination typically involves careful negotiation between the applicant and the examiner. Due to the complex legal requirements of patent applications, most inventors obtain the services of a registered patent attorney.

Once the USPTO issues a patent, the patent owner may negotiate a license with competitors, or sue infringers for an injunction and/or monetary damages. Because claims are generally drafted to encompass something broader than a specific commercial product, patents can provide broad protection against competitors who might simply try to make minor changes in an effort to avoid the patent. Say you invented a chair on roller skates and applied for a patent based on this invention. If a competitor then marketed a chair on roller blades, they might still infringe your patent depending upon how broadly the claims are drafted.

Copyrights are a third form of IP that protect the expression of ideas (but not the ideas themselves) from being copied. A copyright exists the moment an author fixes an expression in a tangible medium. The moment an author writes words on paper, an artist paints a picture on canvas, a sculptor chisels into marble, or a software developer hits the save button, the author of the work automatically has copyright protection without doing anything further. The author can also choose to register the copyright with the U.S. Copyright Office. As with trademarks, copyright registration provides certain benefits, such as the right to statutory damages and attorneys fees if there is copyright infringement. Nuances of copyright law can be very complex, so authors generally seek advice from a competent attorney for advice regarding specific factual situations.

This article has only presented a very brief introduction to the various forms of intellectual property. For more information or for intellectual property assistance, please contact the authors.

Ross Dannenberg & Jordan Bodner, www.BannerWitcoff.com, are partners with the Washington, D.C. office of Banner & Witcoff, Ltd., an intellectual property law firm. The views expressed in this article are solely those of the authors, and should not be attributed to Banner & Witcoff, Ltd. or any of its clients. THIS ARTICLE IS NOT LEGAL ADVICE, NOR DOES IT ESTABLISH AN ATTORNEY-CLIENT RELATIONSHIP WITH ANYONE. Seek advice of counsel to discuss your own situation. Our contact info is below.

Gamasutra.com is presently running an article which Steve Chang and I wrote as their feature article:
***
Today's feature, subtitled 'Top Mythconceptions on Patent Protection of Video Games' and from IP lawyers Ross Dannenberg and Steve Chang, addresses the sometimes controversial area of software patents from a lawyer's perspective:

"Our informal review of the records at the U.S. Patent and Trademark Office (PTO) revealed a relative dearth of patent applications for the video game industry, especially considering how technology-dependent the video game industry is, and given its size in terms of annual sales. Why is that? Patents, by their very nature, grant the right to exclude your competitors from stealing the fruits of your labor, and yet this powerful tool appears to be overlooked by the majority of the industry. In an effort to answer this question, we set out below to dispel what we see as the top myths surrounding patent protection of video games, and hope to encourage innovative game developers to take steps to protect their valuable innovations."
***
Read the entire article on Gamasutra.com:

R. Dannenberg & S. Chang, It’s Just a Game, Right? Top Mythconceptions on Patent Protection of Video Games, Gamasutra.com, May 31, 2005


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