Study of interactive entertainment-oriented Digital contents
碩士 === 國立臺灣大學 === 法律學研究所 === 97 === As the era of digitization comes, “interactive entertainment-oriented Digital contents “also called video game has had an important part in entertainment industry. A video game contain complex organized copyrights construct. How to licensing is a very important is...
Main Authors: | , |
---|---|
Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2009
|
Online Access: | http://ndltd.ncl.edu.tw/handle/47735829668898640584 |
id |
ndltd-TW-097NTU05194009 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-TW-097NTU051940092016-05-09T04:14:17Z http://ndltd.ncl.edu.tw/handle/47735829668898640584 Study of interactive entertainment-oriented Digital contents 電腦影音多媒體互動式娛樂數位內容之研究 JEI-HSIN CHEN 陳瑞信 碩士 國立臺灣大學 法律學研究所 97 As the era of digitization comes, “interactive entertainment-oriented Digital contents “also called video game has had an important part in entertainment industry. A video game contain complex organized copyrights construct. How to licensing is a very important issue of vide game. If the Copyright Law could provide the licensees a more convenient authorization mechanism to facilitate copyright-related transactions, it will be beneficial to both copyright owners and users. On the other hands, infringement act of copyright in vide game is also an important issue. This thesis discusses several types of infringement act in video game and on-line game. This thesis tries to find the method that how to judge infringement case form judgments and doctrines. There are 8 chapters in this thesis. The First Chapter introduces the motive, methods and scope of this thesis. The Second Chapter, introduces the meaning of “interactive entertainment-oriented Digital content”, describes several style of video game. The Third Chapter, analyzing how many several style of copyrights contain in a vide game. The Fourth Chapter introduces method of copyright protection in American, Japan, Korea and R.O.C in view of comparative law. The Fifth Chapter, study property rights and moral rights of video game. The Sixth Chapter is studying of infringement case. The Seventh Chapter analyzing some discussed issues of licensing agreement. The Eighth Chapter is conclusion. Xie, Ming Yang 謝銘洋 2009 學位論文 ; thesis 165 zh-TW |
collection |
NDLTD |
language |
zh-TW |
format |
Others
|
sources |
NDLTD |
description |
碩士 === 國立臺灣大學 === 法律學研究所 === 97 === As the era of digitization comes, “interactive entertainment-oriented Digital contents “also called video game has had an important part in entertainment industry. A video game contain complex organized copyrights construct. How to licensing is a very important issue of vide game. If the Copyright Law could provide the licensees a more convenient authorization mechanism to facilitate copyright-related transactions, it will be beneficial to both copyright owners and users.
On the other hands, infringement act of copyright in vide game is also an important issue. This thesis discusses several types of infringement act in video game and on-line game. This thesis tries to find the method that how to judge infringement case form judgments and doctrines.
There are 8 chapters in this thesis. The First Chapter introduces the motive, methods and scope of this thesis. The Second Chapter, introduces the meaning of “interactive entertainment-oriented Digital content”, describes several style of video game. The Third Chapter, analyzing how many several style of copyrights contain in a vide game. The Fourth Chapter introduces method of copyright protection in American, Japan, Korea and R.O.C in view of comparative law. The Fifth Chapter, study property rights and moral rights of video game. The Sixth Chapter is studying of infringement case. The Seventh Chapter analyzing some discussed issues of licensing agreement. The Eighth Chapter is conclusion.
|
author2 |
Xie, Ming Yang |
author_facet |
Xie, Ming Yang JEI-HSIN CHEN 陳瑞信 |
author |
JEI-HSIN CHEN 陳瑞信 |
spellingShingle |
JEI-HSIN CHEN 陳瑞信 Study of interactive entertainment-oriented Digital contents |
author_sort |
JEI-HSIN CHEN |
title |
Study of interactive entertainment-oriented Digital contents |
title_short |
Study of interactive entertainment-oriented Digital contents |
title_full |
Study of interactive entertainment-oriented Digital contents |
title_fullStr |
Study of interactive entertainment-oriented Digital contents |
title_full_unstemmed |
Study of interactive entertainment-oriented Digital contents |
title_sort |
study of interactive entertainment-oriented digital contents |
publishDate |
2009 |
url |
http://ndltd.ncl.edu.tw/handle/47735829668898640584 |
work_keys_str_mv |
AT jeihsinchen studyofinteractiveentertainmentorienteddigitalcontents AT chénruìxìn studyofinteractiveentertainmentorienteddigitalcontents AT jeihsinchen diànnǎoyǐngyīnduōméitǐhùdòngshìyúlèshùwèinèiróngzhīyánjiū AT chénruìxìn diànnǎoyǐngyīnduōméitǐhùdòngshìyúlèshùwèinèiróngzhīyánjiū |
_version_ |
1718263609576914944 |