Case Study 3: Online Games: Creative Diversity in Action

Local time: 16.00

Speaker: Mr. David Sweeny

By Mr. David Sweeny, Senior Counsel, Interactive Software Federation of Europe (ISFE), Brussels

My notes in detail:

The Interactive software industry.

Cutting edge creativity & technology getting together.

1973 First PONG arcade game (ATARI)
Today’s latest: 2007 – Nintendo Wii

Offers a legal definition of a computer game.

Software, video, music, interactivity.

Over 30 billion Euros (game turnover)

Massively Multiplayer Online Role – Playing Games
Thousands of players at the same time. Social structures are created.

Mentioned Meal Stephenson – Snow Crash

Science fiction becomes fact (think Jules Verne, Philip K. Dick etc.)

Mentions: Professor Edward Castranova says that some online worlds have more GDPs than many countries. (book Synthetic Worlds)

Players of MMORPGs are to their millions.

One political point: What the game industry desires is a regulatory environment which is as unregulated as possible and strong intellectual rights protection.

Trading property and identity – Avatar Anshe Chung Second Life biggest business

Wolrd of Warcraft (Blizzard). Business Model. Monthly subscription. Game network is consistently updated. Expansion packs and other products.

Video game industry under spotlight for potential regulation.

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