Browse Items (7 total)

Kim, H. E. (2022). Where Esport Law Does not Exist. Available at SSRN 4047288.

Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Shisha, S. (2020). Fairness, Copyright, and Video Games: Hate the Game, Not the Player. Fordham Intell. Prop. Media & Ent. LJ, 31, 694.

Robinson, N. (2018). From Arcades to Online: Updating Copyright to Accommodate Video Game Streaming. NCJL & Tech., 20, 286., HeinOnline

Rabu, G. (2020). Les organisateurs de compétitions de jeux vidéo con!ontés au droit d'auteur des éditeurs [Video Game Competition Organizers Facing with Publisher Copyright]. Communication commerce électronique, 7-8, 13-18

Kelly, S. M., & Sigmon, K. A. (2018). The Key to Key Presses: eSports Game Input Streaming and Copyright Protection. Interact Entertain Law Review, 1(1), 2–16.

Choi, E.-Y. (2013). Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea. Retrieved from
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