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Gamification and Law

On the Legal Implications of Using Gamified Elements

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Book cover Gamification in Education and Business

Abstract

Games require rules, without rules there would not be any Gameplay (Kapp 2012: 29). Games are defined by the Game Design, which lays out the path: players may be able to choose a path on their own, or they may be bound to a certain route. Whether these rules (Salen & Zimmermann. Rules of play: Game design fundamentals. Cambridge, MA: MIT Press; 2003: 259) describe how a game is played (“Operational Rules”), are underlying formal structures which dictate game functionality (“Constitutional Rules”) or govern the social interaction between players (“Implicit Rules”), they are mandatory to keep the game system alive. In a game, a Game Master has to ensure these rules are followed (and everyone who has ever played Scrabble knows how hard this is), while in real life this responsibility is carried out by law enforcement authorities, courts and lawyers. This chapter will describe the legal implications involved, so stakeholders can avoid common risks and are also able to communicate to legal counsels efficiently.

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Notes

  1. 1.

    http://www.gamification.co/2011/02/11/gamification-law-ftc-guidelines/

  2. 2.

    for a Translation, with Interpretive Essay see Bartlett et al. 2011.

  3. 3.

    See http://www.google.com/trends/explore#q=gamification.

  4. 4.

    http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf.

  5. 5.

    http://news.bbc.co.uk/2/shared/spl/hi/pop_ups/05/entertainment_gaming_in_the_uk/html/3.stm.

  6. 6.

    http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf.

  7. 7.

    http://www.ecb.europa.eu/pub/pdf/other/virtualcurrencyschemes201210en.pdf.

  8. 8.

    http://www.irs.gov/Businesses/Small-Businesses-&-Self-Employed/Tax-Consequences-of-Virtual-World-Transactions.

  9. 9.

    Hackbart v. Cincinnati Bengals, Inc., 601F.2d 516 (10th Cir. 1979).

  10. 10.

    Urt. v. 22.10.2012, Az. I-6 U 241/11 (Judgement).

  11. 11.

    http://readwrite.com/2012/12/11/augmented-reality-game-gets-player-arrested-the-first-of-many#awesm=~ogDVhQMCyxL1cI.

  12. 12.

    http://en.wikipedia.org/wiki/Bragg_v._Linden_Lab.

  13. 13.

    Bragg v. Linden Research, Inc., 487 F.Supp.2d 593 (E.D. Pa. 2007).

  14. 14.

    e.g. § 305 German BGB (Civil Law Code), § 6 Austrian KSchG (Consumer Protection Law),

  15. 15.

    LG Bielefeld (Regional Court), 30.10.1991 - 1S 174/90.

  16. 16.

    http://tosdr.org.

  17. 17.

    http://edition.cnn.com/2011/TECH/web/05/06/itunes.terms/ .

  18. 18.

    http://fold.it/portal/communityrules .

  19. 19.

    http://fold.it/portal/legal.

  20. 20.

    for more details see “Copyright”.

  21. 21.

    https://www.mturk.com/mturk/welcome .

  22. 22.

    https://www.mturk.com/mturk/conditionsofuse.

  23. 23.

    http://www.nytimes.com/2004/01/15/business/technology-a-real-life-debate-on-free-expression-in-a-cyberspace-city.html?pagewanted=3&src=pm.

  24. 24.

    Electronic Arts shut down service of “The Sims Online” in August 1, 2008 (http://news.cnet.com/8301-17938_105-9931757-1.html).

  25. 25.

    http://alphavilleherald.com/.

  26. 26.

    Baker v. Selden, 101 U.S. 99 (1879).

  27. 27.

    see also Harris, The Legal Protection of Ideas, http://www.copyrightlaws.com/wp-content/uploads/2010/04/Protecting-Ideas1.pdf.

  28. 28.

    PUBLIC LAW 105–304—OCT. 28, 1998 (retrievable under: http://www.gpo.gov/fdsys/pkg/PLAW-105publ304/pdf/PLAW-105publ304.pdf).

  29. 29.

    ABl. EG Nr. L 167/10,22.06.2001.

  30. 30.

    see https://www.eff.org/issues/dmca or http://eucd.info/index16ea.html?English-readers.

  31. 31.

    17 U.S.C. § 107.

  32. 32.

    Sony Corp. of America v. Universal City Studios, Inc., 464 U.S. 417 (1984).

  33. 33.

    http://news.bbc.co.uk/2/hi/entertainment/3753001.stm or see what happened with the game “Uru” in Pearce, Communities of Play 174.

  34. 34.

    Wu, Virtual Goods: the next big business model, http://techcrunch.com/2007/06/20/virtual-goods-thenext-big-business-model.

  35. 35.

    http://virtual-economy.org/blog/blacksnow_interactive_the_docu.

  36. 36.

    Gatto/Leavitt/Duranske, Copyright Registration for Virtual Goods: The Benefits of Timely Filing (http://www.pillsburylaw.com/siteFiles/Publications/29FA2776F2E9C643EC6CDCF8462D7FD4.pdf).

  37. 37.

    Lex Julia de Annona.

  38. 38.

    OLG Frankfurt GRUR 1983, 757 “Donkey Kong Junior I”; OLG Frankfurt WRP 1984, 79 “Donkey Kong Junior.

  39. 39.

    OLG Frankfurt GRUR 1983, 758.

  40. 40.

    http://picknplay.se/

  41. 41.

    (German) BGH, 17.7.2013 – I ZR 34/12.

  42. 42.

    http://eur-lex.europa.eu/LexUriServ/LexUriServ.do?uri=CELEX:52013PC0813:DE:NOT.

  43. 43.

    http://www.kutv.com/news/features/gephardt/stories/vid_474.shtml.

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Erenli, K. (2015). Gamification and Law. In: Reiners, T., Wood, L. (eds) Gamification in Education and Business. Springer, Cham. https://doi.org/10.1007/978-3-319-10208-5_27

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