Advice on Academic Best Practices
Dr. George Corliss, MU EECE
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Copyright - Games

 

 

 

Purpose of this page: How much of a game may I copy?

Terrence Breitsameter, one of our students, writes:

One of my club members I trade games with works at Nintendo of America (which is where I get my prototype and demo cartridges) was nice enough to ask someone in the legal department, here is his response:

"Parody is OK in almost all cases. Using trademarked characters (like Mario or the actual name of an NGage game) is always a no-go. Aside from that, copyright violation is a bit of a gray area: A judge will examine 4 areas, including how extensively a work is used, the potential of the derivative work to harm the profit-making ability of the original, and the reason for the new work (i.e., teaching or for-profit?).

"Unless you want to study the field in-depth, though, it's best to go with a general rule: If you have to ask whether it's a copyright violation when you make a derivative work, it almost certainly is.

"It sounds like you might just be asking about copying genres or themes, though; usually this is no problem, copyright-wise. The creator of Pitfall isn't seeing any money from all of the side-scrolling platformers made after his game, nor can Carmack claim that Unreal is a copyright violation because Wolf3d came out first.

"So, essentially you're thinking about Metroid on the Mountain Dew website, or something similar (replace X game from company Y on a website for company Z)?

"Unless you copy everything (which you never should), the game won't be a ripoff. I can't fathom that you're going to port any game (or emulate, or what have you) to Flash without having permission to use the trademarked name and characters, because that would be a very bad idea.

How much will be reused from the original game? Any artwork or sound?"

See also

-  Avoiding Plagiarism, from the the Purdue University Online Writing Lab

-  MU College of Engineering Academic honesty

-  William Pfeiffer, Technical Writing: A Practical Approach, Fourth edition, Prentice Hall, 2000. Chapter 13 Technical Research

-  Best Practices: Intellectual Property or Scholarship

 

 

 
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