CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

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CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang

Transcript of CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

Page 1: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

CSCE 552 Spring 2010

Marketing, IP, Regulation

By Jijun Tang

Page 2: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

Announcements

Final demo May 3rd, Monday, 2:00pm Open to public with pizza and drink

Homework 4 Evaluate your experience with the class,

including improvements for the future, engines, lessons learnt, etc.

Individual assignment 6 points total Due on the demo

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Categories of IP Protection

Patents Protect certain novel, useful and nonobvious inventions

having a utilitarian function Must be open to public

Copyrights: Protect creative expression in a fixed medium

Trademarks: Confer exclusive rights in any word, symbol or device that serves to identify the source or origin of goods or services

Trade secrets: Protect commercially valuable information whose contents are secured from public knowledge and disclosure

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IP Content of Video Games

Patent examples Hardware technology media on which game is recorded software that enables game to perform its functions

Copyright examples Software Artwork Storyline characters, props, costumes, text, dialogue sound effects, music

Trademark examples Business name of the developer and publisher, game title, mascots

(Mario and Sonic), designs, unique packaging Trade secret examples

Confidential know how used to program, budgets, secret projects, contract terms

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More IP Content

Trademark examples Business name of the developer and publisher game title mascots (Mario and Sonic) designs unique packaging

Trade secret examples Confidential know how used to program Budgets secret projects contract terms

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Patents

A patent is a set of exclusive rights granted by a state to an inventor for a fixed period of time in exchange for a disclosure of an invention.

Works Protected Inventions and processes protected by utility patents can

be “any new and useful process, machine, manufacturer or composition of matter, or any new or useful improvement thereof…”

So-called “method” patents are utility patents that cover computerized processes and functions

The design of physical objects, such as the Xbox, can be protected separately by a design patent

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Standards

To qualify for utility patent an invention must be New Useful Nonobvious

Nonobviousness requires that the invention be sufficiently different from known technology

knowledge so as not to be obvious to a person with ordinary skill in the field of the invention.

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Ownership and rights

Ownership In general, the inventor is the owner of the patent The inventor may assign rights to the invention to others,

such as the inventor’s employer, through written agreement

They may be multiple inventors in group works Registration is essential to secure patent rights

Exclusive Rights The patent owner can exclude others from making, using

or selling the patented invention or objects embodying the patented invention

Others must pay fees

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Patent Duration

A utility patent is granted for 20 years from the date the application is filed

Patents issued prior to June 8, 1995, exist for 17 years from the date the patent is granted

The patented invention may be freely copied once the patent expires

Varies from country to country

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Copyrights

Works Protected: almost any recorded original expression such as: Literary works Musical works (including lyrics) Dramatic works (including music) Pantomimes and choreographic works Pictorial, motion picture, graphic and sculptural works Sound recordings Architectural works

Works Not Protected Ideas titles and names facts

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Copyright Standards

A copyright has 2 requirements Originality

The work must not have been copied by the author The work must not have a small level of creativity

fixation in a tangible form The fixation requirement is met if the work is

recorded in any medium such as: Text Videotape Photograph sound recording, or CD

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Copyrights Ownership and Rights

Ownership Ownership of a copyright belongs to author or authors of the work The author is generally the creator of the work, but certain works made

under contract as “works for hire” are owned by the person contracting for the work

Registration is not required but confers enforcement rights Exclusive Rights

Reproduction right (copy, duplicate or imitate) Modification right Distribution right Public performance right Public display right

Moral rights are granted to visual artists to prevent improper attribution and protect the integrity of the work

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Copyrights Duration

For works created by an individual or individuals after January 1, 1978, the copyright lasts for the life of the author plus seventy years

Copyrights in anonymous works and works made for hire exist for a period of 95 years from the date of first publication or 120 years from the date of creation, whichever is sooner

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Trademarks

Any word, symbol, name, slogan, picture, design, shape, color, sound or smell that serves to identify the source or origin of goods or services can be a trademark

A service mark is a trademark applied to services instead of products

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Trademark Standards

A trademark must be capable of distinguishing the owner’s goods or services from the goods or services of others

The relative enforcement strength of a trademark is determined on the basis of the degree of such differentiation: Arbitrary or coined Suggestive Descriptive Generic

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Trademark Ownership and Rights

Ownership A trademark is owned by the first party to use it in

connection with the goods or services Registration is not essential but establishes important

enforcement rights

Exclusive Rights A trademark owner has the exclusive right to use the

trademark in connection with specific goods or services Subsequent users of the same or similar mark are

deemed infringers

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Trademark Duration

A trademark continues as long as it remains in use

Federal registrations are subject to renewal every ten years

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Trade Secrets

Each state has its own laws, but many have adopted versions of the Uniform Trade Secrets Act

The UTSA provides that information that derives “independent economic value” from not being publicly known and whose secrecy is properly guarded is protected from unauthorized use by others

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Trade Secrets Standards

Trade secrets must have commercial value and remain secret

There is no requirement that they be recorded and there is no provision for registration

Unlike patents and copyrights, trade secrets can include ideas that have no current utility or application

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Trade Secret Ownership and Rights

Ownership An employer generally owns trade secrets

developed by employees and by independent contractors hired to develop or create such information

Exclusive Rights The owner of a trade secret can maintain it

as long as secrecy is properly maintained

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IP Transfers

The owner of IP rights can transfer all rights by written assignment or a portion of rights by a written license

Rights transfer between an employee or independent contractor is dependent on: The nature of the rights transferred The existence of an enforceable agreement

between the parties setting forth the terms of any such transfer

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Avoiding Infringement

Existing patents, copyrights and trademarks can be searched

Trade secrets cannot be searched, but violation generally requires intentional theft

Copyrights are only violated if there is actual copying of the protected work

Patent infringement does not require intent or even knowledge of the patent

The standard of infringement for trademarks is whether there is a “substantial likelihood of confusion” between trademarks among intended consumers

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Marketing

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Overview

How can a developer build a brand for the company?

How do you maximize the coverage for a title? What media categories can you get to? What techniques do you use? How do you involve fans?

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Developer Media

Consumer Mags

Business Pubs

Daily Newspapers

Game Print, Online • EGM, GameSpy, Fan Sites• PC Gamer

• Game Developer• Gamasutra

• New York Times• San Francisco Chronicle

• Wired• Time• Playboy

• Fortune• Forbes

TV and Radio• G4, Tech TV• Local and Network TV

Cover all of the Media Bases

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ENTHUSIAST MEDIA

Value Perhaps the best exposure for your game

in creating early sales Builds a following with game fans

Console PC Online

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Fan Sites Will Give More Coverage

Professional Gamers Sites

(i.e. eSports)

• Hundreds of fan sites exist; you just have to do some research

Title Specific Communities

Type of Game (i.e. FPS or MMORPG)

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Trainsimchina.com

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Train-sim.com

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AnnounceProduct

Negotiate Covers

Beta Previews

Gold Master

Flow of Assets

Launch Event

Enthusiast Reviews

Game Site Previews

Developer Q&A

AVI/Trailer More Interviews

Game Print Previews

Strategy Guide/Tips & Tricks

Game Elements

Consumer Media Reviews

Maximizing Press Coverage for a Game Title

Screen Shots

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Story Ideas

Game in development Publisher named Early screens Previews Final review Developer Q and A Tips & tricks

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Emphasize what Differentiates Your Title

First title to… Unusual story line Great original character New engine/technical breakthroughs Hot franchise Celebrity tie-ins:

Author Actor

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Contacting the Media

Create an editor data base News releases Pitch letters Media tours Reviews Feature stories

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Consumer Media

Value: Prestigious; implies that your title is important Broadens the audience seeing information about

your title This coverage is more visible to retailer partners

Long Lead Short Lead Daily

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Tips on Pitching aGame to Consumer Media Start an editor data base

Make notes, know who reviews your type of title Learn the wire reporters and syndicated

freelancers, guys that can have their reviews picked up by 10 – 100 other papers

Make your pitches personal Reference other reviews the editor has done

Keep email pitches short

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Tips on Getting TV Exposure

Think visual; talking heads are boring; suggest a prop: A peripheral such as a driving wheel A flight jacket representing the military

branch in an aviation title Provide high quality running footage

of the game

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B-Roll Footage: EssentialFor TV Coverage

Offer B-roll of your studio, showing people at work and the game in development

Film a few practiced sound bites with the developer

Make an articulate spokesperson available for in-studio interviews

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Events

Events can be pretty expensive; pick and choose the titles you want to promote, carefully

Pick a media capital, if you want lots of attendees Sometimes generating a buzz is more

important than press coverage Las Vegas, New York, etc

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Making Your Mark at Trade Shows

One of the advantages of E3 is that hundreds of editors attend

The disadvantage is that participation is costly, so you need to make every dollar spent effective

The best way to see a lot of editors is to have a booth – or be part of someone else’s

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Publisher PR

Publishers usually provide a “template” program, designed to generate reviews for titles they contract

Doesn’t usually get the developer much press credit

Negotiate what you will get up front Consider hiring your own agency to

supplement publisher efforts

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Advertising

It’s expensive Fan sites are a less expensive way to

go Google adsense Try working out a trade

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Building a Brand

Do a company positioning up front PR effort must advance company

positioning What differentiates your title, your

company from every other developer? What are the key messages you want to

get across?

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Speaking Opps can Build Reputation

Another way for developers to get visibility is through speaking opportunities

Instead of going for a solo placement, suggest a panel, where your spokesperson would be one of the participants

A great abstract is the key

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Tips on Pitching the Business Press

You must offer something different A unique way of funding the company A CEO with an interesting history

Expect to give revenue numbers The story MUST be offered as an

exclusive

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Video Game IndustryValue Chain

D e v e lo pm e n t

M o tio n - c ap tu r e p r o v id er

D eliv er y m ed iam an u f ac tu r er

D e ve lo pe r

P ublis he r

P la tf o r m h o ld er

( S o n y , M ic r o s o f t ,N in ten d o )

G am ec o d e

G am ec o d e

D ata

G am e c o d e( m as ter d is k )

F in is h edg o o d s

Bu g lis t

Ar t/an im atio n p r o v id erD ata

D is tr ib u to r o r r ep g r o u p P R f ir m & ad ag en c y

M ed ia ( T V, m ag azin es , I n te r n e t)

G am e s am p les & m ar k e tin g m ate r ia ls

G am e in f o

R eta ile r ( W al- M ar t , T ar g e t , T o y s "R " Us , E B)

F in is h ed g o o d s

C o ns um e r

G am e in f o

C o n tr ac t Q A p r o v id er

G am ec o d e

F in is h ed g o o d s

F in is h ed g o o d s

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Game Developers

Can be independent, or subsidiaries of publishers

Many developers started on PC due to accessibility of tools Console development requires

proprietary development kits and preexisting relationship with publisher

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Game Developers: Full-Service

Cover all disciplines: art, animation, programming, asset management, production

Idea for the game (“intellectual property”) can come from developer or publisher

Work for publisher on contract basis Paid set amounts per milestone completed

Payments are advances against future royalty payments

Royalties are calculated as percentage of publisher’s “net receipts”

Definition of net receipts is frequently obscure

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Art and Animation Service Providers

Developers can outsource art and animation assets to external companies

Specified at contract and included in development budget

Art houses can become full-service developers with judicious addition of programming talent

Cost is a function of quality, team location, and volume of assets

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Publishers

If developers are the “geeks”, publishers are the “suits”

Various specialties: PC only, PC + console, mobile, import, web

Console/PC publishers handle: Production process Quality assurance Licensing Manufacturing and shipping to retail Sales Consumer marketing and PR HR, finance, investor relations, legal

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Revenue from $50 Console Game

Amount Purpose Paid By Paid To

$3 Cost of goods Publisher Media manufacturer

$7 Publishing license royalty Publisher Platform holder

$13 Retailer profit Consumer Retailer

$3 Markdown reserve Publisher Retailer

$8 Development cost Publisher Developer

$10 Operating cost Publisher Internal(overhead, freight, co-op, bad debt)

$6 Marketing Publisher Ad agencies and media

Items in bold can be converted to profit through careful publisher cost management.

Page 51: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

Quality Assurance Service Providers

Alternative to maintaining team of full-time salaried testers

Established in PC publishing, due to amortization of multiple hardware configurations over multiple projects

Gaining ground in console publishing; security of sharing proprietary console equipment is a perceived concern

Page 52: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

Public Relations Firms, Advertising Agencies, and Merchandising Teams

PR firms communicate with “consumer” media (ie mass-market general

media) “specialist” video game publications

Ad agency prepares creative for marketing campaign good communication ensures alignment of vision

with publisher Merchandising teams ensure all is in order at

store level

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Platform Holders

Revenue comes from: Hardware sales Licensing fees from compatible

peripherals First-party games Licensing fees from third-party games Licensing fees from development tools Revenues from sales of proprietary

delivery media

Page 54: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

PCs are an Open Platform

CPU (Intel, AMD) and graphics chip (NVIDIA, ATI) manufacturers provide developer support and market their technology benefits directly to consumers

Application software providers (Microsoft, Silicon Graphics) give developers free tools to ensure compatibility

Box manufacturers (Dell, HP) may bundle hot software titles to add value to their sale

Low barrier to entry for developers, but high competition for shelf space

Page 55: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

Consoles are a Closed Platform

Console companies (Nintendo, Sony, Microsoft) control nearly every aspect of games on their platforms Proprietary development hardware and software Permission to become a licensed publisher License to use console company trademarks in marketing

materials May require permission to start a game Certification of a finished game

Investment in hardware must be offset by revenue from software (around $7/unit for third-party games)

Page 56: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

Delivery Media Manufacturers

Delivery media for closed platforms include anti-piracy technology Engineered by platform holder

Console companies historically manufacture finished goods for publisher Nintendo and Sony continue to do so

Sega pioneered direct relationships under license between DVD manufacturers and publishers Microsoft follows this model with Xbox

Some publishers only manufacture disks, then complete assembly at contracted packout companies

Page 57: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

Retail

Brick-and mortar retailers generally earn 30% margin on a $50 game

Sales of packaged goods by internet retailers follow the brick-and-mortar model

Electronic download of games via internet (steam)

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Sales Channel:Distributors

Purchase games from publishers, and resell to smaller independent stores and chains

Compete on price, speed and availability

Earn profit margin of around 3%

Page 59: CSCE 552 Spring 2010 Marketing, IP, Regulation By Jijun Tang.

Sales Channel: Regional Retailers

Independent store chains with in-depth consumer sales relationships

Compete on product knowledge and differentiated product offering

Buy games from distributors

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Sales Channel:National Retailers

Familiar names: Electronic Boutique, Best Buy, Toys “R” Us, Wal-Mart

Publisher bears burden of relationship: Ships games to distribution center, or direct to stores Provides in-store merchandising materials Provides store staff with sales materials Generous payment terms (net 60+) Inventory auditing Perks: concert tickets, business dinners, golf In-store promotional events