复制
模仿
游戏开发者
非合作博弈
游戏设计
生产(经济)
德国的
电子游戏开发
知识产权
电子游戏
游戏设计文档
集合(抽象数据类型)
透视图(图形)
筛选游戏
博弈机制
电子游戏设计
营销
业务
经济
计算机科学
政治学
多媒体
心理学
博弈论
微观经济学
社会心理学
法学
人工智能
程序设计语言
考古
历史
作者
Lies van Roessel,Christian Katzenbach
出处
期刊:Convergence
[SAGE Publishing]
日期:2018-07-19
卷期号:26 (2): 402-420
被引量:12
标识
DOI:10.1177/1354856518786593
摘要
This article addresses the tension between inspiration and imitation in game production based on semi-structured interviews with 20 German game professionals. Building on empirical copyright research and game production studies, we look into how game professionals draw the line between illegitimate imitation and accepted inspiration in their daily practice and professional routines. Our findings show that developers disapprove of the wholesale copying of one of a game’s main components – even in the case of the game’s rule set, which is not protected by copyright. However, as soon as a component is slightly adjusted, a complex mix of game features and external circumstances guides their evaluation. In contrast to prevailing copyright debates, though, game professionals reject stricter intellectual property protection, as, from a systemic perspective, they are concerned about innovation and genre development.
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