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dc.date.accessioned2020-04-01T14:07:00Z-
dc.date.available2020-04-01T14:07:00Z-
dc.date.issued2019-
dc.identifier.citationMeli, B. (2019). Intellectual property within the video game and film industries : a comparative legal analysisen_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/53477-
dc.descriptionLL.M.EUR.COMP.en_GB
dc.description.abstractOwing to the exponential growth and development of the video game and film industries, the role played by intellectual property law within these two entertainment industries is fundamental in order to ensure that both industries keep growing and developing, whilst encouraging further innovation and creativity. Thus, the aim of this dissertation is to compare the video game and film industries from an intellectual property law perspective. This dissertation will seek to analyse and investigate the role played by intellectual property in the video game and film industries, whilst highlighting the intellectual property protection needed in both mediums respectively and some of the fundamental legal issues that are present in both industries respectively. Therefore, this dissertation will analyse and compare the similarities and differences that are present in the video game and film industries from an intellectual property law perspective in a systematically manner. Moreover, where appropriate, comparisons will be made between the European, Maltese and International, particularly American, intellectual property legal regimes. As to the layout of this dissertation, it will begin by a brief Introduction Chapter, in order to outline the structure of the dissertation and introduce the topics and certain notions to the reader. Chapter 1 will then analyse the role of intellectual property within the video game industry and how this applies to video games. Similarly, Chapter 2 will analyse the role of intellectual property within the film industry and how this applies to films. Chapter 3 will then compare both industries and highlight the similarities and differences between video games and films from an intellectual property law perspective. Lastly, in the Conclusions Chapter, in light of the findings of the preceding chapters, general observations and recommendations will be made.en_GB
dc.language.isoenen_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectVideo games industryen_GB
dc.subjectMotion picture industryen_GB
dc.subjectIntellectual propertyen_GB
dc.subjectCopyright -- Motion picturesen_GB
dc.subjectVideo games -- Law and legislationen_GB
dc.titleIntellectual property within the video game and film industries : a comparative legal analysisen_GB
dc.typemasterThesisen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.publisher.institutionUniversity of Maltaen_GB
dc.publisher.departmentFaculty of Laws. Department of European & Comparative Lawen_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorMeli, Brandon-
Appears in Collections:Dissertations - FacLawEC - 2019
Dissertations - MA - FacLaw - 2019

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