Inc. v. Nintendo of America

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    Abstract Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. (1992) was a court case which revolved around whether the software altering a copyright protected game contributes to copyright infringement from the fair use and creation of derivative work perspectives. Nintendo of America, Inc. (later in this paper referred to as Nintendo) primarily markets and sells home video games hardware systems along with compatible video game cartridges. On the other hand, Lewis Galoob Toys, Inc. (later in this paper

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    Galoob Case Study

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    for copyright infringement under U.S. Code § 107, a fair use defense against direct infringement claim of Nintendo’s copyrighted works. In determining fair use factors, the court has greatly relied on the supreme court ruling in the court case Sony v. Universal City Studios. (1984) in the context of contributory infringement. The doctrine of fair use states that “any individual may reproduce a copyrighted work for a fair use and that the copyright owner does not possess the exclusive right to such

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    SALES, DEMOGRAPHIC AND USAGE DATA 2013 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ iii ] “No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression

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    the situation. It certainly could be argued that this information gathering is a necessary and sufficient means to an end. Dr. Blenkhorn notes that there is a generally accepted ethical view with respect to information gathering in Europe and North America, but in other countries, this perspective is quite different. To some degree this may be a normalization of deviance, where over time, such actions are simply accepted as a means of holding a business or national security edge, and thus over time

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    Violent Video Games

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    Did you know that the average amount of time an 8-18 American child spends on video games per week is 8 hours? That’s a more than a whole school day! Many kids today are spending more and more time on video games. Not only is it damaging to the brain and body, but it also can cause insanity and dementia. Many of the mass murderers of the past have been found to play violent video games. Teens should not be permitted to play violent video games to ensure that they will not become aggressive. The

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    9-709-448 REV: JANUARY 4, 2010 ANDREI HAGIU HANNA HAŁABURDA Responding to the Wii? Kazuo Hirai, chief executive of Sony Computer Entertainment Inc. (SCEI), had just gotten off a conference call with journalists. It was late August 2008, and the reporters were inquiring about Afrika, a new safari videogame for Sony’s PlayStation 3 (PS3) console that allowed players to watch wild animals and take virtual pictures. Hirai could not help feeling frustrated. Most of the conversation—like many

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    Popular opinion would lead us to believe that broadcasters now seek to exploit the youngest members of their audience--turning them into life-long viewers (and consumers). Scholars and educators woefully condemn television for the "dumbing down" of America. Parents, no longer present during all television viewing hours, may not even be aware of what their children are watching. When we add an international perspective into the mix, we inevitably invite phrases such

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    Strategic Management Analysis Introduction The aim of this report is to undertake a strategic analysis of Adidas.The Adidas strives to be the global leader in the sports goods industry with brands build on a passion for sports and sporting lifestyle, it sells products in virtually every country around the world. For more than 80 years, the Adidas has been part of the world of sports on every level, delivering state-of-the-art sports footwear, apparel and accessories. Adidas strategy is: continuously

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    MOTOROLA HISTORY: Motorola started in the year 1928, Chicago, Illinois, as Galvin Manufacturing Corporation when brothers, Paul V. and Joseph E. Galvin, purchased the bankrupt Stewart Battery Company’s battery-eliminator plan and manufacturing equipment at auction for $750. Motorola solutions is generally considered to be the successor to Motorola Inc. as the reorganization was structured with Motorola Mobility being spun off. Motorola Mobility was acquired by Lenovo on 2014. Motorola designed

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    Best Buy Case Study

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    | |Best Buy Co., Inc. [pic] | |Strategic Audit | |August 2012

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