Here’s a online test that Kotaku posted today that really got my brain going:
Can You Name the Video Game Systems (Released in the U.S.)?
As someone who studies video game history, the test really kicked my ass. Under the cut (or huge spoiler line) are my analysis of my results, but a few tips. The auto-correction is very good and will take most acronyms as well as the official titles. So if it’s not firing off as correct, you are either wrong or need to be more specific. “Sega” alone doesn’t cut it. For reference, I got 25/68 and kicking my self for forgetting three of them.
This week, Gamasutra sparked up the debate of IP rights with students in interactive media programs. The article “Controversy In The Classroom: Whose IP Is It Anyway?” starts the debate, but as you can see from the comments there is much more that needs to be discussed. In the Gamasutra article, the statement from the president and co-founder of DigiPen in Washington, Claude Comair:
“We are not here to compete with the games industry,” he says. “We are not here for people to come and make a game in a less-expensive manner utilizing equipment and software that has student licenses.”
“Just as importantly, we are not equipped to properly firewall our projects in the sense that we really don’t know legally speaking how many or which students created which games. We don’t know whether they received input from other students who have not been credited.”
This statement really rubbed me the wrong way on a few levels. The academic institution is skipping an extremely teachable moment by not incorporating IP rights and attribution of work. Will mistakes be made? Very much so. This is an educational institution and mistakes are part of the learning process. Avoiding the issue doesn’t make the issue go away, only defred for the student post-graduation. I can’t see how a student can be prepared to work in a field of intelectual property without understanding the basic law and practice of IP.