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ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
INNOVATION DURCH IMITATION?
ZUM VERHÄLTNIS VON KOPIEREN UND
PRODUZIEREN IN DER SPIELE-BRANCHE
Christian Katzenbach
Humboldt Institute fĂźr Internet und Gesellschaft (HIIG)
Graduiertenkolleg "Innovationsgesellschaft heute“
TU Berlin, 21-06-2016
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
MEDIA
REGULATION
POLICY &
GOVERNANCE
RESEARCH DEPARTMENTS
INNOVATION CONSTITU-
TIONALISM
AREAS OF COMPETENCE
The evolving digital society: What are relevant concepts and theoretical approaches?
Critical moments and structural transformations!
RESEARCH
PROGRAMMES
Structures of Coordination and Rule-making
The relationship between actors, data and infrastructures in the digital society.
What are key factors of change?
The knowledge dimension:
What are emerging patterns of research and knowledge transfer in the digital age?
Digital Business and Innovation
Internet-driven Knowledge Creation and Dissemination
Global Internet Governance Fundamental Rights in the Digital Age
…
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
Studies in Key Regulatory Fields
3
Dialogue between Academia and Stakeholders
Theoretical and empirical work on
Internet Policy and Governance
Theories and Concepts of
(Internet) Governance
Copyright
Freedom of Expression
Internet Infrastructure
Digital Games, TV-
Formats, Algorithms
Regulating UGC on
Platforms
Peering Agreements and
Conflicts
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY4
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie8
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY9
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
Juul, 2010
Evolution of
Matching Tile Games
Imitation als Genre-Entwicklung
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
Evolution of
2D Shooters
Koster, 2004
Imitation als Genre-Entwicklung
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
Wo ist die Grenze zwischen Imitation und Innovation?
1
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie1
Audio-visual
Layer
Ideas Expressions
Rule based
System
Spiele als komplexe Werke
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie1
Normen, Konventionen, Routinen
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
International Game Developers Association (IGDA)
‚One must avoid any outright stealing of other's work. It is not fair to
them and you would likely find yourself in trouble eventually.
You should also be mindful of giving credit to others where due.‘
(IGDA, 2003, p. 38)
Normen, Konventionen, Routinen
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
Wie entstehen Innovationen und ErlĂśse trotz fehlendem
rechtlichen Schutz?
Wie gehen Spiele-Entwickler in der Alltagspraxis mit der
Spannung zwischen Innovation und Imitation um?
1
Forschungsfragen
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
Discourse Analysis of
Cloning Cases
Industry Handbook
Analysis
Interview Study with 25+ Designers, Programmers,
Artists, Producers/Managers, Lawyers
Reach-out Workshops and Panels w/ Researchers and Professionals
Forschungsdesign
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
Inspiration von anderen Spielen ist wichtig (Mechaniken), lerne von Ihnen!
Sei originell – kopiere nie Spiele eins-zu-eins.
Einschätzung: Fehlende Innovation bei Spiele-Mechaniken.
Ergebnisse: Handbuch-Analyse
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
‘Learn from other games and designers, but do not copy them. You
absolutely must invent something unique and compelling (one
without the other is not enough) to be a success.’
(Salen & Zimmerman, 2004)
Ergebnisse: Handbuch-Analyse
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
HANDBOOK ANALYSIS
-  'While the industry as a whole is extremely skilled at maintaining
steady technological innovation and cultivating core audience
demand for those innovations, the same isn’t true when it comes
to developing original ideas in player experience.‘
-  (Fullerton, 2004)
Ergebnisse: Handbuch-Analyse
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
‘Making good games is hard, so developers keep their heads down,
stay focused, and get the job done. They usually don’t have the time
to seek out new techniques, figure out how to integrate them into their
games, and take the risk that a new technique might fail. So, they
play it safe, and stick with what they know, which unfortunately
leads to a lot of the “cookie-cutter” game titles that you see on
the market.’
(Schell, 2008)
Ergebnisse: Handbuch-Analyse
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY2
•  The fine line between inspiration and imitation is not drawn similarly by all
Ă  no strong social norms shared by all
•  Copyright and other IP legislation is not prominent in daily practice.
•  Game developers do not want more copyright protection.
•  Imitation as remixing game principles and graphical elements is generally
accepted
•  Cloning is not considered a problem in general
•  However, in the mobile sector, the amount of 1:1 cloning is considered
problematic
Ergebnisse: Interviews
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
… ist akzeptierte Alltagspraxis in der gesamten Branche
“A lot of time it's more about picking the right
ingredients that are already there. I mean, 95%
of what we do, you can say, okay, in some way it
always exists somewhere.”
Remixing ...
Indie Developer
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
“I don't know the whole legal issue and stuff, but
legally it shouldn't be too strict of course,
because otherwise you could just interpret
everything as a copy. “
Brauchen wir härtere Gesetze?
Employee browser game developer,
Game artist
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
Developer: I don't think you can you can't protect yourself against
piracy or against getting cloned, it's just like part of the business. And
the more you try, there will always be people who will be faster
cracking your game than you can protect it in some way, so eh
Interviewer: so you would not even
consider it?
D: No.
I: also for the next project
you wouldn't do that
D: No.
Indie Developer
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
https://www.youtube.com/watch?v=x-_4MDnXeaU
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
Rip-offs
Clones
Fast-Follows
Taking art Assets
Making a Reskin
Copying Code
Remixing Core Mechanics
Reuse Interface Elements
Stick to Genre Conventions
Improving and Iterating on Existing Games
Games in a Genre
IMITATION INSPIRATION
Where to draw the line?
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
Grey Area
“If you take the same art assets and eh do a similar game, that's a clone.
And from there the grey areas begin I guess. If you take a game, make it
slightly different in game design, put new graphics in, which don't look like
you made them in a week, it starts to get away from the original.
And if you would spend a few months more iteration and a few months
more work, you would be so far away from the original that it would be
something that's yours, so, somewhere in between there cloning stops.
But I don't know where to put down the stake and say ‘that's where it
isn't a clone anymore’“
Where to draw the line?
Indie Developer
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
Grey AreaDie Juristen
•  Do not agree on whether and how IP law should change
•  Like to use the wiggle room that IP law provides in the case of games
•  Don‘t have a lot of confidence in the expertise of judges; rather prevent
case law caused by judges whose game expertise is lacking
•  Heads of legal of various large firms form a community as well
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
Grey Area
‚I do have this kind of stuff with the lawyers, that I meet (.) that we we
have these rules that we don't sue each other but we talk first
((laughing)) and we we try to be a team, (.) without being a team.‘
Head of Legal, large mobile game developer
Die Juristen
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
Interviewer: is the community of the other heads of legal, would that mean not
to sue each other for instance?
Head of Legal: Yes. This is something that is kept between us. Sometimes we
have these law changes, for example some months ago. And we did a lot of
work to implement that. And then we benchmarked the others, and I saw that
one game company did not change anything. (...)
So I would ask them: Why didn't you do that? Did you see that there are
changes? So we try to (cope) and that we would never go further than that. So
we kept out outside lawyers, we are only internal lawyers, so we can speak in
a small group and we we choose the new ones, we don't take everybody.
Die Juristen
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie v
Unterschiedliche Strategien
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
“I want my games to be fun, and the second
important thing is that they sell, but the first thing
is they should be fun.”
Was ist ein gutes Spiel?
Indie Developer
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie v
Unterschiedliche Strategien
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
“To a certain degree, I think I identify my
personality with my work. […] I mainly focus on
personal stories and moral questions and
everyday life.”
Entwicklung von Spielen
Indie Game Designer
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
“Don’t start with an idea, start with your assets.
[…] I don’t want to say: don’t innovate at all – but
be smart about it.”
Manager, Large Studio
Entwicklung von Spielen
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie v
Unterschiedliche Strategien
ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
“I think in the hardcore indie industry, it's okay to share
ideas, because they are very strange nerds and they
would never steal. There is something like a codex.
But for example in our company (.) I have a lot of
friends who work for our competitors and I never talk
about our current games or the games we have in
development, because (.) that's a hard market, it's war.”
Unterschiedliche Stragien
Manager, Large Studio
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
Zusammenfassung
Remixing ist akzeptiert und geteilte Routine
Cloning wird nicht als großes Problem gesehen, ist „part of the deal“
Recht kaum relevant fĂźr Entwicklungspraxis
Unterschiedliche Strategien
-  Indies → Low IP Regimes
-  Larger Studios → TV Formats
ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
Christian Katzenbach katzenbach@hiig.de

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Humboldt Institute Analyzes Game Industry Norms on Imitation

  • 1. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY INNOVATION DURCH IMITATION? ZUM VERHÄLTNIS VON KOPIEREN UND PRODUZIEREN IN DER SPIELE-BRANCHE Christian Katzenbach Humboldt Institute fĂźr Internet und Gesellschaft (HIIG) Graduiertenkolleg "Innovationsgesellschaft heute“ TU Berlin, 21-06-2016
  • 2. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY MEDIA REGULATION POLICY & GOVERNANCE RESEARCH DEPARTMENTS INNOVATION CONSTITU- TIONALISM AREAS OF COMPETENCE The evolving digital society: What are relevant concepts and theoretical approaches? Critical moments and structural transformations! RESEARCH PROGRAMMES Structures of Coordination and Rule-making The relationship between actors, data and infrastructures in the digital society. What are key factors of change? The knowledge dimension: What are emerging patterns of research and knowledge transfer in the digital age? Digital Business and Innovation Internet-driven Knowledge Creation and Dissemination Global Internet Governance Fundamental Rights in the Digital Age …
  • 3. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY Studies in Key Regulatory Fields 3 Dialogue between Academia and Stakeholders Theoretical and empirical work on Internet Policy and Governance Theories and Concepts of (Internet) Governance Copyright Freedom of Expression Internet Infrastructure Digital Games, TV- Formats, Algorithms Regulating UGC on Platforms Peering Agreements and Conflicts
  • 4. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY4
  • 5. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
  • 6. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
  • 7. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie
  • 8. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie8
  • 9. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY9
  • 10. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY
  • 11. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie Juul, 2010 Evolution of Matching Tile Games Imitation als Genre-Entwicklung
  • 12. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie Evolution of 2D Shooters Koster, 2004 Imitation als Genre-Entwicklung
  • 13. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY Wo ist die Grenze zwischen Imitation und Innovation? 1
  • 14. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie1 Audio-visual Layer Ideas Expressions Rule based System Spiele als komplexe Werke
  • 15. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie1 Normen, Konventionen, Routinen
  • 16. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie International Game Developers Association (IGDA) ‚One must avoid any outright stealing of other's work. It is not fair to them and you would likely find yourself in trouble eventually. You should also be mindful of giving credit to others where due.‘ (IGDA, 2003, p. 38) Normen, Konventionen, Routinen
  • 17. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY Wie entstehen Innovationen und ErlĂśse trotz fehlendem rechtlichen Schutz? Wie gehen Spiele-Entwickler in der Alltagspraxis mit der Spannung zwischen Innovation und Imitation um? 1 Forschungsfragen
  • 18. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY Discourse Analysis of Cloning Cases Industry Handbook Analysis Interview Study with 25+ Designers, Programmers, Artists, Producers/Managers, Lawyers Reach-out Workshops and Panels w/ Researchers and Professionals Forschungsdesign
  • 19. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY Inspiration von anderen Spielen ist wichtig (Mechaniken), lerne von Ihnen! Sei originell – kopiere nie Spiele eins-zu-eins. Einschätzung: Fehlende Innovation bei Spiele-Mechaniken. Ergebnisse: Handbuch-Analyse
  • 20. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY ‘Learn from other games and designers, but do not copy them. You absolutely must invent something unique and compelling (one without the other is not enough) to be a success.’ (Salen & Zimmerman, 2004) Ergebnisse: Handbuch-Analyse
  • 21. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY HANDBOOK ANALYSIS -  'While the industry as a whole is extremely skilled at maintaining steady technological innovation and cultivating core audience demand for those innovations, the same isn’t true when it comes to developing original ideas in player experience.‘ -  (Fullerton, 2004) Ergebnisse: Handbuch-Analyse
  • 22. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY ‘Making good games is hard, so developers keep their heads down, stay focused, and get the job done. They usually don’t have the time to seek out new techniques, figure out how to integrate them into their games, and take the risk that a new technique might fail. So, they play it safe, and stick with what they know, which unfortunately leads to a lot of the “cookie-cutter” game titles that you see on the market.’ (Schell, 2008) Ergebnisse: Handbuch-Analyse
  • 23. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY2 •  The fine line between inspiration and imitation is not drawn similarly by all Ă  no strong social norms shared by all •  Copyright and other IP legislation is not prominent in daily practice. •  Game developers do not want more copyright protection. •  Imitation as remixing game principles and graphical elements is generally accepted •  Cloning is not considered a problem in general •  However, in the mobile sector, the amount of 1:1 cloning is considered problematic Ergebnisse: Interviews
  • 24. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie … ist akzeptierte Alltagspraxis in der gesamten Branche “A lot of time it's more about picking the right ingredients that are already there. I mean, 95% of what we do, you can say, okay, in some way it always exists somewhere.” Remixing ... Indie Developer
  • 25. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie “I don't know the whole legal issue and stuff, but legally it shouldn't be too strict of course, because otherwise you could just interpret everything as a copy. “ Brauchen wir härtere Gesetze? Employee browser game developer, Game artist
  • 26. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie Developer: I don't think you can you can't protect yourself against piracy or against getting cloned, it's just like part of the business. And the more you try, there will always be people who will be faster cracking your game than you can protect it in some way, so eh Interviewer: so you would not even consider it? D: No. I: also for the next project you wouldn't do that D: No. Indie Developer
  • 27. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie https://www.youtube.com/watch?v=x-_4MDnXeaU
  • 28. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie Rip-offs Clones Fast-Follows Taking art Assets Making a Reskin Copying Code Remixing Core Mechanics Reuse Interface Elements Stick to Genre Conventions Improving and Iterating on Existing Games Games in a Genre IMITATION INSPIRATION Where to draw the line?
  • 29. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie Grey Area “If you take the same art assets and eh do a similar game, that's a clone. And from there the grey areas begin I guess. If you take a game, make it slightly different in game design, put new graphics in, which don't look like you made them in a week, it starts to get away from the original. And if you would spend a few months more iteration and a few months more work, you would be so far away from the original that it would be something that's yours, so, somewhere in between there cloning stops. But I don't know where to put down the stake and say ‘that's where it isn't a clone anymore’“ Where to draw the line? Indie Developer
  • 30. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie Grey AreaDie Juristen •  Do not agree on whether and how IP law should change •  Like to use the wiggle room that IP law provides in the case of games •  Don‘t have a lot of confidence in the expertise of judges; rather prevent case law caused by judges whose game expertise is lacking •  Heads of legal of various large firms form a community as well
  • 31. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie Grey Area ‚I do have this kind of stuff with the lawyers, that I meet (.) that we we have these rules that we don't sue each other but we talk first ((laughing)) and we we try to be a team, (.) without being a team.‘ Head of Legal, large mobile game developer Die Juristen
  • 32. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie Interviewer: is the community of the other heads of legal, would that mean not to sue each other for instance? Head of Legal: Yes. This is something that is kept between us. Sometimes we have these law changes, for example some months ago. And we did a lot of work to implement that. And then we benchmarked the others, and I saw that one game company did not change anything. (...) So I would ask them: Why didn't you do that? Did you see that there are changes? So we try to (cope) and that we would never go further than that. So we kept out outside lawyers, we are only internal lawyers, so we can speak in a small group and we we choose the new ones, we don't take everybody. Die Juristen
  • 33. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie v Unterschiedliche Strategien
  • 34. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie “I want my games to be fun, and the second important thing is that they sell, but the first thing is they should be fun.” Was ist ein gutes Spiel? Indie Developer
  • 35. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie v Unterschiedliche Strategien
  • 36. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie “To a certain degree, I think I identify my personality with my work. […] I mainly focus on personal stories and moral questions and everyday life.” Entwicklung von Spielen Indie Game Designer
  • 37. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie “Don’t start with an idea, start with your assets. […] I don’t want to say: don’t innovate at all – but be smart about it.” Manager, Large Studio Entwicklung von Spielen
  • 38. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie v Unterschiedliche Strategien
  • 39. ALEXANDER VON HUMBOLDT INSTITUT FÜR INTERNET UND GESELLSCHAFTFolie “I think in the hardcore indie industry, it's okay to share ideas, because they are very strange nerds and they would never steal. There is something like a codex. But for example in our company (.) I have a lot of friends who work for our competitors and I never talk about our current games or the games we have in development, because (.) that's a hard market, it's war.” Unterschiedliche Stragien Manager, Large Studio
  • 40. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY Zusammenfassung Remixing ist akzeptiert und geteilte Routine Cloning wird nicht als großes Problem gesehen, ist „part of the deal“ Recht kaum relevant fĂźr Entwicklungspraxis Unterschiedliche Strategien -  Indies → Low IP Regimes -  Larger Studios → TV Formats
  • 41. ALEXANDER VON HUMBOLDT INSTITUTE FOR INTERNET AND SOCIETY Christian Katzenbach katzenbach@hiig.de