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Games Entertainment Your Rights Online

IP Rights For Games Made In School? 128

Gamasutra has a story questioning whether schools should be able to hold intellectual property rights on games created by students. The point out a recent incident in which a development team was unable to market a game they created, and another situation where a school overrode the creator's decision to withdraw the game from a contest. "What irks Aikman is that, after graduating, he and his team approached DigiPen, hoping it might change its policy and make an exception for the award-winning game, but the school wouldn't budge. 'They were dead set on not setting a precedent because, if they let us keep the IP, they were afraid other students would want the same. But I believe there's something wrong with the idea of DigiPen owning games it has no intention of doing anything with, while discouraging people like me who could really make use of our efforts and use it as a springboard to a career.'"
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IP Rights For Games Made In School?

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  • by MobyDisk ( 75490 ) on Saturday November 15, 2008 @05:08PM (#25772457) Homepage

    The article fails to mention that Synaesthete [igf.com] won $2500 at the Independent Games Festival [igf.com] at the Game Developer's Conference in 2008. I wonder where the $2500 went? To the school? To the students? I guess it should go to the school since the school owns the game right? Or did they give it to the students because it is their game?

  • by Anonymous Coward on Saturday November 15, 2008 @05:42PM (#25772615)

    Being a digipen student myself, I have a unique perspective.

    EVERY digipen student is well aware of the school's copyright policies. This happens well BEFORE any development on school games begin. As such, we know FULL well that any game or assignment we turn in is the full copyright of digipen.

    HOWEVER, having discussed this at length with various professors (and heads of the game department), there are ways around this.

    1) Any game you develop completely outside of digipen is yours free and clear. Provided that you did not use school resources (software from school counts as a resource as a the software has specific academic licenses tied with it).

    2) Any game that you work on outside of school for another company is yours free and clear. BUT, most companies have you sign contracts signing over the copyrights to those games anyway.

    I have worked on multiple titles while at digipen, and am working on something for myself. BUT, since none of these were for digipen - my professors tell me quite clearly that digipen has no claim.

    Personally, I am quite miffed at the students who are bent out of shape over this policy. We have all signed the papers to attend school. We have all paid our tuition. We have all sat through the same lengthy lectures regarding digipen's right to copyright.

    Think of it this way, if digipen has the right to tell you what game content can go in your game to be turned in, then of course they're going to make sure they have the right to see what happens with that game.

  • by Animats ( 122034 ) on Saturday November 15, 2008 @05:44PM (#25772627) Homepage

    Unless you're an employee of the school, or use their equipment, you should own anything you do. Graduate students may be employees if they have an assistantship, but undergraduates usually are not.

    I had some minor difficulties with Stanford over a similar issue in the mid-1980s. I was a Stanford student, wasn't using any Stanford equipment, and wasn't a Stanford employee. There was some huffing and puffing from the Stanford side, but they knew they had an unwinnable case. It worked out fine for me in the end. Stanford later changed their policy [stanford.edu] in that area, and I was told years later by a faculty member that I was partly responsible for that. The new policy is in some ways worse and in some ways better; Stanford wants a cut, but they'll help market the technology, and if they don't, the inventor gets it back. This is often a win for students. Stanford has very close connections with the Silicon Valley venture community and a track record in licensing technology. Stanford owns a piece of Sun, Cisco, Yahoo, and Google under this deal.

    It's much worse if you're arguing over IP rights with some school that doesn't routinely do IP deals. The school administration is likely to be both overbearing and clueless.

  • by Anonymous Coward on Saturday November 15, 2008 @05:46PM (#25772641)
    What typically happens is that the students receive the money, but the school keeps the original award/plaques. DigiPen then makes copies of the very nice trophies for the respective students.
  • by Dutch Gun ( 899105 ) on Sunday November 16, 2008 @01:04AM (#25774857)

    Well, reading the article can give a clue as to Digipen's arguments:

    However, Claude Comair begs to differ. Comair, who founded the privately owned DigiPen in 1988, is its president and one of its owners. He is also a co-founder of the Nintendo Software Technology Corp., a division of Nintendo of America.

    "Our policy, which has been our policy since day one and which is laid out in our student agreement, is very clear -- everything that is done within the school and presented as homework or as a product to be judged by a teacher ends up being the property of the school. IP, code, artwork, everything," says Comair.

    "And, as a matter of fact, in my opening speech, I tell students that if there is something dear to them, they should not present it as homework."

    That policy, Comair explains, isn't a casual one and, he feels, it has helped the school avoid many problems, especially misunderstandings between DigiPen and the games industry.

    "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."

    "These are just a few of the reasons why we have this policy," he adds, "but the bottom line is that DigiPen has never sold any of its students' games nor do we intend to. Nor have we made any exceptions for students who tried to convince us to do so. They have come to us with so many very creative arguments that I recently had to say to them 'Please don't come anymore. I have your best interests at heart and I want you to go find good jobs after you graduate. But I simply cannot make exceptions.'"

    I can understand how students attempting to monetize projects could create a lot of issues for the school. Essentially, the school would take on liability, because the games were created with their software, computers, and resources. They just can't open themselves up like that.

    That being said, it's pretty obvious that Digipen is pretty permissive about allowing a company to hire all students, and create a commercial version of a student project. This is exactly what happened with Portal, and it's been a fantastic boon (in terms of publicity) for Digipen. They'd be insane to come down on the wrong side of this issue, as it would negatively affect the employment prospects of its graduates, which would ultimately hurt them.

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