[Air-L] Video Game Research - Fair Use?

Patricia Aufderheide pat.aufderheide at gmail.com
Thu May 5 15:05:25 PDT 2016

Delighted to share with you clear guidance from communication researchers,
where you can see the practices that will put you squarely within fair use
for your research:
(look at the third category)
Created by ICA scholars and endorsed as well by NCA. On their websites,
it's only a PDF but if you want to be assured that a national association
of scholars has vetted this, here are the two websites:

On Thu, May 5, 2016 at 6:02 PM, Benjamin Turpin <b.turpin at outlook.com>

> Hello all,
> I'm in the process of planning a research project that will involve
> recording how players emotionally and cognitively respond to particular
> types of video games.
> I'm hoping to allow participants to play a commercially available game for
> 60-90 minutes in lab conditions. There will be three different games with
> ten participants for each game.
> I had intended to use my personal copies of these games (purchased on
> Steam)
> for the experiment, but am unsure if this would make me legally vulnerable
> without seeking permission of the developers. Does anyone have any
> knowledge
> of whether this type of distribution would be considered 'fair use' of
> copyrighted materials?
> Any advice much appreciated!
> Ben Turpin
> PhD Student, Sociology
> University of Essex
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Patricia Aufderheide, University Professor and Founder
Center for Media & Social Impact, School of Communication
American University
4400 Massachusetts Av., NW
American University, Washington, DC 20016-8017
McKinley Hall 323
@paufder @cmsimpact
www.cmsimpact.org <http://www.centerforsocialmedia.org/>
paufder at american.edu

Sample *Reclaiming Fair Use! * <http://cmsimpact.org/reclaiming>

Order Reclaiming Fair Use: How to Put Balance Back in Copyright, University
of Chicago Press, 2011.

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