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

Patricia Aufderheide paufder at american.edu
Thu May 5 15:38:54 PDT 2016


Sadly, too few communication scholars know it exists, as we know from a
study we presented at the last AIR conference
<http://ijoc.org/index.php/ijoc/article/download/3657/1329>. Do what you
can to spread the word to students and colleagues!

On Thu, May 5, 2016 at 6:33 PM, Benjamin Turpin <b.turpin at outlook.com>
wrote:

> Thank you very much, I had come across this document already from a Google
> search and found it useful. I’m very reassured to know it’s legit!
>
> Thanks again,
>
> Ben
>
>
>
> *From:* Patricia Aufderheide [mailto:pat.aufderheide at gmail.com]
> *Sent:* 05 May 2016 23:08
> *To:* Patricia Aufderheide <paufder at american.edu>
> *Cc:* Benjamin Turpin <b.turpin at outlook.com>; air-l at listserv.aoir.org
> *Subject:* Re: [Air-L] Video Game Research - Fair Use?
>
>
>
> Wondering now if AIR should endorse--thoughts?
>
>
>
> On Thu, May 5, 2016 at 6:05 PM, Patricia Aufderheide <
> pat.aufderheide at gmail.com> wrote:
>
> 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:
>
> http://archive.cmsimpact.org/fair-use/related-materials/codes/code-best-practices-fair-use-scholarly-research-communication
> (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:
> http://www.icahdq.org/pubs/reports/fairuse.pdf
>
> https://www.natcom.org/uploadedFiles/More_Scholarly_Resources/Publishing_Primer/PDF-publishingprimer-fair_use.pdf
>
>
>
> On Thu, May 5, 2016 at 6:02 PM, Benjamin Turpin <b.turpin at outlook.com>
> wrote:
>
> 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
> 202-643-5356
>
> Sample *Reclaiming Fair Use! * <http://cmsimpact.org/reclaiming>
>
> Order Reclaiming Fair Use: How to Put Balance Back in Copyright,
> University of Chicago Press, 2011.
> <http://www.amazon.com/Reclaiming-Fair-Use-Balance-Copyright/dp/0226032280/ref=sr_1_2?ie=UTF8&qid=1321544105&sr=8-2>
>
>
>
>
>
>
> --
>
> 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
> 202-643-5356
>
> Sample *Reclaiming Fair Use! * <http://cmsimpact.org/reclaiming>
>
> Order Reclaiming Fair Use: How to Put Balance Back in Copyright,
> University of Chicago Press, 2011.
> <http://www.amazon.com/Reclaiming-Fair-Use-Balance-Copyright/dp/0226032280/ref=sr_1_2?ie=UTF8&qid=1321544105&sr=8-2>
>
>
>



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