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dc.contributor.authorBarbero, Steven J.
dc.date.accessioned2023-08-14T17:11:36Z
dc.date.available2023-08-14T17:11:36Z
dc.date.issued2022
dc.identifier.urihttp://hdl.handle.net/20.500.12648/11945
dc.description.abstractThis long form paper discusses the meaning behind fan projects from the perspective of a corporation, and their fans. A thorough analysis is conducted on whether or not Nintendo's brand or income is harmed by digitally published fan projects, discussing how the law and the Internet as a medium of communication could play an effect. Finally, placing limits on publishing fan projects within a digital space is considered, and if gaming law remains relevant in contemporary times.
dc.subjectFirst Reader Brendyn Smyth
dc.subjectCapstone Paper
dc.subjectSemester Spring 2022
dc.titleNintendo and the Law: The Relationship Between Corporation and Fandom
dc.typeCapstone Paper
refterms.dateFOA2023-08-14T17:11:36Z
dc.description.institutionPurchase College SUNY
dc.description.departmentCommunication
dc.description.degreelevelBachelor of Science
dc.description.advisorSmyth, Brendyn
dc.date.semesterSpring 2022
dc.accessibility.statementPurchase College - State University of New York (PC) is committed to ensuring that people with disabilities have an opportunity equal to that of their nondisabled peers to participate in the College's programs, benefits, and services, including those delivered through electronic and information technology. If you encounter an access barrier with a specific item and have a remediation request, please contact lib.ir@purchase.edu.


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