Should I take permission from the game owner to provide a guide of the game I am planning to publish a guide to play a game which is available for mobile platform like, iPhone, android...etc. It is a very popular game, like many millions play this game. To publish the game on iPhone AppStore or google play store, is it required to take permission from the owner of the game? Of course, I am making the application to earn money, so if I have to take permission to publish their content, do they ask for revenue share? Overall, what are the best practices to start using others digital content. Thanks In Advance.
Getting permission from the game owner would be a sensible approach. If you get it, great. Then you could do it with the owner's blessing. It's possible to do your write up without the owner's permission, but then you have to be much more careful. For instance, the names of games cannot be copyrighted. No one can prevent you from writing "A Guide to Bridge," or "A Guide to Chess," etc. On the other hand, some games are trademarked, in which case you will need to attach a TM (trademark) symbol when referring to them. In this case, see a lawyer. You are also allowed to discuss the game itself "in your own words," but you must be careful not to "plagiarize" anything from the rules, or the official game description. That is, while you can refer to specific aspects of a game, such as building houses and hotels, the leash on copying is fairly short, as little as five words. This does not refer to five words in a common sequence referring to a single thought like "The United States of America," but it could refer to five words in an original or unusual sequence such as "I think therefore I am," by Rene Descartes, or "X houses and Y hotels," where the numbers X and Y define the number of houses and hotels in a certain board game trademarked (I believe) by Parker Brothers.
Most games have a TOS to playing that include provisions such as sales of in game items through out of game currencies (i.e. real world money changes hands for digital product or account). I believe Pokemon does have this as part of the TOS which could get you and potential customers banned from competition and possibly the modern online trade features, but am unable to look at the current TOS to verify. It should not be hard to find such a document and read for yourself.
I'm not a lawyer, but under the law as it's written, I see two problems: 17 USC 121 allows "authorized entities" to make and publish accessible copies of works. An "authorized entity" is defined as a nonprofit organization or a governmental agency that has a primary mission to provide specialized services relating to training, education, or adaptive reading or information access needs of blind or other persons with disabilities. So if you, as a private citizen, decide to do this, it could conceivably be copyright infringement. You might have to set up some kind of non-profit organization to make it legal. It's also OK (I think) if you make such copies for your own personal use, so long as you don't redistribute them. So far as I can tell, nothing under 17 USC 121 requires the original publisher to provide an "authorized entity" with a copy in any particular format (PDF, paper, or otherwise) for making accessible copies. Basically, the law seems to have envisioned organizations of sighted people purchasing paper copies, transcribing them, and republishing them; not blind individuals doing electronic transcription for themselves. It might still be worth contacting Hal Leonard and asking what they can do for you, but unfortunately it doesn't look like the law requires them to do anything for you. As Nij points out in the comments, this really seems to be a question about the company's policy, rather than the law.
Why would the method by which you transfer a item that has a copyright impact the copyright? You buy a new book at a new bookstore, a used book at a used bookstore, a used book at a garage sale, someone gives you a book, you find a book on the sidewalk, you steal a book from a store, you buy and download an ebook, you give an ebook to someone on a USB stick, you download an ebook via Bittorrent. The author's copyright - as well as the design copyright, and any book company trademarks - does not change in any of those scenarios. Copyright around most of the world - read Berne Convention (Wikipedia) - says that copyright exists at the moment of creation of a work, i.e. a work that you say is "100% yours". This has nothing to do with the way the work may be transmitted or stolen or downloaded. A work in the public domain can still be copyrighted in terms of cover artwork and design, annotations, etc. Read Welcome to the Public Domain - Stanford Copyright and Fair Use Center You can say someone "owns" a book in the sense that they might have paid for it or it is personal property and one could justifiably call it theft if someone took it from them, but "owning" the physical or electronic copy in any sense doesn't mean you own the copyright. Read the copyright notice on a book or ebook; you get a license to read it, not ownership of it. Read What's the difference between Copyright and Licensing? - Open Source Stack Exchange. Sure, the TOS of a network can specify the ownership/licensing status of the files shared on such network. They will almost all explicitly say not to upload or share anything that will violate the copyright of that work. The TOS of a network could possibly say that anything that is uploaded is automatically licensed to them. A network could demand the reassignment of copyright upon upload, but that would have to be outlined in the TOS and is not simple. See Copyright Ownership and Transfers FAQs - Stanford Copyright and Fair Use Center.
&quot;Any perceived compliance or non-compliance of other developers’ apps does not have any bearing on the compliance of your own apps.&quot; Could this mean that Google Play's policies are applied differently for different developers or apps? No, it means that you can't break the rules even if others are breaking the rules or you think they are breaking the rules. I think it is worth noting that those apps are for the Indian market. I don't know which one you are in, but google will have different rules for different countries to comply with various regulatory requirements.
Apples App Store guidelines (the rules for being accepted into the App Store that developers agree to be bound to via their developer account) says this: 3.1 Payments 3.1.1 In-App Purchase: If you want to unlock features or functionality within your app, (by way of example: subscriptions, in-game currencies, game levels, access to premium content, or unlocking a full version), you must use in-app purchase. Apps may not use their own mechanisms to unlock content or functionality, such as license keys, augmented reality markers, QR codes, etc. Apps and their metadata may not include buttons, external links, or other calls to action that direct customers to purchasing mechanisms other than in-app purchase. Epic Games breached these guidelines in their Fortnite game by enabling a payment mechanism in the IOS Fortnite app which did not use Apples In-App payment system. Their approach in Fortnite did not fall under any of the exclusions Apple allows in 3.1.3 of the above document. Epic Games could have avoided this conflict by not enabling their own payment mechanism.
Copyright law is a country-by-country matter. Most countries are signatories to the Berne Convention, which provides a common framework, but there are still variations, generally in the duration of copyright or the definition of copyrightable material. According to the Hirtle chart, a video game that was first published in Europe in the year 2000 and subsequently published in the United States is still copyrighted in both the United States and whichever European countries it was published in. It is likely to be a work of corporate authorship, so the US copyright will expire on January 1, 2096 (unless a law extending the duration is passed). In the United States, the requirement to register a copyright was eliminated in 1989 as part of the Berne Convention Implementation Act; registration still provides benefits when filing a copyright-infringement lawsuit. Most European countries eliminated their registration requirements much earlier, if they had them at all: the Berne Convention dates from 1887. Copyright does not simply cease to exist when the owner does, or if the owner cannot be determined. The difficulty of tracking down copyright holders for old or little-known works is the driving force behind orphaned works legislation. There are no orphaned works laws in the United States, and since copyright is country-by-country, European laws won't help you if you're interested in publishing in the US. In order to track down the copyright holder, you'll need to figure out who originally held the copyright (probably the publisher, but it could be either development company, or both, or the game might be a collective work of the individuals who worked on it). If it was a work of corporate authorship, and none of the game-copyright sales mention it, copyright will have been transfered when the company owning the copyright was sold (as part of a general "and all intellectual property" clause).
The argument would have to be either a derivative work under copyright, or a trade dress/trademark claim. Neither sounds very solid at all. Neither copyright nor trade dress/trademark protect ideas like a TV format. They can only protect very similar expressions of an idea that necessarily flow one from the other and, for example, the game mechanics can't be protected by copyright.