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Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011), was a landmark decision of the US Supreme Court that struck down a 2005 California law banning the sale of certain violent video games to children without parental supervision.
The concept of video games as a form of art is a commonly debated topic within the entertainment industry.Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical proposition that video games are works of art remains in question, even when considering the contribution of expressive elements such as acting, visuals ...
Epic Games's founder and CEO Tim Sweeney. Since 2015, Epic Games's founder and CEO Tim Sweeney had questioned the need for digital storefronts like Valve's Steam, Apple's App Store for iOS devices, and Google Play, to take a 30% revenue sharing cut, and argued that when accounting for current rates of content distribution and other factors needed, a revenue cut of 8% should be sufficient to ...
WASHINGTON (Reuters) -The U.S. Supreme Court on Tuesday declined to hear a challenge by Apple to a lower court's decision requiring changes to certain rules in its lucrative App Store, as the ...
The long-running antitrust battle between Apple and Cary-based Epic Games seemingly concluded Tuesday as the U.S. Supreme Court declined to hear either party’s appeals in a case that addressed ...
The US Supreme Court declined to take up dueling appeals from Apple and “Fortnite” developer Epic Games.In an order issued Tuesday, the court announced it would not grant either of the two ...
The Supreme Court granted certiorari; [14] it was the second explicitly homosexual rights case to be heard before the Court since 1967 in the pre-Stonewall era (although the Bowers v. Hardwick sodomy laws case had been heard the year before). [10] The SFAA was represented before the court by openly gay San Francisco attorney Mary C. Dunlap. [10]
Video game consoles had reached the 16-bit era with the ability to support higher resolution graphics. Alongside this, video games had started to draw older players, creating a market for games with more mature content, both on home consoles and in arcades. [2] During this period, two key players were Nintendo and Sega.