[game_edu] Student IP for coursework

Adam Moore amoore at uat.edu
Thu Aug 24 13:42:16 EDT 2017


We don’t handle the contracts or legal issues for the students working on multi-semester projects, but we do teach them about the risks of not setting up some sort of contract that specifies who owns what IP and how it can be used. A lot of our student teams use docontract to set up their contracts.

Adam Moore
The University of Advancing Technology
Quality Assurance Technician
(650) 383-8660

From: game_edu [mailto:game_edu-bounces at igda.org] On Behalf Of Ian Schreiber via game_edu
Sent: Thursday, August 24, 2017 6:39 AM
To: IGDA Game Education Listserv <game_edu at igda.org>
Cc: Ian Schreiber <ai864 at yahoo.com>
Subject: [game_edu] Student IP for coursework

Question for those of you who teach courses that involve the creation of games that may go on to be commercialized, submitted to festivals, or similar (e.g. capstone courses):

What do you do, if anything, involving student ownership of IP? Do you have them sign a contract as part of the syllabus (and if so, what's in the contract and how did you put it together)? How do you handle cases where some of the student team might want to take the game forward and others would not? How do you deal with crediting and ownership in the case of students who are low performers, or who are late adds or late drops (or who contribute to the project peripherally even though they're not taking the course, e.g. a student whose roommate provides some art on their own time)? And... how much of this is covered by university or department policy, vs. how much is entirely up to you as the instructor?

Just at my own institution it seems like there's no standard, every professor handles this differently, so I'm interested to hear what others have done in this space.

- Ian
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