In October 1972, video games were still mostly an after-hours pastime in corporate or university laboratories. Pong had been installed only one month earlier at a Sunnyvale bar called Andy Capp's Tavern (today a comedy club.)
Stanford University communications professor Byron Reeves talks to The Washington Post about how the collaborative online model of games like World of Warcraft can help change real world workplaces and empower better leaders.
Stanford's video game research project, How They Got Game, is hosting a series of videos from the conference. They're kind of small, so you'll have to squint to watch — but there's some great stuff in there about Fair Use and end-user license agreements.
Machinima is one of those hazy areas of artistic expression not quite covered by copyright law and not quite insignificant given how many people have jumped on the bandwagon. Kotaku first covered the topic back when the New York Times Magazine did a piece called "Xbox Auteurs" that loosely touched on successful…