"In 1953, unable to meet demand himself, Brunot sold manufacturing rights to Selchow and Righter (one of the manufacturers who, like Parker Brothers and Milton Bradley Company, had previously rejected the game). J. W. Spear & Sons began selling the game in Australia and the UK on January 19, 1955. They are now a subsidiary of Mattel, Inc. In 1986, Selchow and Righter sold the game to Coleco, who soon after sold the game to Hasbro."
Somewhere there's a sweet spot on the "cost-benefit to society" curve for IP time limits and I'm pretty sure it's within the original author(s)' lifetime.The claim by Hasbro/Mattel is not based on an infringement of copyright, but one of trademark law.
14 years, according to this... [the poster's hyperlink refers to copyright].
So what are they copyrighting ? The different ways of combining anagrams !!!
"So what are they copyrighting?
Nothing, since like in every one of these threads half the people who make long, impassioned rants about how they hate the 'copyright' of something couldn't be bothered to spend five minutes on Google learning what the difference between a copyright and a trademark is, and why that difference is both necessary and relevant."
"Enthusiasts have already set up 'Save Scrabulous' groups. Some of them argue that Scrabble benefits from the interest that the online game has attracted with new sales of the board game, and warn that they will boycott Hasbro and Mattel products if Scrabulous disappears.
These arguments miss the central point. Against whatever extra sales the online game may generate, must be set the damage it has already done to any licensed version that comes along. The presence of the unofficial game means that an authorised game will lack novelty. The ability to charge for it, once players have become used to joining in for free, is also reduced, and the brand itself has been diluted. Serious glitches experienced on Scrabulous could make players less willing to try an official online Scrabble game.
There is also the fact that Electronic Arts has a licensing agreement for electronic versions of Hasbro games until 2013. Any settlement between the Scrabulous entrepreneurs and Hasbro and Mattel, must surely take account of the cost to EA as well.
The quarrel over Scrabulous is a classic example of the challenges in maintaining intellectual property rights in a world where so much content is freely available on the internet. It requires nimble footwork to defend the product without sounding like a killjoy....Even where unofficial usage represents a sincere tribute, owners of powerful brands must protect their intellectual property rights. When it comes to such valuable commodities, the highest-scoring seven-letter word is still control."
1. EA hire the Agarwalla brothers (as consultants or employees) to work off of their current code base and/or start from scratch, joining an EA team which may already be coding the official online Scrabble game. The brothers are compensated for their work.
2. Mattel/Hasbro/EA launch the official branded version of Scrabble online. They license it to sites that want to host the game, working out fair and equitable splits of revenue from embedded advertising, sponsorships, or whatever metrics are deemed of value.
3. Mattel/Hasbro/EA host and sponsor online competitions/contests in which players from all official licensed online venues are invited to compete with possible ties to "real world" competitions.
"Scrabulous infringes on Hasbro's trademark. Like all intellectual property owners, we take this type of infringement seriously," Hasbro spokesman Gary Serba said in a statement. "We are reviewing a number of options with the parties involved and hope to find an amicable solution. If we cannot come to one quickly, we will be forced to close down the site and its associated distribution points."
"Has there been any talk about working with Hasbro to fix the infamous Scrabulous debacle?"Chip Lange (Vice President and General Manager of EA's Hasbro Studio):
"We're working on it aggressively. What I can tell you is that we're going to have products in the social networking space based on the Scrabble IP. And they're going to be available real soon. These are going to the first of many. [Being a gamer in the social networking space], I'm certainly having a lot of fun out there and a lot of these brands work real hard in that space and these will be the first ones that we'll be rolling out. So we're their partner on this stuff so stay tuned for the big announcement. We want to make the right game for that platform and that's what we're working on doing." *
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posted by jmd82 at 2:31 PM on January 17, 2008 [1 favorite has favorites]