Digital Entertainment Content definition

Digital Entertainment Content means audiovisual works and/or sound recordings as defined in 17 U.S.C. § 101, games, ebooks or software and related information or material intended for enjoyment by end-users that may include by way of example and not of limitation, graphics, liner notes, and interviews with or statements by artists, which is: (a) not created by a user of a particular Licensed Product (or, if originally created by a user of a particular Licensed Product, protected by AACS Technology by or under the direction of a Content Participant or Content Provider as copyright holder or licensee of the copyright in the user-created material); and (b) offered for transmission, delivery or distribution, either generally or on demand, to subscribers, purchasers, licensees, or the public at large, or otherwise for commercial purposes, not uniquely to an individual or a small, private group.
Digital Entertainment Content means digital versions of audiovisual works, sound recordings, literary works, and/or pictorial works as those terms are defined in 17 U.S.C. § 101, commercially distributed to the public as entertainment.
Digital Entertainment Content means audiovisual works and/or sound recordings as defined in 17 U.S.C. § 101, games, ebooks or software and related information or material intended for enjoyment by end-users that may include by way of example and not of limitation, graphics, liner notes, and interviews with or statements by artists, which is: (a) not created by a user of the Licensed Product; and (b) offered for transmission, delivery or distribution, either generally or on demand, to subscribers, purchasers or licensees, or the public at large, or otherwise for commercial purposes, not uniquely to an individual or a small, private group.

Examples of Digital Entertainment Content in a sentence

  • The Content Protection System: is considered approved without written Licensor approval if it is an implementation of one the content protection systems approved by the Digital Entertainment Content Ecosystem (DECE) for UltraViolet services, and said implementation meets the compliance and robustness rules associated with the chosen UltraViolet content protection system.

  • The Content Protection System shall: be an implementation of one the content protection systems approved for UltraViolet services by the Digital Entertainment Content Ecosystem (DECE), or be an implementation of Microsoft WMDRM10 and said implementation meets the associated compliance and robustness rules, or be otherwise approved in writing by Licensor.

  • For the avoidance of doubt, neither the licenses granted under Sections 2.2 and 2.3 nor the non-assertion covenants under Sections 2.6.1 and 2.6.3 extend to any Digital Entertainment Content contained in a Licensed Content Product.

  • The Parties agree that each AACS licensee’s compliance with the terms and conditions of its Approved License is essential to maintain the value and integrity of the AACS Technology and that such compliance is an integral part of the next generation Digital Entertainment Content business, and as such is a matter of concern to all industry participants.

  • For the avoidance of doubt, neither the licenses granted under Sections 2.2 and 2.3 nor the non-assertion covenants under Sections 2.4.1 and 2.4.3 extend to any Digital Entertainment Content contained in a Licensed Content Product.

  • Content Participant/Provider may, at its option, embed, or have embedded, the Theatrical No Home Use Xxxx in conjunction with setting the AACS Flag in theatrically released audio visual Digital Entertainment Content in conformance with the applicable Audio Watermark license agreement and AACS Content Participant/Content Provider Agreement.

  • The Content Protection System is considered approved without written Licensor approval if it is either Microsoft WMDRM and meet the associated compliance and robustness rules or is an implementation of one the content protection systems approved by the Digital Entertainment Content Ecosystem (DECE) for UltraViolet services, and said implementation meets the compliance and robustness rules associated with the chosen UltraViolet content protection system.

  • The Parties agree that Adopter’s compliance with the terms and conditions of this Agreement is essential to maintain the value and integrity of the AACS Technology and that such compliance is an integral part of the next generation Digital Entertainment Content business, and as such is a matter of concern to all industry participants.

  • For the avoidance of doubt, neither the licenses granted under Sections 2.2 and 2.3 nor the non- assertion covenants under Sections 2.6.1 and 2.6.3 extend to any Digital Entertainment Content contained in a Licensed Content Product.

  • A Licensed Content Producer that materially breaches Section 3.7 shall be liable to AACS LA in the amount of one million U.S. dollars (US$1,000,000) per title of Digital Entertainment Content in breach of Section 3.7 produced.


More Definitions of Digital Entertainment Content

Digital Entertainment Content means digital versions of audiovisual works, sound recordings, literary works, and/or pictorial works as those terms are defined in 17 U.S.C. § 101, commercially distributed to the public as entertainment, together with any (i) associated and information input into the Content Direct System and (ii) other data or information published with such works. Non-exclusive examples of Digital Entertainment Content include movies, television titles, sporting events and original programming.
Digital Entertainment Content means digital versions of audiovisual works, sound recordings, literary works, and/or pictorial works as those terms are defined in 17
Digital Entertainment Content means digital versions of audiovisual works, sound recordings, literary works, and/or pictorial works as those terms are defined in 17 U.S.C. § 101, commercially distributed to the public as entertainment.3
Digital Entertainment Content means digital versions of audiovisual

Related to Digital Entertainment Content

  • rebroadcasting means the simultaneous broadcasting by one broadcasting organisation of the broadcast of another broadcasting organisation.

  • Cable Television Network means system consisting of set of closed transmission paths and associated signal generation, control and distribution equipment, designed to provide Cable Service for reception by multiple subscribers.

  • Game has the meaning ascribed to that term in the Control Act;

  • Cloud Services means SAP’s then-current cloud services offered under and described in detail in the applicable SAP PartnerEdge Model.