This is a one-hour IP self-defense class for everyone involved in creating games. It starts with some brief warm-up exercises during which the sensei outlines the fundamental rules relating to the different IP rights in games. Following the warm-up, the class moves on to study the basic theory of IP self-defense, including the main moves: staff training, IP clearances, record-keeping and responsibility allocation.
The theory is put into application during the sparring session, when the class considers a number of commonly-occurring risk areas including open source software, work created for a previous employer, software patents and recreating the real world in games. Black belts may be awarded to the attendees with the best examples of IP difficulties they have encountered in the past. Finally, the class is given the homework assignment of implementing an IP training and reporting structure within their own firms.