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Good day all.
I'm a high school teacher and gamer, a dangerous combination.

Since I discovered the usefulness of games in the classroom, I've been looking to expand my knowledge in the subject and find new ways to interest my students. Being a connoisseur of games of some sort, I have detected good educational potential in some of the games GOG has to offer and I was planning on buying, but I'm wondering about the ensuing legal implications. Therefore, I have some questions:

- would I be allowed to install a gog game I own on a school PC and let a student play it under my supervision?

-would it be OK to have multiple students play the games (perhaps as a lan party) still under my supervision?

I would in no case give any copy of the installer away, and the students would not be allowed to play it or physically access it anytime I'm not there. I would not be playing the game independently from them, and I can also agree not to have it on my home PC at the same time it is installed on any of the school pcs.

I'd be grateful if you could answer me or point me to the relevant EULA lines I might have missed.
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I would recommend that you contact support, as it's not certain that they read forum threads.
Speaking of school, Niche – a genetics survival game provide free educational version for its game. you can contact them @ https://niche-game.com/for-schools/
I suspect that you'd need a license for every computer you have a game installed on.


Perhaps this would be of some use to you:
http://www.zachtronics.com/zachademics/
We only sell games to individual customers :)

Your GOG account and games should always be personal to you and can't be shared with other people.

Feel free to install your games on more than one computer, as long as it's for your personal use.
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sangiu: Good day all.
I'm a high school teacher and gamer, a dangerous combination.

Since I discovered the usefulness of games in the classroom, I've been looking to expand my knowledge in the subject and find new ways to interest my students. Being a connoisseur of games of some sort, I have detected good educational potential in some of the games GOG has to offer and I was planning on buying, but I'm wondering about the ensuing legal implications. Therefore, I have some questions:

- would I be allowed to install a gog game I own on a school PC and let a student play it under my supervision?

-would it be OK to have multiple students play the games (perhaps as a lan party) still under my supervision?

I would in no case give any copy of the installer away, and the students would not be allowed to play it or physically access it anytime I'm not there. I would not be playing the game independently from them, and I can also agree not to have it on my home PC at the same time it is installed on any of the school pcs.

I'd be grateful if you could answer me or point me to the relevant EULA lines I might have missed.
Personally i believe there is a huge untapped potential for computer games to trick children into learning stuff at a phenomenal rate. But society has to get over this stigma that computer games are something that gets in the way of education before that can really take off.
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Ashleee: We only sell games to individual customers :)

Your GOG account and games should always be personal to you and can't be shared with other people.

Feel free to install your games on more than one computer, as long as it's for your personal use.
If we are to follow that rule to the letter, it means hotseat multiplayer is out of the question... Meanwhile, it is permissible to upload game content through Youtube, Twitch, etc... That's weird, don't you think? ;)

Sangiu is well aware that the installers are not to be shared, and they claim they'll be in the same room as the students at all times. Given that it's a legally grey situation, I understand you cannot give them unconditionnal approval. But a straight nay? Come on...
Post edited September 07, 2019 by Dalswyn
I remember my high school computer lab -- filled with Commodore 64's (yeah, I'm that old) -- and we all shared a limited number of games played as learning tools for our programming classes. Many hours of Zork played.

IMHO...

it would behoove GOG to think of developing a scheme (with the correct documentation) for their purchased content to be used more liberally in educational (or even library) settings.

Maybe -- as with many digital books and comics -- this is a scenario where GOG as a service would make sense? I hate games-as-a-service, but an educator's license for schools and libraries could be a good thing. Dunno
Post edited September 07, 2019 by kai2
TBH, games as a method of learning is pretty limited. It's not really the fault of the game developers, it's just that learning is complicated and it's social. Back in the day there were computer games like number crunchers and the various titles from Broderbund and TLC, but they were always pretty limited in terms of what they could deliver, and it was mostly a way of getting kids into computers and using them productively.

People have been trying for decades and it's unlikely to ever work out. Computers are just not suited to educational use of this sort. The pull of fun versus the actual learning objective is hard to resolve and learning tends to be a messy process.
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Ashleee: We only sell games to individual customers :)

Your GOG account and games should always be personal to you and can't be shared with other people.

Feel free to install your games on more than one computer, as long as it's for your personal use.
avatar
Dalswyn: If we are to follow that rule to the letter, it means hotseat multiplayer is out of the question... Meanwhile, it is permissible to upload game content through Youtube, Twitch, etc... That's weird, don't you think? ;)

Sangiu is well aware that the installers are not to be shared, and they claim they'll be in the same room as the students at all times. Given that it's a legally grey situation, I understand you cannot give them unconditionnal approval. But a straight nay? Come on...
Strictly speaking, in that scenario the owner of the game would be the one that executed it and that's likely what matters. This sort of policy is always a little less literal than it could be.
Post edited September 07, 2019 by hedwards
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hedwards: TBH, games as a method of learning is pretty limited. It's not really the fault of the game developers, it's just that learning is complicated and it's social. Back in the day there were computer games like number crunchers and the various titles from Broderbund and TLC, but they were always pretty limited in terms of what they could deliver, and it was mostly a way of getting kids into computers and using them productively.

People have been trying for decades and it's unlikely to ever work out. Computers are just not suited to educational use of this sort. The pull of fun versus the actual learning objective is hard to resolve and learning tends to be a messy process.
Allow me to disagree. Well, maybe it depends on the subject. I can't imagine learning much maths (beyond basic arithmetic) from a computer game. But even that depends. Some stuff that seems nightmarishly difficult to learn from a textbook can suddenly seem obvious given enough visualization & interaction and real-time exprimentation.

But e.g. The Expression Amrilato is really quite educational. (It's also my favorite title on GOG, much due to its educational value and nice art). It does fall short on at least two counts, one of which is literally the length. It's short enough to read in a weekend and that obviously can't be anywhere near enough content to really get more than the very basics of a language down. That it's a game is not what limits you here, it's just that it's short. The other thing is that they evidently tried to make a story that one can mostly grok even if you hardly learn the language at all. That means some of the more plot-heavy segments come with nothing new to learn, and not much to reinforce what you've learned. I think that's a fair design choice for something that's not supposed to be purely an educational tool. You can enjoy the story even if you have no desire to learn the language it teaches you. Again, as a medium, there's nothing that would hold them back from making it more demanding (and again extra length would make that easier to achieve).

The only thing I see is no serious attempts at making educational games. Most of all I've seen are "education first," games second, think a crappy excuse for a mediocre game made by non-gamers who have no idea what makes a game interesting.

If people have been seriously trying for decades, why haven't I seen any serious attempt?
Post edited September 08, 2019 by clarry
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sangiu: - would I be allowed to install a gog game I own on a school PC and let a student play it under my supervision?

-would it be OK to have multiple students play the games (perhaps as a lan party) still under my supervision?
Legally speaking, you cannot share your personal purchased games with your students, the school itself is required to have licenses for the software (in this case, games) it uses. That would mean a license per computer to have it installed. Your purchase is for your own personal/private use (on computers you own or share) only. The only "sharing" you are allowed is within your own household.

Often schools can get special licenses for educators and classrooms (either for free or at a special discounted price), but it is up to the developers themselves to provide. Nowadays several game developers do provide special versions/licenses for educational use, if you contact them directly. I see a couple linked in this thread already.

From personal experience, we had a limited number of copies of certain games that the school had purchased for us. The ones that were part of the after-school club would only be installed in the number of physical discs we had for LAN usage, which would mean that we could be 4 players since we had 4 discs of that game.

GOG itself does not provide an educational program (being a retailer that focuses on personal individual end consumers), and even if it did, only a small subset of games would be available since the developers/publishers would have to agree to provide their games under special extended licensing terms.
Post edited September 08, 2019 by uchristensen
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uchristensen: Often schools can get special licenses for educators and classrooms (either for free or at a special discounted price), but it is up to the developers themselves to provide. Nowadays several game developers do provide special versions/licenses for educational use, if you contact them directly. I see a couple linked in this thread already.
Well, Steam does has the PC Cafe Program (not specific to education) and I don't think it's too much to ask that GOG think about the same.
Post edited September 08, 2019 by kai2
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sangiu: […]
-would it be OK to have multiple students play the games (perhaps as a lan party) still under my supervision?
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uchristensen: Legally speaking, you cannot share your personal purchased games with your students, the school itself is required to have licenses for the software (in this case, games) it uses. That would mean a license per computer to have it installed. Your purchase is for your own personal/private use (on computers you own or share) only. The only "sharing" you are allowed is within your own household.

Often schools can get special licenses for educators and classrooms (either for free or at a special discounted price), but it is up to the developers themselves to provide. Nowadays several game developers do provide special versions/licenses for educational use, if you contact them directly. I see a couple linked in this thread already.

From personal experience, we had a limited number of copies of certain games that the school had purchased for us. The ones that were part of the after-school club would only be installed in the number of physical discs we had for LAN usage, which would mean that we could be 4 players since we had 4 discs of that game.

GOG itself does not provide an educational program (being a retailer that focuses on personal individual end consumers), and even if it did, only a small subset of games would be available since the developers/publishers would have to agree to provide their games under special extended licensing terms.
You are perfectly correct. There are international treaties for copyright. (Microsoft, together with an Australian school, pioneered the site licence for this very reason, back in the eighties.)

That said, if the school owned a copy of each game, per each station, I cannot see any legal impediment for students to play on the LAN. The key legal consideration is simultaneous use of the software. After all, you are not giving away copies of games, you are installing purchased software for time-limited use on shared devices.
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uchristensen: Often schools can get special licenses for educators and classrooms (either for free or at a special discounted price), but it is up to the developers themselves to provide. Nowadays several game developers do provide special versions/licenses for educational use, if you contact them directly. I see a couple linked in this thread already.
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kai2: Well, Steam does has the PC Cafe Program (not specific to education) and I don't think it's too much to ask that GOG think about the same.
I am not sure that it would be worth it for GOG to operate a similar program. As a business decision, it is probably not a space worth competing in, and it would probably be very open to abuse.

However, game developers/publishers could potentially use GOG as a platform to provide their games and having a separate license agreement for multiple copies, but that would be a developer/publisher decision. Again, contact the game developers and make a deal with them.

As for Steam's PC Cafe Program, the way it works is a usage that does benefit from the ability to revoke/limit licenses through DRM. Recently, there was some exposure of a weakness of how those licenses were available in Steam API, which lead to those not entitled to discover games that had a hidden "free license" and obtaining them that way bypassing the purchase step.
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hedwards: TBH, games as a method of learning is pretty limited. It's not really the fault of the game developers, it's just that learning is complicated and it's social. Back in the day there were computer games like number crunchers and the various titles from Broderbund and TLC, but they were always pretty limited in terms of what they could deliver, and it was mostly a way of getting kids into computers and using them productively.

People have been trying for decades and it's unlikely to ever work out. Computers are just not suited to educational use of this sort. The pull of fun versus the actual learning objective is hard to resolve and learning tends to be a messy process.
avatar
clarry: Allow me to disagree. Well, maybe it depends on the subject. I can't imagine learning much maths (beyond basic arithmetic) from a computer game. But even that depends. Some stuff that seems nightmarishly difficult to learn from a textbook can suddenly seem obvious given enough visualization & interaction and real-time exprimentation.

But e.g. The Expression Amrilato is really quite educational. (It's also my favorite title on GOG, much due to its educational value and nice art). It does fall short on at least two counts, one of which is literally the length. It's short enough to read in a weekend and that obviously can't be anywhere near enough content to really get more than the very basics of a language down. That it's a game is not what limits you here, it's just that it's short. The other thing is that they evidently tried to make a story that one can mostly grok even if you hardly learn the language at all. That means some of the more plot-heavy segments come with nothing new to learn, and not much to reinforce what you've learned. I think that's a fair design choice for something that's not supposed to be purely an educational tool. You can enjoy the story even if you have no desire to learn the language it teaches you. Again, as a medium, there's nothing that would hold them back from making it more demanding (and again extra length would make that easier to achieve).

The only thing I see is no serious attempts at making educational games. Most of all I've seen are "education first," games second, think a crappy excuse for a mediocre game made by non-gamers who have no idea what makes a game interesting.

If people have been seriously trying for decades, why haven't I seen any serious attempt?
I'd assume that it's because you're either too young to remember or the titles were never shipped to Finland. There are tons of serious attempts at games for educational purposes and they never work out particularly well beyond a limited scope. Either they're fun, but extremely limited in scope or they're more educational and not very fun. The most consistent and serious attempts were by Broderbund and The Learning Company. I'm assuming that Broderbund is European due to that non-English letter they use for the first O.

Another bit of it, is that the titles tend not to be very popular and that assumes they even get far enough along the lines to be released to the public. I remember Zon the game years ago to teach Chinese and there was another game that was supposed to teach programming, but ultimately it buckled do to the complexities being beyond what the developer could handle.

The point I'm getting at is that there have been companies trying this since the early days of personal computers in schools and at home. I remember there being some educational titles for the Apple ][ back in the day. By the mid-90s though the consensus seemed to have been reached that educational games are not particularly viable.

There's a ton of money for software that would teach students without having to have an actual teacher there and the trying to integrate the gaming aspect with the educational aspect is rather challenging.

To this day, the educational titles available tend to be pretty limited in scope and short.
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kai2: Well, Steam does has the PC Cafe Program (not specific to education) and I don't think it's too much to ask that GOG think about the same.
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uchristensen: I am not sure that it would be worth it for GOG to operate a similar program. As a business decision, it is probably not a space worth competing in, and it would probably be very open to abuse.

However, game developers/publishers could potentially use GOG as a platform to provide their games and having a separate license agreement for multiple copies, but that would be a developer/publisher decision. Again, contact the game developers and make a deal with them.

As for Steam's PC Cafe Program, the way it works is a usage that does benefit from the ability to revoke/limit licenses through DRM. Recently, there was some exposure of a weakness of how those licenses were available in Steam API, which lead to those not entitled to discover games that had a hidden "free license" and obtaining them that way bypassing the purchase step.
IMHO, the big question here is whether or not GOG has enough games that would have educational value to be worth the effort. The games that GOG has historically gone after are games that are just fun. Some of them, like many of the RPGs do have some educational value to them, but it's coincidental and you need to be fairly good at the language to get much benefit.

This kind of venture is really best done by a company that focuses on educational content. It's rather complicated to figure out what standards a particular program is going to address and to figure out how to guide students to games that actually help boost performance rather than being fun.

And God help you if the program isn't accessible to all the students that schools are required to serve.

In most cases, the activities that students would most benefit from tend to be hard. And students that would be using games to learn are also the ones most likely to use them to avoid just doing the work.

That being said, I'd love for there to be great educational games out there, it's just that it's an incredibly difficult task.
Post edited September 09, 2019 by hedwards