Terms and Conditions
The Victorian Schools Games and Apps Challenge 2017
By submitting an entry to The Victorian Schools Games and Apps Challenge (“the Challenge”), the entrant (“you”) agree/s to the following Terms and Conditions:
All Challenge entries must have two components:
- A digital portfolio using one of the three templates, which details the overall production process from beginning to end and includes a link to the online storage place of the Game or App created for the Challenge.
- A Game or App prototype created in Touch Develop, Unity, Visual Studio or Minecraft Education. An export from these tools is required for all tools other than Touch Develop; a link to your published game is required in this case. No other programs or software packages can be employed in the creation and export of the game or app.
1. Entrants are responsible for all programming code, audio and visual content unless it is supplied as part of the software used. All entrants must adhere to the licence agreements for any software used in creating the game. All entrants must clearly identify any intellectual property (code, visual or audio components) derived from the software packages used in the creation of their game or app. If code has been taken from collaborative spaces such as online forums, this must be acknowledged and the appropriate link provided.
2. Entrants are responsible for the creation of all audio and visual content in the work they submit to the Challenge (including music) and for obtaining licences/permission for any audio and visual material created by another person/organisation and used in the work. It is the responsibility of the entrant to get evidence in writing that the original content creator has licensed any audio and/or visual content not created by the entrant. The entrant may be required to provide the Challenge with such evidence if requested.
3. Entries submitted with third-party audio or visual content, without evidence of third party licence, may be excluded from judging.
4. Copyright in the content included in the challenge entry (see points 1-3 above) must be owned or licensed by the entrant, and clear of rights. The original digital file(s) must be kept for reference, as they may be required to demonstrate this is your own work.
5. By submitting your Challenge entry you grant the Challenge permission to publish and reproduce your Challenge entry (your work) and your name in any reasonably appropriate manner and for any purpose which the Challenge partners see fit, including, but not limited to, public displays and promotions, on Department of Education and Training or Microsoft websites, and in any form of broadcasting or web placement, including in third party websites, which Department of Education and Training or Microsoft may choose. Department of Education and Training or Microsoft may store your work in perpetuity for the purposes of public access and preservation.
All students please note that only your first name and your year level will be published. Agreements with the winners will include additional terms after the close of the competition.
6. Entrants must submit a separate digital portfolio using one of the three templates for each entry title via the Challenge portal.
7. Under no circumstances will entries received after the deadline be accepted for judging.
8. The Challenge is open to all Victorian school students in Years 4, 5 & 6, Years 7 & 8, and Years 9 & 10 in 2017. Mixed grade groups are permitted, but must be led by a student from the highest grade of the category (i.e. a Year 4, 5 & 6 entry must be led by a Year 6 student), and the entry will be judged by the standard of the highest year level.
9. The Challenge closes at 5pm AEST on Wednesday October 11, 2017. Entries must be submitted by the close of the challenge to be eligible to win.
10. Winners will be selected based on the relevance of the problem described, the creativeness of the solution, the implementation of the idea, the app design, and the demonstrated excellence of coding and programming skills in the entered prototype. See Criteria for details.
11. The decisions in relation to any aspect of the Challenge including determining eligibility of entries, the shortlist and winner/s will be final and will be binding on all entrants who enter the Challenge.
12. The Challenge winner will be notified by email by a representative of the Challenge and the name of the winner will be published in the Challenge’s social media channels.
13. The Principal and teachers of the winning school in each category of the Challenge will receive two “XBOX One” consoles for their school. The overall winner will work with Microsoft to continue to develop their winning entry.
15. The Challenge winners and/or their parent or legal guardian will be asked to sign a permission form allowing them to be filmed and photographed for the Challenge marketing and communications purposes and for use on the Challenge website and affiliate websites by the Department of Education, Microsoft and the School Library Association of Victoria.
16. Email addresses will be used by the Challenge solely for the purpose of conducting this promotion and will not be disclosed to a third party.
17. The Promoter of the Challenge is the School Library Association of Victoria (ABN 20 627 512 579) an entity established under the Film Act 2001 (Vic) and having its registered office at the Alfred Deakin Building, Federation Square, Corner Swanston and Flinders Streets, Melbourne, Victoria 3000, Australia (“ACMI”).
18. To the extent permitted by law, the Challenge shall not be liable for any loss, damage or damage whatsoever (including but not limited to direct or consequential loss) or personal injury suffered or sustained in connection with this promotion or in connection with accepting or using any prize, including without limitation non-receipt of any prize or damage to any prize in transit.
19. The themes and content of each prototype must be considered age appropriate and in accordance with the schools’ policy.