Aren't we all exhausted already? EU copyright exhaustion and video game resales in the Games-as-a-Service era

Q3 Social Sciences Interactive Entertainment Law Review Pub Date : 2020-12-01 DOI:10.4337/IELR.2020.02.01
Alina Trapova, Emanuele Fava
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Abstract

This article examines the issue of copyright exhaustion for digitally distributed video games in the EU. In light of the case law of the CJEU and national courts, it applies to video games two relevant dichotomies – sale/licence and goods/services. Diving into the modern Games-as-a-Service (GaaS) trend, it argues that treating all transactions as sales and all games as goods poorly reflects the complexity of today's video game industry. The many uncertainties of the current legal framework and the impractical consequences of digital exhaustion could force the industry to change its distribution models in ways not necessarily beneficial to consumers. Thus, the applicability of exhaustion to digitally distributed games should be ruled out once and for all. Nonetheless, where copyright is unable to offer satisfactory solutions, consumer law may protect players vis-à-vis digital distribution platforms, while at the same time providing legal certainty to the industry.
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我们不是都累坏了吗?游戏即服务时代的欧盟版权耗尽和电子游戏转售
本文探讨了欧盟数字分发视频游戏的版权用尽问题。根据欧盟法院和国家法院的判例法,它适用于电子游戏的两个相关的二分法——销售/许可证和商品/服务。深入研究现代游戏即服务(GaaS)趋势,它认为将所有交易视为销售,将所有游戏视为商品,很难反映当今电子游戏行业的复杂性。当前法律框架的许多不确定性和数字枯竭带来的不切实际的后果可能会迫使该行业以不一定对消费者有利的方式改变其分销模式。因此,应该一劳永逸地排除耗尽对数字分发游戏的适用性。尽管如此,在版权无法提供令人满意的解决方案的情况下,消费者法可能会保护玩家免受数字分销平台的影响,同时为行业提供法律确定性。
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