Copyright law in the MOBA genre: a comparative analysis of DOTA2 and League of Legends

Q3 Social Sciences Interactive Entertainment Law Review Pub Date : 2022-12-30 DOI:10.4337/ielr.2022.02.01
Cornelius Jonker, S. Karjiker
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引用次数: 0

Abstract

The multiplayer online battle arena (MOBA) video game genre has been plagued with copyright infringement cases. Some of the copyright challenges that face this genre stem from the fact that the progenitor to the genre, Defense of the Ancients (DotA), was a ‘mod’ created for an already-existing video game, Warcraft 3. Further, DotA was a community-based project and while there were predominantly three major ‘modders’, it is argued that many of the characters that appeared in DotA were, in themselves, copyrighted works that originated from contributors out of the playing-community, who made material contributions through forums, notice boards and the DotA Allstars website. This article delves into the copyright challenges facing the genre, with a specific focus on DotA, DOTA2 and League of Legends (LOL). An in-depth study is done on the copyright ownership of the mod, DotA, with a conclusion being drawn that the copyright ownership of characters found in DotA is of utmost importance, as most of the other elements found in MOBA games are not worth copying. As will be illustrated, copyright infringement challenges in the MOBA industry usually revolve around the copying of characters, many of whom draw inspiration from characters that appeared in the progenitor, DotA. With the focus of copyright ownership shifting to the characters found in DotA, the ownership attributed to the three modders in the Blizzard Entertainment, Inc and Valve Corporation v. Lilith Games (Shanghai) Co. Ltd. and uCool, Inc. suit will be critically evaluated. Finally, an approach is proposed for use in copyright infringement cases in the MOBA genre, specifically where the characters in contention are based on or derived from DotA characters, to try to address any potential copyright infringement claims where the alleged proprietor claiming infringement is not truly the copyright owner of the characters in question. As a practical illustration, the proposed approach will be applied to various DOTA2 and LOL characters, with a conclusion being drawn as to why there has been a lack of copyright infringement cases between Riot Games, the owner of LOL, and Valve Corporation, the owner of DOTA2, despite apparent similarities between various of their characters.
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MOBA类型的版权法——DOTA2与《英雄联盟》的比较分析
多人在线竞技场(MOBA)电子游戏类型一直受到版权侵权案件的困扰。这一类型面临的一些版权挑战源于这样一个事实,即该类型的前身《古代防御》(DotA)是为现有的电子游戏《魔兽争霸3》创建的“mod”。此外,《DotA》是一个基于社区的项目,虽然主要有三个主要的“模仿者”,但有人认为,《DotA》中出现的许多角色本身就是受版权保护的作品,这些作品来自游戏社区的贡献者,他们通过论坛、公告板和《DotA Allstars》网站做出了实质性贡献。本文深入探讨了该类型面临的版权挑战,特别关注DotA、DOTA2和英雄联盟(LOL)。对mod DotA的版权归属进行了深入研究,得出的结论是,DotA中发现的角色的版权归属至关重要,因为MOBA游戏中发现的大多数其他元素都不值得复制。如图所示,MOBA行业的版权侵权挑战通常围绕着角色的复制,其中许多人的灵感来自于出现在前身DotA中的角色。随着版权归属的焦点转移到DotA中的角色,暴雪娱乐公司和Valve公司诉Lilith Games(上海)有限公司有限公司和股份有限公司诉讼中的三个MODER的所有权将受到严格评估。最后,提出了一种在MOBA类型的版权侵权案件中使用的方法,特别是在争论中的角色是基于或源自DotA角色的情况下,试图解决任何潜在的版权侵权索赔,其中声称侵权的所有者并不是所涉角色的真正版权所有者。作为一个实际的例子,所提出的方法将应用于各种DOTA2和LOL角色,并得出结论,说明为什么LOL的所有者Riot Games和DOTA2的所有者Valve Corporation之间缺乏版权侵权案件,尽管他们的各种角色之间有明显的相似性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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