首页 > 最新文献

Interactive Entertainment Law Review最新文献

英文 中文
Artificial Intelligence and evolving issues under US copyright and patent law 人工智能与美国版权和专利法下不断演变的问题
Q3 Social Sciences Pub Date : 2023-09-01 DOI: 10.4337/ielr.2023.0002
Gary Rinkerman
The proliferation of AI tools in the arts, commercial design industries, and other endeavours has raised core questions regarding who or what actually supplied the alleged creative or inventive elements, if any, to the AI system’s output. In both US copyright and patent law the question focuses on a case-by-case analysis as to how much of the final product evidences human ‘authorship’ or invention. Also, creativity as well as infringement, can be located in various phases of the AI system’s creation, ingestion of training materials, management, and operation – including its output, whether affected prior to the output or after it. Issues such as liability for selecting ingestion materials or target data, as well as the potential inadvertent triggering of patent law’s bar date through use of specific AI systems, have also come to the forefront of AI’s potential to secure, forfeit, or impact claimed proprietary rights in AI-assisted creative and inventive activities. Several alternative intellectual property and unfair competition approaches that can supplement or supplant copyright and patent law principles also come into play as users of AI seek to protect the products of their efforts.
人工智能工具在艺术、商业设计行业和其他领域的广泛应用,引发了一些核心问题,即人工智能系统的产出中究竟由谁或由什么提供了所谓的创造性或发明性要素(如果有的话)。在美国版权法和专利法中,这个问题的重点是逐案分析最终产品中有多少可以证明人类的 "作者身份 "或发明。此外,人工智能系统的创建、训练材料的摄取、管理和运行等各个阶段都可能存在创造性和侵权行为,包括其输出,无论是在输出前还是输出后都会受到影响。选择摄取材料或目标数据的责任,以及通过使用特定人工智能系统无意中触发专利法禁止日期的可能性等问题,也已成为人工智能在人工智能辅助的创造性和发明性活动中可能确保、放弃或影响所主张的专有权的前沿问题。在人工智能用户寻求保护其努力成果的过程中,一些可以补充或取代版权法和专利法原则的替代性知识产权和不正当竞争方法也开始发挥作用。
{"title":"Artificial Intelligence and evolving issues under US copyright and patent law","authors":"Gary Rinkerman","doi":"10.4337/ielr.2023.0002","DOIUrl":"https://doi.org/10.4337/ielr.2023.0002","url":null,"abstract":"The proliferation of AI tools in the arts, commercial design industries, and other endeavours has raised core questions regarding who or what actually supplied the alleged creative or inventive elements, if any, to the AI system’s output. In both US copyright and patent law the question focuses on a case-by-case analysis as to how much of the final product evidences human ‘authorship’ or invention. Also, creativity as well as infringement, can be located in various phases of the AI system’s creation, ingestion of training materials, management, and operation – including its output, whether affected prior to the output or after it. Issues such as liability for selecting ingestion materials or target data, as well as the potential inadvertent triggering of patent law’s bar date through use of specific AI systems, have also come to the forefront of AI’s potential to secure, forfeit, or impact claimed proprietary rights in AI-assisted creative and inventive activities. Several alternative intellectual property and unfair competition approaches that can supplement or supplant copyright and patent law principles also come into play as users of AI seek to protect the products of their efforts.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":"176 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139346131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
EULAs: Flexible tools of governance or instruments of authoritarianism? EULA:灵活的治理工具还是威权主义的工具?
Q3 Social Sciences Pub Date : 2023-08-25 DOI: 10.4337/ielr.2023.01.00
Gaetano Dimita, Yin Harn Lee, Michaela MacDonald
{"title":"EULAs: Flexible tools of governance or instruments of authoritarianism?","authors":"Gaetano Dimita, Yin Harn Lee, Michaela MacDonald","doi":"10.4337/ielr.2023.01.00","DOIUrl":"https://doi.org/10.4337/ielr.2023.01.00","url":null,"abstract":"","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41916689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Mr. Feige, I don’t feel so good … Copyright ownership, creators’ rights, and the Marvel Cinematic Universe 费奇先生,我感觉不太好……版权,创作者的权利,还有漫威电影宇宙
Q3 Social Sciences Pub Date : 2023-08-25 DOI: 10.4337/ielr.2023.01.02
A. Dixon
The Marvel Cinematic Universe is the highest grossing franchise of all time. What happens when the creators of some of the characters that have made Earth’s Mightiest Heroes such an onscreen success attempt to reclaim their ownership of those characters? This article discusses the relationship of the MCU to copyright disputes in phases.First, the history of copyright contests over Marvel characters is discussed, starting with the licensing disputes surrounding the 1998 film Blade. Former attempts by creators to reclaim ownership of their comic book characters are then analysed and compared to the current claims for ownership of MCU characters. The article then speculates on the possible effects of character ownership becoming split in the MCU and suggests ways that the MCU might move forward by taking an approach to shared character ownership informed by past Marvel licensing and character agreements.
漫威电影宇宙是有史以来票房最高的系列电影。当《地球上最强大的英雄》在银幕上取得如此成功的一些角色的创作者试图收回对这些角色的所有权时,会发生什么?本文分阶段论述了MCU与著作权纠纷的关系。首先,从1998年电影《刀锋战士》的版权纠纷开始,讨论漫威角色版权纠纷的历史。然后分析了创作者以前试图收回漫画人物所有权的行为,并将其与目前对MCU人物所有权的主张进行了比较。然后,这篇文章推测了角色所有权在MCU中分裂的可能影响,并提出了MCU可以通过根据过去的漫威授权和角色协议采取共享角色所有权的方法来推进的方法。
{"title":"Mr. Feige, I don’t feel so good … Copyright ownership, creators’ rights, and the Marvel Cinematic Universe","authors":"A. Dixon","doi":"10.4337/ielr.2023.01.02","DOIUrl":"https://doi.org/10.4337/ielr.2023.01.02","url":null,"abstract":"The Marvel Cinematic Universe is the highest grossing franchise of all time. What happens when the creators of some of the characters that have made Earth’s Mightiest Heroes such an onscreen success attempt to reclaim their ownership of those characters? This article discusses the relationship of the MCU to copyright disputes in phases.\u0000First, the history of copyright contests over Marvel characters is discussed, starting with the licensing disputes surrounding the 1998 film Blade. Former attempts by creators to reclaim ownership of their comic book characters are then analysed and compared to the current claims for ownership of MCU characters. The article then speculates on the possible effects of character ownership becoming split in the MCU and suggests ways that the MCU might move forward by taking an approach to shared character ownership informed by past Marvel licensing and character agreements.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45711110","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Are streaming rights the new broadcasting rights of the 21st century? A comparative review on the specific case of esport competitions 流媒体版权是21世纪的新广播版权吗?电子竞技比赛具体案例的比较回顾
Q3 Social Sciences Pub Date : 2023-08-25 DOI: 10.4337/ielr.2023.01.03
Adèle Serio, Christian Ciniero
Nowadays the world of entertainment is based upon a multitude of platforms and not only on television. The disruptive new technologies, such as streaming platforms, have changed the entire panorama. The straightforwardness of content, the streaming enthusiasm and the creative freedom, directly blooming from the creator, are perfectly embodied through new actors like Twitch and YouTube. At the same time, with the arrival of esports on the international stage, they have become the preferred format for livestream, optimized and indispensable to publishers. However, the compulsory use of Twitch is challenging the normal broadcasting rights process by the intervention of numerous intermediaries, and consequently the rights applied to Intellectual Property. Our article will focus on the identification of these actors, in order to understand the distribution of broadcasting rights and the example of three countries involved in these problematics.
如今,娱乐世界建立在众多平台的基础上,而不仅仅是电视。颠覆性的新技术,如流媒体平台,已经改变了整个局面。内容的直率、流媒体的热情和创作的自由,直接从创作者那里绽放出来,通过Twitch和YouTube等新演员得到了完美的体现。与此同时,随着电子竞技登上国际舞台,它们已成为直播的首选格式,对出版商来说是优化和不可或缺的。然而,由于众多中介机构的干预,Twitch的强制使用对正常的广播权利程序构成了挑战,因此适用于知识产权的权利也受到了挑战。我们的文章将侧重于识别这些行为者,以了解广播权的分配以及涉及这些问题的三个国家的例子。
{"title":"Are streaming rights the new broadcasting rights of the 21st century? A comparative review on the specific case of esport competitions","authors":"Adèle Serio, Christian Ciniero","doi":"10.4337/ielr.2023.01.03","DOIUrl":"https://doi.org/10.4337/ielr.2023.01.03","url":null,"abstract":"Nowadays the world of entertainment is based upon a multitude of platforms and not only on television. The disruptive new technologies, such as streaming platforms, have changed the entire panorama. The straightforwardness of content, the streaming enthusiasm and the creative freedom, directly blooming from the creator, are perfectly embodied through new actors like Twitch and YouTube. At the same time, with the arrival of esports on the international stage, they have become the preferred format for livestream, optimized and indispensable to publishers. However, the compulsory use of Twitch is challenging the normal broadcasting rights process by the intervention of numerous intermediaries, and consequently the rights applied to Intellectual Property. Our article will focus on the identification of these actors, in order to understand the distribution of broadcasting rights and the example of three countries involved in these problematics.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44470349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Dark clouds gather – The development of cloud gaming, and competition agencies’ efforts to enable it on mobile app stores 乌云密布——云游戏的发展,以及竞争机构的努力,使其能够进入移动应用商店
Q3 Social Sciences Pub Date : 2023-05-01 DOI: 10.4337/ielr.2023.0001
D. Geradin, Stijn Huijts
Cloud gaming represents a new model of video game distribution. It involves playing games that are streamed from a remote server (the cloud), and has the potential to revolutionize gaming as it is, at least in theory, device-agnostic, allowing high-end or ‘AAA’ games to be played on any device with a connection to the internet. However, Apple blocks the emergence of cloud gaming apps on its Apple App Store, and Google, although not completely blocking them, still imposes restrictions on them. Apple’s prevention of cloud gaming apps has led the UK Competition and Markets Authority to make a Market Investigation Reference, which could lead to remedies being imposed on Apple. However, Apple subsequently successfully appealed the decision to make the Reference.This article provides an introduction to cloud gaming and explains why it is an important development that offers huge potential for competition and innovation in digital markets. It then discusses Apple’s prevention of cloud gaming apps and examines Apple’s stated rationale for this policy, after which it also touches on Google’s approach. This is followed by a section that sets out other reasons why it may be in Apple’s commercial interest to block the emergence of cloud gaming apps, looking in particular at whether this may be linked to a desire to protect its position in the distribution of apps on iOS devices and its revenues from the sale of hardware. After this, the article discusses how these restrictions have led to the UK Market Investigation Reference, and how they may be treated under the forthcoming EU Digital Markets Act.
云游戏代表了一种新的电子游戏发行模式。它涉及到从远程服务器(云)流式传输游戏,并且有可能彻底改变游戏,因为它至少在理论上是不受设备限制的,允许在任何连接到互联网的设备上玩高端或“AAA”游戏。然而,苹果在其App Store上阻止了云游戏应用的出现,b谷歌虽然没有完全阻止它们,但仍然对它们施加了限制。苹果对云游戏应用的阻止导致英国竞争和市场管理局做出市场调查参考,这可能导致对苹果的补救措施。然而,苹果公司随后成功地对这一决定提出了上诉。本文介绍了云游戏,并解释了为什么它是一个重要的发展,为数字市场的竞争和创新提供了巨大的潜力。然后讨论了苹果对云游戏应用的防范,并分析了苹果对这一政策的基本原理,之后还谈到了b谷歌的做法。接下来的一节阐述了为什么阻止云游戏应用的出现可能符合苹果的商业利益,特别是这是否可能与保护其在iOS设备上的应用推广地位和硬件销售收入的愿望有关。在此之后,本文讨论了这些限制如何导致英国市场调查参考,以及如何在即将出台的欧盟数字市场法案下处理它们。
{"title":"Dark clouds gather – The development of cloud gaming, and competition agencies’ efforts to enable it on mobile app stores","authors":"D. Geradin, Stijn Huijts","doi":"10.4337/ielr.2023.0001","DOIUrl":"https://doi.org/10.4337/ielr.2023.0001","url":null,"abstract":"\u0000Cloud gaming represents a new model of video game distribution. It involves playing games that are streamed from a remote server (the cloud), and has the potential to revolutionize gaming as it is, at least in theory, device-agnostic, allowing high-end or ‘AAA’ games to be played on any device with a connection to the internet. However, Apple blocks the emergence of cloud gaming apps on its Apple App Store, and Google, although not completely blocking them, still imposes restrictions on them. Apple’s prevention of cloud gaming apps has led the UK Competition and Markets Authority to make a Market Investigation Reference, which could lead to remedies being imposed on Apple. However, Apple subsequently successfully appealed the decision to make the Reference.\u0000This article provides an introduction to cloud gaming and explains why it is an important development that offers huge potential for competition and innovation in digital markets. It then discusses Apple’s prevention of cloud gaming apps and examines Apple’s stated rationale for this policy, after which it also touches on Google’s approach. This is followed by a section that sets out other reasons why it may be in Apple’s commercial interest to block the emergence of cloud gaming apps, looking in particular at whether this may be linked to a desire to protect its position in the distribution of apps on iOS devices and its revenues from the sale of hardware. After this, the article discusses how these restrictions have led to the UK Market Investigation Reference, and how they may be treated under the forthcoming EU Digital Markets Act.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43094360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Copyright protection of video games: a comparative study 电子游戏版权保护的比较研究
Q3 Social Sciences Pub Date : 2022-12-30 DOI: 10.4337/ielr.2022.02.04
Despoina Farmaki
The legal nature of video games in terms of copyright is hard to determine. Video games are highly interactive multimedia that are made up of individual elements that are the ‘product’ of creative effort and expertise. Video games are also complex multimedia works that combine video, music, art and characters. There is a debate on which work is qualified to be copyright protected: is it the video game as a whole or the individual elements of it? To question further, under which category of protected works should they be classified? This article will shed light on the above considerations by employing a combination of doctrinal and comparative analyses. European and national legislation and case law will be analysed, with particular emphasis on four national jurisdictions: Germany, France, Greece and the UK. The article discusses the divergent opinions among academics, national and European case law, and will suggest that copyright registration of video games would provide more clarity.
就版权而言,电子游戏的法律性质很难确定。电子游戏是一种高度互动的多媒体,由个人元素组成,这些元素是创造性努力和专业知识的“产物”。电子游戏也是一种将视频、音乐、艺术和人物相结合的复杂多媒体作品。关于哪些作品有资格受到版权保护,有一个争论:它是整个电子游戏还是其中的个别元素?更进一步的问题是,它们应该被归为哪一类受保护的作品?本文将结合理论分析和比较分析来阐明上述考虑。将分析欧洲和国家立法和判例法,特别强调四个国家管辖区:德国、法国、希腊和英国。文章讨论了学术界、国家和欧洲判例法之间的不同意见,并建议电子游戏的版权注册将提供更清晰的信息。
{"title":"Copyright protection of video games: a comparative study","authors":"Despoina Farmaki","doi":"10.4337/ielr.2022.02.04","DOIUrl":"https://doi.org/10.4337/ielr.2022.02.04","url":null,"abstract":"\u0000The legal nature of video games in terms of copyright is hard to determine. Video games are highly interactive multimedia that are made up of individual elements that are the ‘product’ of creative effort and expertise. Video games are also complex multimedia works that combine video, music, art and characters. There is a debate on which work is qualified to be copyright protected: is it the video game as a whole or the individual elements of it? To question further, under which category of protected works should they be classified? This article will shed light on the above considerations by employing a combination of doctrinal and comparative analyses. European and national legislation and case law will be analysed, with particular emphasis on four national jurisdictions: Germany, France, Greece and the UK. The article discusses the divergent opinions among academics, national and European case law, and will suggest that copyright registration of video games would provide more clarity.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45786364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The impact of the Epic Games v. Apple case on developer monetization and payment systems Epic Games诉苹果案对开发商盈利和支付系统的影响
Q3 Social Sciences Pub Date : 2022-12-30 DOI: 10.4337/ielr.2022.02.03
Julian Ward, Elaahe Farsimadan
This article summarizes the key issues arising in respect of the US case Epic Games v. Apple; provides an overview of the related investigations and litigation in other jurisdictions and examines how Epic Games v. Apple may impact developers’ game monetization and payment system options and challenges moving forward.
本文总结了美国Epic Games诉苹果案中出现的关键问题;概述了其他司法管辖区的相关调查和诉讼,并探讨了Epic Games诉苹果案可能如何影响开发商的游戏货币化和支付系统选择以及未来的挑战。
{"title":"The impact of the Epic Games v. Apple case on developer monetization and payment systems","authors":"Julian Ward, Elaahe Farsimadan","doi":"10.4337/ielr.2022.02.03","DOIUrl":"https://doi.org/10.4337/ielr.2022.02.03","url":null,"abstract":"\u0000This article summarizes the key issues arising in respect of the US case Epic Games v. Apple; provides an overview of the related investigations and litigation in other jurisdictions and examines how Epic Games v. Apple may impact developers’ game monetization and payment system options and challenges moving forward.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46568315","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Hypes, fads and dead-ends: a mere distraction from the real questions 炒作、时尚和死胡同:只是分散人们对真实问题的注意力
Q3 Social Sciences Pub Date : 2022-12-30 DOI: 10.4337/ielr.2022.02.00
Gaetano Dimita, Yin Harn Lee, Michaela MacDonald
{"title":"Hypes, fads and dead-ends: a mere distraction from the real questions","authors":"Gaetano Dimita, Yin Harn Lee, Michaela MacDonald","doi":"10.4337/ielr.2022.02.00","DOIUrl":"https://doi.org/10.4337/ielr.2022.02.00","url":null,"abstract":"","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43218301","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Copyright law in the MOBA genre: a comparative analysis of DOTA2 and League of Legends MOBA类型的版权法——DOTA2与《英雄联盟》的比较分析
Q3 Social Sciences Pub Date : 2022-12-30 DOI: 10.4337/ielr.2022.02.01
Cornelius Jonker, S. Karjiker
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.
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。
{"title":"Copyright law in the MOBA genre: a comparative analysis of DOTA2 and League of Legends","authors":"Cornelius Jonker, S. Karjiker","doi":"10.4337/ielr.2022.02.01","DOIUrl":"https://doi.org/10.4337/ielr.2022.02.01","url":null,"abstract":"\u0000The 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.\u0000This 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.\u0000Finally, 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.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45030279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Gaming Theatre Company: players, gameplay, performance and the law The Gaming Theatre Company:玩家、玩法、表现和法律
Q3 Social Sciences Pub Date : 2022-12-30 DOI: 10.4337/ielr.2022.02.02
Salvatore Fasciana
This article proposes arguments proving that the act of playing a video game may attract copyright protection in the context of European intellectual property law. This article explores this from a multidisciplinary perspective including performance studies and EU copyright law. The increasingly popular practice and industry of ‘public gaming’ is suggesting that playing video games is now enriched with elements belonging more to musical and recitative performances. However, while actors and musicians’ performances constitute undeniable bricks of the creative process in presentations to the public, there is no such thing called ‘video game performance’ or ‘gaming performance’. The article suggests that, under certain conditions, players’ agency is able to generate a multi-layered meaning among players, audiences and the game.1 Therefore, after building a theoretical framework where gameplays are featured by theatrical performance qualities, the article proposes a definition of ‘public gaming performance’. After that, it uses such a definition to suggest that certain public gameplays, as well as being public performances under the performative studies umbrella, have everything they need to enjoy copyright protection under EU copyright law. On the one hand, then, this article uses theatrical models to shape gaming as a performative activity. On the other hand, it analyses the legal structures and mechanisms preventing game stream from attracting copyright protection while providing the reader with observations on the main obstacles to the full empowerment of players as performers.
本文提出的论据证明,在欧洲知识产权法的背景下,玩电子游戏的行为可能会受到版权保护。本文从多学科的角度探讨了这一点,包括绩效研究和欧盟版权法。越来越受欢迎的“公共游戏”实践和行业表明,玩电子游戏现在更多地融入了音乐和朗诵表演的元素。然而,尽管演员和音乐家的表演构成了向公众展示的创作过程中不可否认的组成部分,但并不存在所谓的“电子游戏表演”或“游戏表演”。本文认为,在一定条件下,玩家代理能够在玩家、受众和游戏之间产生多层次的意义因此,在构建了游戏玩法具有戏剧表演品质的理论框架后,本文提出了“公共游戏表演”的定义。在此之后,它使用这样的定义来暗示某些公共游戏玩法,以及在表演研究的保护伞下的公共表演,拥有它们需要的一切,可以享受欧盟版权法的版权保护。一方面,本文使用戏剧模型将游戏塑造成一种表演活动。另一方面,它分析了阻止游戏流获得版权保护的法律结构和机制,同时向读者提供了关于玩家作为表演者获得充分授权的主要障碍的观察。
{"title":"The Gaming Theatre Company: players, gameplay, performance and the law","authors":"Salvatore Fasciana","doi":"10.4337/ielr.2022.02.02","DOIUrl":"https://doi.org/10.4337/ielr.2022.02.02","url":null,"abstract":"\u0000This article proposes arguments proving that the act of playing a video game may attract copyright protection in the context of European intellectual property law. This article explores this from a multidisciplinary perspective including performance studies and EU copyright law. The increasingly popular practice and industry of ‘public gaming’ is suggesting that playing video games is now enriched with elements belonging more to musical and recitative performances. However, while actors and musicians’ performances constitute undeniable bricks of the creative process in presentations to the public, there is no such thing called ‘video game performance’ or ‘gaming performance’. The article suggests that, under certain conditions, players’ agency is able to generate a multi-layered meaning among players, audiences and the game.1 Therefore, after building a theoretical framework where gameplays are featured by theatrical performance qualities, the article proposes a definition of ‘public gaming performance’. After that, it uses such a definition to suggest that certain public gameplays, as well as being public performances under the performative studies umbrella, have everything they need to enjoy copyright protection under EU copyright law. On the one hand, then, this article uses theatrical models to shape gaming as a performative activity. On the other hand, it analyses the legal structures and mechanisms preventing game stream from attracting copyright protection while providing the reader with observations on the main obstacles to the full empowerment of players as performers.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41748270","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Interactive Entertainment Law Review
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1