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Video games are magic 电子游戏很神奇
Q3 Social Sciences Pub Date : 2022-01-01 DOI: 10.4337/ielr.2022.01.00
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引用次数: 0
The protectability of game mechanics: some enlightenment from China’s perspective 游戏机制的可保护性:来自中国视角的启示
Q3 Social Sciences Pub Date : 2022-01-01 DOI: 10.4337/ielr.2022.01.02
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引用次数: 0
Video game streaming: how poor licensing undermines creators* 电子游戏流媒体:糟糕的授权如何削弱创作者*
Q3 Social Sciences Pub Date : 2022-01-01 DOI: 10.4337/ielr.2022.01.03
O. Woznica
This article tackles the phenomenon of video game streaming amidst a regulatory shift in the European Union towards the DSM Directive framework. The article offers a new perspective on a specific and economically significant industry fuelled by the growing exploitation of copyright-protected content amplified by the COVID-19 pandemic and global lockdowns. European scholars have previously studied video game streaming, however, this article offers a new approach focused on the licensing aspects. The article, thus, presents an attempt to capture the unique characteristics of the European digital market framed by the video game industry. The article discusses three separate topics, Article 17 of the DSM Directive, authorization practices, and the impacts of the DSM Directive framework on the video game streaming industry. First, the article analyses the legal shift and its implications on the video game streaming industry. Secondly, it seeks to identify broader ten-dencies in the video game streaming industry and particularly licensing practices. Finally, it analyses the position of video game streamers and possible room for improvement. The presented conclusions focus predominantly on identified licensing insufficiencies in the video game industry that put creators in a vulnerable position. Article 17 of the DSM Directive, subsequently, could bring about improvements to licence terms due to a shift in enforce-ment consequences from take-down to stay-down. © 2022, Edward Elgar Publishing Ltd.
本文将讨论在欧盟向DSM指令框架的监管转变中电子游戏流媒体现象。这篇文章提供了一个新的视角来看待一个特定的、具有重要经济意义的行业,该行业受到COVID-19大流行和全球封锁加剧的对受版权保护内容的日益利用的推动。欧洲学者之前曾研究过电子游戏流媒体,但本文提供了一种专注于授权方面的新方法。因此,本文试图抓住欧洲电子游戏产业所塑造的数字市场的独特特征。本文讨论了三个独立的主题,DSM指令的第17条,授权实践,以及DSM指令框架对视频游戏流媒体行业的影响。首先,本文分析了法律的转变及其对视频游戏流媒体产业的影响。其次,它试图确定视频游戏流媒体行业更广泛的趋势,特别是授权实践。最后,分析了电子游戏流媒体的地位和可能的改进空间。所呈现的结论主要集中在电子游戏行业中已确定的授权不足,这使创作者处于弱势地位。随后,DSM指令第17条可能会改善许可证条款,因为执法后果从删除到保留。©2022,爱德华·埃尔加出版有限公司
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引用次数: 0
Taxes in video games: overview, purposes, relevance 电子游戏中的税收:概述、目的和相关性
Q3 Social Sciences Pub Date : 2022-01-01 DOI: 10.4337/ielr.2022.01.04
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引用次数: 1
Deceptive advertising and its connection to unregulated gambling in the gaming industry 欺骗性广告及其与博彩业中不受管制的赌博的联系
Q3 Social Sciences Pub Date : 2021-12-01 DOI: 10.4337/ielr.2021.02.03
Zoi Potolia
Streaming and on-demand entertainment content on new media platforms exposes viewers to gambling as influencers leverage audience’s trust within an insufficiently regulated industry. This article covers instances of influencers directing undisclosed endorsements for gamer gambling services to their audience, highlighting the presence of both inherent risk and of the need to regulate. On regulation, this article provides an evaluation of the regulatory framework already in place and whether consumers are sufficiently protected against deceptive advertising. It establishes a connection between undisclosed endorsements and unregulated gambling, in some cases involving minors. Lastly, it provides a thorough analysis on the effectiveness of the current regulatory framework as enforced by the FTC in the US and European influencer marketing legislation. This includes a discussion on the limitations of competent authorities to regulate in time juxtaposed by the strong interests of stakeholders within the gaming industry.
新媒体平台上的流媒体和点播娱乐内容使观众面临赌博风险,因为在一个监管不足的行业中,有影响力的人利用观众的信任。这篇文章涵盖了有影响力的人向观众提供未公开的游戏玩家赌博服务背书的例子,强调了固有风险的存在和监管的必要性。关于监管,本文对现有的监管框架以及消费者是否受到足够的保护,免受欺骗性广告的影响进行了评估。它在未公开的背书和不受监管的赌博之间建立了联系,在某些情况下涉及未成年人。最后,它对联邦贸易委员会在美国和欧洲影响者营销立法中实施的现行监管框架的有效性进行了全面分析。这包括讨论主管当局及时监管的局限性,同时讨论游戏行业利益相关者的强烈利益。
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引用次数: 0
Augmented and virtual reality art: a new frontier of legal protection 增强和虚拟现实艺术:法律保护的新前沿
Q3 Social Sciences Pub Date : 2021-12-01 DOI: 10.4337/ielr.2021.02.02
O. Jean-Baptiste
Augmented reality (AR) refers to a type of technology in which a digital overlay can be added to the real world in order to present the viewer with aspects of both reality and a virtual world. Virtual reality (VR) environments consist of a computer-generated, three-dimensional, virtual world. However, in contrast to augmented reality technology these environments are self-contained, and do not allow users to interact directly with the real world around them. 1 This article will explore the current status of protection for AR and VR art in relation to moral rights drawing from three jurisdictions: France, the United Kingdom and the United States.
增强现实(AR)是指一种可以将数字叠加添加到现实世界中的技术,以便向观众呈现现实世界和虚拟世界的各个方面。虚拟现实(VR)环境由计算机生成的三维虚拟世界组成。然而,与增强现实技术相比,这些环境是独立的,不允许用户直接与周围的真实世界互动。1本文将从法国、英国和美国三个司法管辖区探讨AR和VR艺术与道德权利相关的保护现状。
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引用次数: 2
Protecting video games against online copyright infringement: a Russian approach to site blocking 保护视频游戏免受网络版权侵犯:俄罗斯屏蔽网站的方法
Q3 Social Sciences Pub Date : 2021-12-01 DOI: 10.4337/ielr.2021.02.04
A. Kuzmina
Throughout recent years Russia has developed a strong anti-piracy and site blocking laws which claim to become effective tools against an ongoing issue of video game piracy. Thousands of pirate torrent indexing websites, illegal marketplaces with unauthorized digital goods and in-game values are shut down yearly by video game right holders in order to prevent illegal content consumption. Torrent sites loose up to 90% of traffic quickly after blocking measures are implemented. However, if the law is too good to be true, it most probably is. The strict domain-specific site blocking approach has been an ongoing issue and an obstacle for right holders to tackle site blocking circumvention tools from Russia. Most pirate sites hop to a new domain name after the right holder obtains first content-removal order making it impossible to sue the website for repeated copyright infringement. The dynamic site blocking approach developed within European case law and best practices may become a potential solution to this problem.
近年来,俄罗斯制定了强有力的反盗版和网站封锁法律,声称这些法律已成为应对电子游戏盗版问题的有效工具。为了防止非法内容的消费,每年都有成千上万的盗版种子索引网站,非法市场和未经授权的数字商品和游戏内价值被电子游戏版权所有者关闭。在实施封锁措施后,Torrent网站会迅速释放高达90%的流量。然而,如果法律好得令人难以置信,那么它很可能是不真实的。严格的特定领域网站屏蔽方法一直是一个持续存在的问题,也是权利人解决来自俄罗斯的网站屏蔽规避工具的障碍。大多数盗版网站在版权所有者获得第一个内容删除命令后,就会跳转到一个新的域名,这样就不可能起诉该网站多次侵犯版权。在欧洲判例法和最佳实践中开发的动态站点封锁方法可能成为解决这一问题的潜在办法。
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引用次数: 0
Wellbeing, mental health, and video games: a shifting narrative from player to industry perspective 幸福、心理健康和电子游戏:从玩家视角到产业视角的转变
Q3 Social Sciences Pub Date : 2021-12-01 DOI: 10.4337/ielr.2021.02.00
Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler
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引用次数: 1
Registered Community designs in the video game industry: a neglected yet potent tool 电子游戏行业的注册社区设计:一个被忽视但有力的工具
Q3 Social Sciences Pub Date : 2021-11-01 DOI: 10.4337/ielr.2021.0002
Emmanuelle Sarlangue
This article aims at demonstrating how and why registered Community designs should be integrated into the video game industry's intellectual property strategy. Although the validity of virtual designs has not yet been tested before courts, registered designs adequately address the issue of clone gaming faced by the industry. Some minor changes to the EU legal framework could contribute to balancing out the perceived legal uncertainty surrounding this intellectual property right.
本文旨在展示注册社区设计应如何以及为什么融入电子游戏行业的知识产权战略。尽管虚拟设计的有效性尚未在法庭上进行测试,但注册设计充分解决了该行业面临的克隆游戏问题。欧盟法律框架的一些微小变化可能有助于平衡围绕这一知识产权的法律不确定性。
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引用次数: 0
Limiting the loot box: overview and difficulties of a common EU response 限制战利品箱:欧盟共同应对的概述和困难
Q3 Social Sciences Pub Date : 2021-08-01 DOI: 10.4337/ielr.2021.01.04
Peter Honer
: 2019 has seen loot boxes remain a prime target of concern for regulators, legislators and industry bodies alike, yet despite the work carried out in the Gambling Regulators European Forum in this regard, there have been no substantial efforts to develop a common EU response to date. This article aims to argue that such inaction at a European level is unsatisfactory from both the perspective of the European consumer and games companies alike, while highlighting that any broad regulatory attempts to limit loot boxes to date should be viewed with scepticism. Having examined the three main approaches that could form the basis of a common EU response (gambling law, self-regulation and consumer law) that could deal with some of the issues that national fragmentation in the field have presented to date, it is submitted that a hybrid system, which draws together principles from these three main approaches, can strike the right level of balance between protecting innovative monetization systems for developers, whilst safeguarding consumers from practices deemed to be ‘ predatory ’ .
:2019年,战利品箱仍然是监管机构、立法者和行业机构关注的主要目标,然而,尽管博彩监管机构欧洲论坛在这方面开展了工作,但迄今为止,还没有做出实质性的努力来制定欧盟的共同应对措施。这篇文章旨在辩称,从欧洲消费者和游戏公司的角度来看,欧洲层面的这种不作为是不令人满意的,同时强调,迄今为止,任何限制战利品箱的广泛监管尝试都应该受到怀疑。在审查了可能构成欧盟共同应对措施基础的三种主要方法(赌博法、自我监管和消费者法),这三种方法可以处理该领域国家分裂迄今为止提出的一些问题后,有人认为,一个综合了这三种主要方法原则的混合系统,可以在保护开发商的创新货币化系统和保护消费者免受被视为“掠夺性”的做法之间取得适当的平衡。
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引用次数: 4
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Interactive Entertainment Law Review
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