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‘“The ultimate unboxing”: in search of the right questions to ask about loot boxes’ “终极解箱”:寻找关于战利品箱的正确问题”
Q3 Social Sciences Pub Date : 2021-08-01 DOI: 10.4337/ielr.2021.01.00
Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler
Loot boxes ‒ defined loosely as virtual items purchasable with real money, which contain randomized in-game content of unknown value ‒ are a very profitable monetization mechanism in contemporary video games. The plethora of issues surrounding loot boxes inevitably leads to the question of an adequate regulatory response. Legal responses have been deployed in various jurisdictions but faced several limitations. First, the responses are very divergent. Some jurisdictions view this form of monetization through the lens of gambling laws, consumer protection laws, and often – being conscious of the additional risks which loot boxes pose to under-age players – are increasingly addressing these issues under child protection laws. Thus, the broad array of issues triggered by loot boxes allows qualifying these within various regulatory fields. The possibility to place these in different regulatory ‘boxes’ inevitably leads to inconsistent regulatory outcomes. Finally, the very fact that a consistent definition of what constitutes a loot box remains elusive exacerbates the situation as well. Furthermore, the global set up of the video game industry and the ubiquity of online gaming with users worldwide make the issues global by design. Fragmented and divergent regulatory responses to loot boxes on a country-by-country approach is suboptimal, and raise the daunting spectre of video game developers and publishers having to create parallel versions of the same video game in order to comply with the regulations in force in different jurisdictions – a prospect that seems both expensive and impractical. In these cases of regulatory deficiency, self-regulation is oftenmooted as a means for resolving the challenges presented by loot boxes. To date, however, the approach of the video game industry has been reactive rather than proactive, and a coordinated, industry-wide response has yet to emerge. The window for a self-regulatory approach is closing quickly – if it has not done so already – and divergences of position within the industry mean that it is unlikely that an industry-wide model for self-regulation will be developed within the short term. This has resulted in a regulatory vacuum, which has come to be dominated by a polemical strain of commentary that paints a complex issue in starkly black and white terms. This might explain the current state of affairs in relation to the regulation of loot boxes: a very polarized and heated debate, which often misses the crucial issues at stakes, and risks leading regulators toward unnecessary new legislation which is difficult to enforce. It is against this backdrop that we have chosen to publish an issue of the Interactive Entertainment Law Review that is devoted exclusively to the topic of loot boxes. In their provocative article ‘Getting under your skin(s): a legal-ethical exploration of Fortnite’s transformation into a content delivery platform and its manipulative potential’, Marijn Sax and Jef Ausloos examine the
战利品箱(游戏邦注:即可以用真钱购买的虚拟物品,其中包含未知价值的随机游戏内容)是当代电子游戏中一种非常有利可图的盈利机制。围绕战利品箱的过多问题不可避免地导致了适当的监管反应问题。在不同的司法管辖区采取了法律对策,但面临一些限制。首先,各方的反应大相径庭。一些司法管辖区通过赌博法、消费者保护法来看待这种盈利形式,并且经常意识到战利品箱给未成年玩家带来的额外风险,因此越来越多地根据儿童保护法来解决这些问题。因此,战利品箱所引发的一系列问题允许在不同的监管领域中限定这些问题。把这些东西放在不同的监管“盒子”里的可能性,不可避免地会导致不一致的监管结果。最后,关于战利品箱的一致定义仍然难以捉摸,这也加剧了这种情况。此外,电子游戏产业的全球布局以及网络游戏在世界各地用户的普遍存在,使得这个问题从设计上就具有全球性。各国对战利品箱的分散和不同的监管反应是不理想的,而且会让电子游戏开发商和发行商不得不为同一款电子游戏创造平行版本,以遵守不同司法管辖区的规定——这一前景既昂贵又不切实际。在这些缺乏监管的情况下,自我监管通常被认为是解决战利品箱带来的挑战的一种手段。然而,到目前为止,电子游戏行业的做法是被动的,而不是主动的,一个协调的,全行业的反应尚未出现。实行自我监管的窗口期正在迅速关闭——如果它还没有关闭的话——而行业内部的立场分歧意味着,短期内不太可能形成一个全行业的自我监管模式。这导致了监管真空,这种真空已经被一种争论性的评论所主导,这些评论用鲜明的非黑即白来描绘一个复杂的问题。这或许可以解释当前与战利品箱监管相关的事态:一场非常两极化和激烈的辩论,往往忽略了关键问题,并有可能导致监管机构制定不必要的新立法,而这些立法很难执行。正是在这种背景下,我们选择发行一期《Interactive Entertainment Law Review》,专门讨论战利品盒的话题。Marijn Sax和Jef Ausloos在他们颇具争议的文章《Getting under your skin(s):对《堡垒之夜》转变为内容传递平台及其操纵潜力的法律伦理探索》中,以《堡垒之夜》(世界上最受欢迎和最赚钱的电子游戏之一)为例,通过操纵伦理理论的视角审视了免费增值商业模式。在此过程中,他们还考虑了欧洲数据保护法和消费者保护法可能如何作为监管工具。肖里昂的《把战利品箱当成赌博?》“迈向法律和自我监管的消费者保护方法相结合”提供了对现有监管方法的批评,特别是那些植根于赌博法的方法,并提出了一个共同监管的模型。在“战利品箱应该被视为赌博还是自我监管和企业社会责任可以解决战利品箱问题?”Daniel James Harvey回顾了当前的英国法律和国际立法,强调了根据英国法律将战利品箱归类为一种赌博形式的困难,并最终拒绝将自我监管和企业社会责任作为可能的监管方法,而是关注儿童保护法的潜力,以减轻战利品箱的风险和类似的盈利机制给未成年玩家。最后,Peter Honer的文章《限制战利品箱:欧盟共同应对的概述和困难》概述了欧盟共同方法在监管战利品箱方面的困难,并提出采用赌博法、自我监管法和消费者法的混合监管方法可能是未来的发展方向。最后说一句:作为第一本涵盖互动娱乐法的学术期刊,IELR一直致力于提供一个严谨的学术辩论和思想交流的平台。自2018年成立以来,它已发展成为发展这一不断发展的法律领域的重要和领先的声音和渠道。作为编辑,我们知道这期特刊涉及到一个非常有争议的话题。这期的文章都经过了严格的编辑和额外的双盲(甚至三盲)同行评审过程。 我们看到这些1
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引用次数: 1
Should loot boxes be considered gambling or can Self-Regulation and Corporate Social Responsibility solve the loot box issue? A review of current UK law and international legislation 战利品箱应该被视为赌博还是自我监管和企业社会责任可以解决战利品箱问题?对现行英国法律和国际立法的回顾
Q3 Social Sciences Pub Date : 2021-08-01 DOI: 10.4337/ielr.2021.01.03
Daniel James Harvey
Loot boxes are an important form of monetization in the Video Game Industry (VGI). Loot boxes became controversial since the release of Star Wars Battlefront II in 2017 causing many jurisdictions to investigate loot boxes as a form of gambling. This article will highlight how loot boxes might be classified as a form of gambling in the UK under the Gambling Act 2005 but will examine alternate jurisdictions for guidance on the stipulation of ‘money's worth’ in section 6(5)(a) of the Gambling Act 2005 and whether money's worth has to be a quantitative amount or a more intrinsic value. This article will also examine soft law approaches in managing the loot box issue such as Self-Regulation and Corporate Social Responsibility. However, from this article one can see that the loot box issue is far from being solved and the larger issue of predatory monetization arises. This indicates even if the loot box issue is solved, users might still be harmed by the VGI using other monetization methods which are predatory and addictive.
战利品箱是电子游戏产业(VGI)中一种重要的盈利形式。自2017年《星球大战:前线2》发行以来,战利品箱就引发了争议,导致许多司法管辖区将战利品箱作为一种赌博形式进行调查。本文将重点介绍战利品箱如何根据2005年《赌博法》在英国被归类为一种赌博形式,但将审查2005年《赌博法》第6(5)(a)节中关于“金钱价值”规定的指导方针,以及金钱价值是否必须是数量数量或更内在的价值。本文还将探讨管理战利品箱问题的软法律方法,如自我监管和企业社会责任。然而,从这篇文章中我们可以看到战利品箱问题远未得到解决,掠夺性盈利的更大问题出现了。这表明,即使战利品盒问题得到解决,用户仍然可能会因为VGI使用其他掠夺性和成瘾性的盈利方法而受到伤害。
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引用次数: 2
Video games: flagships of digital colonialism or solitary beacons of creative freedom and diversity? 电子游戏:数字殖民主义的旗帜,还是创意自由和多样性的孤独灯塔?
Q3 Social Sciences Pub Date : 2020-12-01 DOI: 10.4337/IELR.2020.02.00
Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler
• Rampant misogyny through in-game stereotyping of virtual women and often open discrimination of actual women in the industry. • Toxic environments (in game and outside on Twitch and YouTube) where harassment and cyberbullying often targeting women and minorities are widespread. • Aggressive monetisation techniques and targeted addiction as content, especially on mobile devices. It is no surprise that the video game equivalent of closely gated Skinner Boxes can make money through mass victimization. At a certain speed, the hamster wheel inevitably falls off its moorings.
•游戏中对虚拟女性的刻板印象和行业中对实际女性的公开歧视导致了猖獗的厌女症。•有毒环境(游戏中和Twitch和YouTube上的外部),经常针对女性和少数族裔的骚扰和网络欺凌普遍存在。•激进的货币化技术和有针对性的成瘾内容,尤其是在移动设备上。毫不奇怪,类似于封闭的斯金纳盒子的电子游戏可以通过大规模受害来赚钱。以一定的速度,仓鼠轮不可避免地从系泊处脱落。
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引用次数: 0
Aren't we all exhausted already? EU copyright exhaustion and video game resales in the Games-as-a-Service era 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
Q3 Social Sciences Pub Date : 2020-12-01 DOI: 10.4337/IELR.2020.02.01
Alina Trapova, Emanuele Fava
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.
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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引用次数: 0
Freedom of information, right to express and social media in India 印度的信息自由、表达权和社交媒体
Q3 Social Sciences Pub Date : 2020-12-01 DOI: 10.4337/IELR.2020.02.02
Meera Mathew
People's right to know, to hold opinions, right to access, to seek and receive information, as well as to disseminate and impart ideas, despite frontiers, are protected under all democratic nations' constitutional right of freedom of expression. This duty to inform and disseminate news is undoubtedly the responsibility vested with media as the fourth estate and as a watchdog thereby enabling it to exert due checks and monitors on the working of the nation. By this, it mandates a strong, independent and adequately resourced media to operate in order to serve the general public interest and to place and keep up high standards of journalism. With the changing notions of media and with the prevalence of social media and interactive entertainment platforms, where users write the content, edit the same and disseminate it to the public, the question arises if social media does indeed actually function as ‘media’ as envisioned by our constitutional drafters. Disseminating information accurately to the public is a sacrosanct duty and if such a duty gets affected, the edifice of democracy is devastated. From the traditional media having reliance on what had been circulated, it moved to a system where the ordinary citizen has the capability to manage media technologies and notify own stories creating trends more for a business purpose. This change as named as media-morphosis has also crushed the right to be informed accurately. Against this backdrop, this article addresses the rising frequency of disinformation ‒ occasionally indicated as ‘misinformation’ or ‘fake news’ in social media, inflamed by both states and non-state stakeholders, plus the diverse issues to which they perhaps are a causative part or key source. It also critically evaluates the obligation states have to enable a conducive environment for freedom of expression that comprise encouraging and defending diverse media however, simultaneously, to curtail any sort of misinformation being disseminated to its people. As is evident from the title of this article, the jurisprudential aspects of freedom of information vis-a-vis the freedom to disseminate are examined where the primary examination focus is on – if media that is used to keep a watchful eye on the dealings of government and act as a champion of the public's right to know, has departed from this constitutional duty with the emergence of social media. Moreover, the nexus between ‘contours of expression to disseminate the information’ and ‘extent of limitations as to such information dissemination’ will be analysed. To illustrate, Indian legal framework is used and applied. In its conclusion the author endeavours to question the unwarranted benefit social media enjoys as ‘intermediary’ and as ‘media’ thereby ponders if the current Indian legal framework is adequate to deal with the ramifications.
人民的知情权、持有意见的权利、获得信息的权利、寻求和接受信息的权利以及传播和传播思想的权利,不分国界,都受到所有民主国家言论自由的宪法权利的保护。这种告知和传播新闻的义务无疑是赋予媒体作为第四权力和监督者的责任,从而使它能够对国家的工作进行适当的检查和监督。因此,它要求一个强大、独立和资源充足的媒体运作,以服务于公众利益,并建立和保持高水平的新闻工作。随着媒体概念的改变,以及社交媒体和互动娱乐平台的流行,用户撰写内容,编辑内容并向公众传播,问题出现了,社交媒体是否真的像我们的宪法起草者所设想的那样发挥“媒体”的作用。向公众准确地传播信息是神圣不可侵犯的义务,如果这种义务受到影响,民主大厦就会被摧毁。传统媒体依赖于已传播的内容,现在它转向了一个系统,在这个系统中,普通公民有能力管理媒体技术,并通知自己的故事,创造更多出于商业目的的趋势。这种被称为媒体形态的变化也粉碎了获得准确信息的权利。在此背景下,本文探讨了越来越频繁的虚假信息——有时被国家和非国家利益相关者在社交媒体上称为“错误信息”或“假新闻”,以及它们可能是导致部分或关键来源的各种问题。报告还批判性地评估了各国有义务为言论自由创造有利的环境,包括鼓励和捍卫各种媒体,同时减少向其人民传播任何形式的错误信息。从这篇文章的标题可以明显看出,信息自由相对于传播自由的法理方面是在主要审查重点的地方进行审查的-如果媒体被用来监督政府的交易并作为公众知情权的捍卫者,随着社交媒体的出现,已经偏离了这一宪法义务。此外,还将分析“传播信息的表达方式”和“这种信息传播的限制范围”之间的关系。为了说明,印度的法律框架被使用和应用。在结论中,作者试图质疑社交媒体作为“中介”和“媒体”所享有的无端利益,从而思考当前印度的法律框架是否足以处理其后果。
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引用次数: 0
Interaction of EU and UK copyright in a post-Brexit world: will video games get more protection than they bargain for? 在英国脱欧后的世界里,欧盟和英国版权的相互作用:电子游戏会得到比他们讨价还价更多的保护吗?
Q3 Social Sciences Pub Date : 2020-12-01 DOI: 10.4337/IELR.2020.02.05
Nick Kempton
The UK's approach to copyright and its adoption of a closed list of categories of work has led to unforeseeable gaps in protection in video games and fails to recognize the intellectual creativity that has gone into various elements of a video game, such as in-game animation. However, the CJEU's decision in Cofemel (C-683/17) has sought to harmonize copyright in the EU and provides two simplified requirements for subsistence of copyright allowing for expansive protection and open ended categories of work. This decision broadens out copyright in a way which may fill in some of the gaps of protection for video games but at what cost? This article explores how Cofemel might impact the video games industry in practice, as well as the ways in which the UK courts might address Cofemel in light of its direct conflict with UK legislation at a critical political time where the UK is about to depart from the EU.
英国对版权的处理方式及其对作品类别的封闭列表导致电子游戏在保护方面存在不可预见的漏洞,并且未能认识到电子游戏中各种元素(如游戏内部动画)的智力创造力。然而,欧洲法院在comfemel案中的决定(C-683/17)试图协调欧盟的版权,并为版权的存在提供了两个简化的要求,允许广泛的保护和开放式的作品类别。这一决定扩大了版权范围,填补了电子游戏保护的空白,但代价是什么?本文将探讨Cofemel将如何在实践中影响电子游戏产业,以及在英国即将脱离欧盟的关键政治时期,英国法院将如何处理Cofemel与英国立法的直接冲突。
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引用次数: 0
My face is yours: facial recognition software and copyright ownership 我的脸是你的:面部识别软件和版权所有权
Q3 Social Sciences Pub Date : 2020-12-01 DOI: 10.4337/IELR.2020.02.06
Danae Balcells Moline
The popular NBA 2K series include a facial recognition software that scans the user's face to generate a lookalike avatar. However, end user licence agreements provide for all intellectual property rights, including copyright, to be licensed or assigned to game publishers or developers. Consequently, the user may have no say whether an avatar with their facial features may be used, for instance in advertising for the game. In addition, the facial features stored in the game may be biometric data, and thus subject to strict data protection rules. This paper will analyse whether the avatar generated using a face scan is a copyrightable work of authorship. The analysis questions whether the face scan fits into different categories of works; photography, film and databases, including the sui generis photography and database rights. It concludes that copyright fails to protect the individual's facial features. Even so, the ownership clause in licence agreements on the one hand and the facial features as biometric data on the other further complicate the question of what the individual can assert as his own.
流行的NBA 2K系列包括一个面部识别软件,可以扫描用户的脸来生成一个相似的化身。然而,终端用户许可协议规定了所有的知识产权,包括版权,将被授权或分配给游戏发行商或开发者。因此,用户可能无法决定是否使用带有自己面部特征的角色,例如用于游戏广告。此外,游戏中存储的面部特征可能是生物特征数据,因此受到严格的数据保护规则的约束。本文将分析使用面部扫描生成的头像是否具有著作权。分析质疑面部扫描是否适用于不同类别的作品;摄影、电影和数据库,包括摄影和数据库的专有权利。它的结论是,版权不能保护个人的面部特征。即便如此,一方面是许可协议中的所有权条款,另一方面是作为生物特征数据的面部特征,这进一步使个人可以主张什么是他自己的问题复杂化。
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引用次数: 0
Common features of video games and social networks: importance for international taxation 电子游戏和社交网络的共同特征:对国际税收的重要性
Q3 Social Sciences Pub Date : 2020-12-01 DOI: 10.4337/IELR.2020.02.03
A. Vvedenskaya
In the last decade, significant review and change have been done regarding the taxation of profits from multinational companies. The OECD BEPS Action 1 is focused on granting additional taxing rights to jurisdictions where the customers of the service are located. This is because consumers add to the value creation process (prosumers), together with the company itself.Many enterprises do not have a physical presence at market jurisdictions because of the worldwide digitalization of the business process. With distant sales, they avoid sufficient taxation at the source countries.Multiple jurisdictions, businesses, and individuals provided various taxing rights allocation proposals. OECD considered some of them as possible ways to address the issue of under-taxation at market jurisdiction.This article evaluates the applicability of the OECD analysis of the value creation to the video games industry under the angle of differences and similarities between single-player and multi-player video games with social networks. This work is focused on the differences related to user participation and network effects for the value creation process. It explores the importance of the user participation and network effects for the value creation process of single-player and multi-player video games, to find if that respective taxing rights allocation should be different for these types of video game. It also analyses main proposals on taxing rights allocation, their applicability to the industry, and if these proposals acknowledge the differences in value creation based on the network effects of the video game.It was found that the existing proposals are not always consistent with the preparatory work on value creation analysis performed by the OECD and do not consider the named differences. The results of this work support the position that the proposals, including the most recent one, meet the existing urge for the taxing rights reallocation, but are mainly politically-driven and not always in line with the existing principles of international tax law.
在过去十年中,对跨国公司利润的征税进行了重大审查和改革。OECD BEPS行动1的重点是向服务客户所在的司法管辖区授予额外的征税权。这是因为消费者(产消者)与公司本身一起增加了价值创造过程。由于业务流程的全球数字化,许多企业在市场管辖区内没有实体存在。通过远距离销售,他们在来源国避免了足够的税收。多个辖区、企业和个人提出了不同的税收权分配建议。经合发组织认为其中一些办法是解决市场管辖权征税不足问题的可能办法。本文将从单人和多人社交电子游戏的异同角度出发,评估OECD对电子游戏产业价值创造的分析的适用性。这项工作的重点是与用户参与和价值创造过程的网络效应相关的差异。本文探讨了用户参与和网络效应对单人和多人电子游戏价值创造过程的重要性,以发现这些类型的电子游戏各自的征税权分配是否应该不同。本文还分析了关于征税权利分配的主要建议,它们对行业的适用性,以及这些建议是否承认基于电子游戏的网络效应在价值创造方面的差异。研究发现,现有的建议并不总是与经合发组织进行的价值创造分析的准备工作相一致,也没有考虑到所提到的差异。这项工作的结果支持这样一种立场,即建议,包括最近的建议,满足了对征税权重新分配的现有要求,但主要是政治驱动的,并不总是符合现有的国际税法原则。
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引用次数: 0
Copyright law issues in the context of video game Let's Plays and livestreams 电子游戏《Let’s Plays》和直播中的版权法问题
Q3 Social Sciences Pub Date : 2020-12-01 DOI: 10.4337/IELR.2020.02.04
Anna-Lisa Tie
Video game content has grown increasingly popular on internet service providers such as YouTube and Twitch. This genre of uploaded material includes the gameplay of internet users, in the form of pre-recorded ‘Let's Play’ videos, as well as livestreamed playthroughs. However, the application of current copyright law principles to these kinds of content is still a grey area. This legal uncertainty can be attributed to the absence of binding judicial precedent on whether video game Let's Plays and livestreams constitute copyright infringement or fair use. More recent legislative provisions intended to update copyright law for current digital technology provide little assistance, as their implementation by internet platforms has perpetuated a practice of favouring the interests of game developers over users who produce Let's Plays and livestreams. This article discusses the problems of applying existing copyright law to video game playthroughs uploaded online, as well as the drawbacks of the automated tools YouTube and Twitch have developed to manage these types of content in their systems. In order to address these issues, suggestions for copyright law reform will be explored. However, in the absence of imminent legislative amendments, I conclude that compulsory licensing arrangements, and making modifications to YouTube's and Twitch's content scanning tools are the most viable means of achieving a better balance between the interests of game developers, the internet platforms, and Let's Play creators and game streamers.
视频游戏内容在YouTube和Twitch等互联网服务提供商上越来越受欢迎。这种类型的上传材料包括互联网用户的游戏玩法,以预先录制的“Let’s Play”视频的形式,以及直播的游戏过程。然而,现行著作权法原则对这类内容的适用仍然是一个灰色地带。这种法律上的不确定性可以归因于电子游戏Let’s Plays和livestreams是否构成版权侵权或合理使用,缺乏具有约束力的司法先例。最近旨在针对当前数字技术更新版权法的立法条款并没有提供多少帮助,因为它们在互联网平台上的执行使游戏开发者的利益始终高于制作Let’s Plays和直播的用户的利益。本文将讨论将现有版权法应用于在线视频游戏体验的问题,以及YouTube和Twitch开发的自动化工具在其系统中管理这类内容的缺陷。为了解决这些问题,本文将探讨版权法改革的建议。然而,在缺乏即将到来的立法修正案的情况下,我认为强制许可安排以及修改YouTube和Twitch的内容扫描工具是实现游戏开发者、互联网平台、Let’s Play创作者和游戏流媒体之间利益平衡的最可行方法。
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引用次数: 0
The Russian approach to regulating video games: a play-through 俄罗斯监管电子游戏的方法
Q3 Social Sciences Pub Date : 2020-09-01 DOI: 10.4337//ielr.2020.01.07
Ksenia Danshina
The Russian video game market is one of the world's biggest markets with a total revenue of USD 2 billion in 2019, making it potentially attractive for investors to explore. Although launching a product for the Russian market may require a lot of attention to regulatory details, on many issues the Russian legal environment seems to be favourable to game companies. This is an analysis of a number of typical issues that a game company may face in the Russian market. In particular, the following issues will be considered: the likelihood of success in disputes arising between game companies and gamers or the Russian state; the legal implications of qualifying an in-game asset; and whether the use of loot boxes in a game can lead to the game being qualified as gambling.
俄罗斯电子游戏市场是世界上最大的市场之一,2019年的总收入为20亿美元,对投资者来说具有潜在的吸引力。尽管面向俄罗斯市场发行一款产品可能需要更多关注监管细节,但在许多问题上,俄罗斯的法律环境似乎更有利于游戏公司。本文分析了游戏公司在俄罗斯市场可能面临的一些典型问题。特别是,以下问题将被考虑:游戏公司与玩家或俄罗斯政府之间发生纠纷的成功可能性;限定游戏内资产的法律含义;以及在游戏中使用战利品盒是否会导致游戏被定性为赌博。
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Interactive Entertainment Law Review
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