按键对按键:电子竞技游戏输入流和版权保护

Q3 Social Sciences Interactive Entertainment Law Review Pub Date : 2018-06-01 DOI:10.4337/IELR.2018.01.01
S. Kelly, Kirk A. Sigmon
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引用次数: 3

摘要

电子竞技行业已经爆炸式发展,这在很大程度上是因为人们可以轻松观看激动人心的比赛。许多现代视频游戏将游戏用户输入流式传输给观众,而不是带宽密集型视频。观众的游戏客户端可以使用这些游戏输入流来实时完美地再现比赛。在World Chess U.S.诉Chessgames Services一案中,美国地方法院认为,作为事实,涉嫌盗窃的国际象棋动作既不受版权保护,也不符合挪用“热门新闻”的条件。但是,如果输入数据与符合版权条件的游戏表演相对应,那么视频游戏输入流(事实上,根据世界国际象棋法庭)是否有资格获得版权保护?毕竟,输入流比单纯的国际象棋动作要精细和严格得多:它们捕捉一毫秒接一毫秒的输入,并实现游戏的完美再现性,而不仅仅是对其的描述。本文探讨了美国法律规定的视频游戏输入直播所涉及的版权问题,并提出视频游戏输入流在可用于完美再现游戏表演的范围内,具有版权资格并归游戏玩家所有。
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The key to key presses: eSports game input streaming and copyright protection
The eSports industry has exploded, in no small part due to the ease with which exciting matches may be watched. Many modern video games stream game user inputs to viewers, rather than bandwidth-intensive video. These game input streams can be used by the viewers’ game clients to perfectly reproduce a match in real-time. In World Chess U.S. v. Chessgames Services, a U.S. District Court held that allegedly pilfered chess game moves, as facts, were neither subject to copyright protection nor eligible for ‘hot news’ misappropriation. But might video game input streams (as facts, per the World Chess court) nonetheless be eligible for copyright protection to the extent that the input data corresponds to a copyright-eligible game performance? After all, input streams are significantly more granular and exacting than mere chess game moves: they capture millisecond-by-millisecond input and effectuate perfect reproducibility of gameplay, rather than a mere description thereof. This article explores the copyright issues under U.S. law presented by live streaming of video game inputs and proposes that video game input streams are, to the extent that they are usable to perfectly generate a faithful recreation of a gameplay performance, copyright-eligible and owned by the player of the game.
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