Copyright Law

AuthorMarc E. Mayer
Pages61-117
61
2
Copyright Law
Marc E. Mayer1
Takeaways
Computer and video games are copyrightable works
of authorship. However, they are unique in several
significant respects. For example:
(a) Computer and video games are both “audiovisual
works” and “computer programs.” Thus, copyright
may subsist both in the underlying code and in the
audiovisual displays that result from the interaction
of code with a personal computer, console, mobile
device, or computer server.
(b) Computer and video games have both a static
component (the software code, art, and music)
and a dynamic component (the way that a game
unfolds either through the interaction of game and
player or game and multiplayer server). Thus, there
are questions as to whether copyright subsists in
dynamic virtual worlds and whether (or when)
1. Marc Mayer is a partner in the Intellectual Property Practice
Group at Mitchell Silberberg & Knupp LLP and chairs the firm’s
interactive entertainment practice. Marc thanks Mark Humphrey
for his assistance with this chapter. This chapter is a revision of a
chapter first written by John M. Neclerio and Matthew C. Mousley
for the first edition of this book. For complete author biographies,
see the Contributors section of this book.
COPYRIGHT LAW
62
player interactions with computer code or online servers create
derivative works.
(c) Most computer and video games contain a set of underlying
rules and gameplay mechanics that are expressed and manifested
through visual representation and implemented via user interfaces
and artificial intelligence. The interrelationship between rules, code,
artwork, and user interface makes it extremely difficult to separate
the difference between traditionally uncopyrightable game “rules”
and copyrightable expression.
User-created video game content, such as game “modifications”
(“mods”), custom levels, user-created “skins” or characters, or user-
designed virtual spaces, are becoming a very important segment of
video game content. They also are generally considered to be derivative
works of the original computer game that cannot be exploited without
the consent of the copyright owner. Courts have begun to address some
of the ownership and infringement issues associated with game mods
and collaborative game projects. These issues will continue to evolve as
collaboration takes place in virtual spaces and as users seek to monetize
their creations.
The diversity of computer and mobile video games has spawned a broad
and diverse body of infringement claims. These range from “traditional”
claims of substantial similarity arising from the use of similar plots,
storylines, and characters; to claims arising from the creation of “clone”
or “copycat” games; to claims involving the manipulation of online
games through disruptive and harmful software programs such as
“bots” or “cheats.”
The growing popularity of e-sports, combined with the ease by which
gameplay can be recorded, streamed, and disseminated online, has
led to an enormous secondary market for the passive consumption of
gameplay videos or live sports competitions. The recording and online
broadcasting of video games implicates the rights of the owners of
copyright in those games.
Introduction
The application of copyright law to video game and interactive
works is nothing new. Courts have applied copyright law with
respect to video games as early as the late 1970s and 1980s in law-
suits involving early arcade games such as Pong, Pac-Man, and Gal-
axian. But as video games and virtual worlds have evolved, courts
have grappled with an entirely new set of questions and issues that
Introduction 63
were never considered at the time the current Copyright Act was
enacted in 1976.
The range of copyright issues facing the video game industry
is wide-reaching. This is due in large part to the vast range of inter-
active electronic entertainment now being made available to con-
sumers. Many games, such as those in the Call of Duty or Uncharted
franchises, are nearly indistinguishable in relevant respects from
major motion pictures in that they feature complex characters,
detailed storylines, thousands of lines of dialog, and photorealistic
graphics. Others such as Minecraft offer players an endless virtual
sandbox where they are free to create their own virtual “worlds”
and invite others to participate. Meanwhile, competitive games (or
“e-sports”) such as League of Legends and Overwatch have come
to define an increasingly large segment of the video game world
and have turned video games into spectator sports—and perhaps
even an Olympic sport. And on top of everything is the massive
and growing world of mobile games, which include casual puzzle
and matching games, arcade-style games, complex adventure and
role-playing games, and competitive collectible card games.
Courts are just beginning to address some of the copyright
issues arising from contemporary computer and video games.
These include, for example, copyright ownership of user-generated
content, how to differentiate between game “ideas” and “expres-
sion,” and whether copyright extends to the “dynamic” virtual
worlds generated when a client interacts with a server.
This chapter discusses some of the key concepts of U.S. copy-
right law, and their application to some emerging issues in the
video game industry. Specifically, I first discuss the basic require-
ments for copyright protection, including how video games are
protected under the Copyright Act, as well as certain limitations
on the rights of copyright owners, including the idea/expression
dichotomy and its applicability to video game “rules.” I then dis-
cuss concepts of authorship, ownership and joint authorship,
including authorship of user-generated content. Finally, I discuss a
few specific examples of copyright disputes that have arisen over
the past several years.

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