International Considerations of Video Games and Immersive Entertainment

AuthorKen Cheney
Pages299-346
299
7
International
Considerations
of Video Games
and Immersive
Entertainment
Ken Cheney1
Takeaways
When residents of different jurisdictions interact or
transact business within or via an online game or other
virtual reality system, intellectual property laws of
multiple jurisdictions can be simultaneously implicated,
and the choice of whose venue and law to use is not
always clear.
U.S. intellectual property law is generally not applied
extraterritorially; however, various treaties attempt to
harmonize international law.
Enforcement of some intellectual property rights
involving conduct occurring within or via virtual reality
systems may be analogized to a body of law that has
developed around Internet websites.
1. Ken Cheney is a partner at Morgan, Lewis & Bockius LLP.
For complete author biographies, see the Contributors section of
this book.
INTERNATIONAL CONSIDERATIONS OF VIDEO GAMES
300
Arbitration or choice-of-law provisions in end-user license agreements
may be used to circumvent some issues. However, these private
agreements are not likely to resolve the myriad of complex international
issues presented by virtual transactions.
Introduction
Among the many difficult issues facing the online community
today, perhaps the one that increases in importance as virtual
reality systems grow is the international scope of law applicable to
interactions between users, and between the users and the own-
ers or hosts (providers), of such systems. While international legal
issues can be extremely thorny in the real world, they can be expo-
nentially trickier in online virtual environments, in which interna-
tional interaction—and commensurately, international trade and
piracy—is limited only by bandwidth.
By their very nature, online game environments and virtual
reality-based systems (or “online virtual environments,” gener-
ally), including virtual worlds created for social interaction, are
configured for international scope. There are countless online
games and social platforms springing up around the globe, many
with more than 100 million active members.2 As of 2017, the global
massively multiplayer online (MMO) gaming market reached US
$26.9 billion yearly, and is estimated to reach US $44.6 billion by
2022.3 At the same time, the virtual world-based game Minecraft
has reached 100 million registered users, with approximately 74
2. Wikipedia, List of Virtual Communities with More Than 100 Million Active
Users, https://en.wikipedia.org/wiki/List_of_virtual_communities_with_more_than
_100_million_active_users (last edited July 26, 2018); Henry Fong, 5 Things You
Need to Know about Chinese Social Media,
FORBES,
Oct. 25, 2012, http://www.forbes
.com/sites/ciocentral/2012/10/25/5-things-you-need-to-know-about-chinese-social
-media.
3. Press Release, Research and Markets, Global Massively Multiplayer Online
(MMO) Gaming Market—Forecast to Reach $44.6 Billion by 2022 (Nov. 15, 2017),
https://www.businesswire.com/news/home/20171115005641/en/Global-Massively
-Multiplayer-Online-MMO-Gaming-Market.
Introduction 301
million active users.4 Facebook boasts a membership of more than
two billion monthly users around the world.5
Virtual reality- and augmented reality-based environments in
general are expanding. Facebook acquired virtual reality headset
maker Oculus Rift to expand portions of its social network plat-
form into the realm of online virtual environments.6 As of 2018,
170 million people have become users of virtual reality, and it is
estimated that more than one billion people will regularly access
virtual reality and augmented reality content by 2020,7 with a pre-
dicted yearly revenue from virtual reality devices at US $30 billion.8
Today, e-sports—professional organized multiplayer video
game competitions, often within virtual environments—is the
thing. E-sports includes all types of games, from established pro-
fessional sports to strategy and first-person shooters. Traditional
global media companies such as ESPN are broadcasting these
virtual sports competitions, and advertisers are quickly buying in.9
More people watched the 2017 League of Legends Mid-Season Invi-
tational than the Super Bowl and National Basketball Association
championship combined!10 As of 2018, e-sports generates roughly
$620 million in yearly branding-related review, split between
4. Craig Smith, 17 Amazing Minecraft Facts and Stats, DMR, July 24, 2018,
https://expandedramblings.com/index.php/minecraft-statistics.
5. Josh Constine, Facebook Now Has 2 Billion Monthly Users . . . and
Responsibility,
TECHCRUNCH,
June 27, 2017, https://techcrunch.com/2017/06/27
/facebook-2-billion-users/.
6. Chris Welch, Facebook Buying Oculus VR for $2 Billion,
VERGE
, Mar. 25, 2014,
http://www.theverge.com/2014/3/25/5547456/facebook-buying-oculus-for-2-billion
/in/3631187.
7. Robert Kendal, VR Stats Every Business Leader Should See,
BOSS MAG.,
https://thebossmagazine.com/virtual-reality-statistics-infographic (last visited
July 26, 2018).
8. Augmented/Virtual Reality to Hit $150 Billion Disrupting Mobile by 2020,
DIGI-
CAPITAL,
Apr. 6, 2015, http://www.digi-capital.com/news/2015/04/augmentedvirtual
-reality-to-hit-150-billion-disrupting-mobile-by-2020/#.VXjT5vlgd2J.
9. Robert Elder, The eSports Competitive Video Gaming Market Continues to
Grow Revenues & Attract Investors,
BUS. INSIDER,
Mar. 21, 2018, http://www.business
insider.com/esports-market-growth-ready-for-mainstream-2018-3-21.
10. Bradmore & Magus, 2017 Mid-Season Invitational by the Numbers,
LEAGUE OF
LEGENDS,
July 10, 2017, https://www.lolesports.com/en_US/articles/2017-mid-season
-invitational-numbers.

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