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Research On The Copyright Of Contents Generated By Online Game Players

Posted on:2021-02-22Degree:MasterType:Thesis
Country:ChinaCandidate:H L TianFull Text:PDF
GTID:2416330605974318Subject:legal
Abstract/Summary:PDF Full Text Request
With the development of network information technology,the online game industry is changing every day.At the same time,it has also driven the boom of derivative industries such as live game streaming,which all involve the interpretation and dissemination of player-generated real-time game screen.On the one hand,the dissemination of real-time game screen by players can stimulate innovation,promote the development of the game industry and attract more players.On the other hand,the act of players copying the game's live footage and disseminating it may affect the potential market for the game.The online game screen is different from the traditional film and television works,the online game screen has a special character,the related problems need to be resolved urgently.Therefore,the study of the qualitative copyright and rights attribution of player-generated real-time game screen is of great significance.This paper discusses the four aspects:the concept of player-generated content definition,copyright characterization of the live game screen,player's subject identity and copyright infringement of the live game screen.The first part mainly clarifies the concept of player-generated content that is discussed in this paper.Online game player-generated content,that is,the live game screen generated by the gamer manipulating the game.Different from the pre-determined transitions of the game,the real-time game screen generated by the player's actions refers to the game's dynamic screen that can be changed according to the player's interactive behavior,with a sense of dynamics and continuity.At the same time,the main academic viewpoints in current academic and judicial practice are discussed in relation to the copyright characterization and attribution of rights in real-time game screen.The second part focuses on the copyright characterization of the game's live screen.When a game provides the player with freedom of movement and the player-generated real-time game images are original and reproducible,the work is protected by copyright law.The real-time game screen is not a simple combination of individual elements in the game software,but the overall dynamic effect of the game software operation,which can constitute a work of electrocardiography.While the game vendor makes an original contribution to the creation of the screen,the player may also make an original effort as the author of the interpretation.The third part deals with the subject identity of the player.The way in which player-generated content is protected cannot be generalized,and a player's actions in operating a game are different from performance and cannot be a performer to gain protection.Different types of games have different spaces for personalized expression,and the real-time game screen generated by the player's actions in a particular game can have original content,which constitutes deductive works based on the original game screen is protected,in which case the player will have the identity of the interpretation author.Finally,if the player is unable to be a performer and deduction author,then the player can also be protected as a general consumer.The fourth part deals with the legal issues that arise when gamers go live.Gamers exercise their rights through live game play.When the game vendor licenses a live streaming,the rights of the player and vendor are adjusted through a user license agreement;when not licensed,the player constitutes copyright infringement.In practice,the liability for infringement shall be judged according to the specific circumstances and whether the live streaming by the player constitutes fair use in conjunction with the case.
Keywords/Search Tags:Game live streaming, players-generated contents, deductive works, game screen
PDF Full Text Request
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