Streaming Video Games: Copyright Aspects

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Streaming Video Games: Copyright Aspects PRÁVNICKÁ FAKULTA Streaming Video Games: Copyright Aspects Diplomová práce ONDŘEJ WOZNICA Vedoucí práce: JUDr. Matěj Myška, Ph.D. Ústav práva a technologií obor Právo informačních a komunikačních technologií Brno 2020 2 Streaming Video Games: Copyright Aspects Bibliografický záznam Autor: Ondřej Woznica Právnická fakulta Masarykova univerzita Ústav práva a technologií Název práce: Streaming Video Games: Copyright Aspects Studijní program: Právo a právní věda Studijní obor: Právo informačních a komunikačních technologií Vedoucí práce: JUDr. Matěj Myška, Ph.D. Rok: 2020 Počet stran: 123 Klíčová slova: Autorské právo, Bezpečný přístav, DSM směrnice, Komunikace veřejnosti, Licenční smlouvy, Odpovědnost platforem, Videoherní streamovací platformy, Videohry Bibliographic record Author: Ondřej Woznica Faculty of Law Masaryk University Institute of Law and Technology Title of Thesis: Streaming Video Games: Copyright Aspects Degree Programme: Law and Legal Science Field of Study: Law of Information and Communication Technologies Supervisor: JUDr. Matěj Myška, Ph.D. Year: 2020 Number of Pages: 123 Keywords: Communication to the Public, Copyright, DSM Directive, License Agreements, Platform Liability, Safe Harbor, Video Game Streaming Platforms, Video Games 3 Streaming Video Games: Copyright Aspects Čestné prohlášení Prohlašuji, že jsem diplomovou práci na téma Streaming Video Games: Copyright Aspects zpracoval sám. Veškeré prameny a zdroje informací, které jsem použil k sepsání této práce, byly citovány v poznámkách pod čarou a jsou uvedeny v seznamu použitých pramenů a literatury. V Brně 29. června 2020 ....................................... Ondřej Woznica 4 Streaming Video Games: Copyright Aspects Abstrakt Práce se zaměřuje na otázku videoherních streamovacích platforem jako na příklad platforem na sdílení obsahu. Práce vybírá tři specifické autorskoprávní aspekty streamování videoher, a to sdělování díla veřejnosti, autorizační problematiku a odpovědností otázku jako témata rezonující napříč prací. Práce se zaměřuje na tři otázky. Zaprvé, práce zkoumá, zda dochází v důsledku streamování počítačových her k porušení autorského práva. Zadruhé, práce zjišťuje důvody, proč dochází k porušování autorských práv. Zatřetí, práce následně zkoumá, zda dosavadní negativní praxe streamování počítačových her bude ovlivněna právním režimem dle DSM Směrnice. Abstract Thesis focuses on the issue of video game streaming platforms as a case of content sharing platform. Thesis selects three specific copyright aspects of video game streaming, the communication to the public, authorization issues, and liability as themes resonating throughout the thesis. Thesis subsequently inspects three questions. First, thesis seeks to answer whether video game streaming infringes copyright. Second, thesis focuses on reasons behind the copyright infringement. Third, thesis asks whether the current negative practice could be corrected under the influence of the DSM Directive. 5 Streaming Video Games: Copyright Aspects Poděkování Na tomto místě bych chtěl vyjádřit své díky několika osobám, bez kterých bych tuto práci nedokázal napsat a díky kterým jsem našel zalíbení v právu informačních a komunikačních technologií. Prvně bych chtěl poděkovat vedoucímu své práce, Matěji Myškovi, za naprosto nadstandartní přístup. Děkuji jak za čas věnovaný napříč psaním celé práce, tak, o to více, za čas věnovaný napříč celým mým studiem. Děkuji mu za jeho nadšení, které je mi inspirací, a humor, který ne vždy chápu. Děkuji za připravenost konzultovat v jakoukoliv denní dobu. Zejména však děkuji za jeho trpělivost. Dále bych chtěl poděkovat své rodině, která mě podporovala napříč celým mým studiem. Ne stále nejsem „JUDr.“ Nadále svým kolegům provázejícím mě temnými i světlými momenty našeho společného studia. Kubovi za věčnou zásobu laskavého humoru, Danovi za zásobu dobrého vína, Míše za jištění a Kubovi za touché momenty. Bez vás by to nešlo. Největší dík pak patří mé nejdražší Káje za její pochopení, laskavost, pečení a péči. Ze všeho nejvíce pak za obrovskou dávku trpělivosti, kterou se mnou má každý jeden den. 6 Streaming Video Games: Copyright Aspects Table of Content Table of Content ................................................................................................................................ 6 Table of Terms and Abbreviations .................................................................................................... 8 1. Introduction ............................................................................................................................ 9 2. Video Game Streaming Platform .......................................................................................... 14 2.1 Stakeholders...................................................................................................................... 16 2.2 Information Society Service Provider ............................................................................... 18 2.3 Interim Conclusion ............................................................................................................ 21 3. Video Game as Subject of Copyright..................................................................................... 23 3.1 Audiovisual Works............................................................................................................. 24 3.2 Computer Programs .......................................................................................................... 26 3.3 Databases .......................................................................................................................... 28 3.4 Multimedia Works ............................................................................................................ 29 3.5 Interim Conclusion ............................................................................................................ 31 4. Selected Legal Aspects .......................................................................................................... 34 4.1 Use of Work Protected by Copyright ................................................................................ 35 4.1.1 Union Law ................................................................................................................. 35 4.1.2 Czech Law .................................................................................................................. 41 4.2 Authorization .................................................................................................................... 42 4.2.1 Copyright Exemptions and Limitations ..................................................................... 42 4.2.2 License Agreements .................................................................................................. 43 4.3 Liability .............................................................................................................................. 51 4.3.1 Union Law ................................................................................................................. 51 4.3.2 Czech Law .................................................................................................................. 56 4.4 Interim Conclusion ............................................................................................................ 63 5. DSM Directive ....................................................................................................................... 66 5.1 Article 17 ........................................................................................................................... 66 5.1.1 Use of Work Protected by Copyright ........................................................................ 67 5.1.2 Authorization ............................................................................................................ 70 5.1.3 Liability ...................................................................................................................... 74 5.2 Changes to Video Game Streaming Platforms’ Obligations .............................................. 79 5.2.1 Use of Work Protected by Copyright ........................................................................ 80 5.2.2 Authorization ............................................................................................................ 80 5.2.3 Liability ...................................................................................................................... 84 5.3 Implementation Recommendations ................................................................................. 85 7 Streaming Video Games: Copyright Aspects 5.3.1 Current State of Affairs ............................................................................................. 86 5.3.2 Use of Work Protected by Copyright ........................................................................ 88 5.3.3 Authorization ............................................................................................................ 89 5.3.4 Liability ...................................................................................................................... 90 5.4 Interim Conclusion ............................................................................................................ 90 6. Case Study: Twitch ................................................................................................................ 93 6.1 Use of Work Protected by Copyright ...............................................................................
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