Combating Software Piracy: the Softlifting Problem
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Fischer 2020 Monopolisierungsstrategien in Zweiseitigen Märkten
CHEMNITZER INTERNET- UND TECHNIKSOZIOLOGIE: WORKING PAPERS Working Paper 2020-02 Monopolisierungsstrategien in zweiseitigen Märkten – Analyse der Auswirkungen von Exklusivität in der Videospielindustrie Felix Fischer Felix Fischer Monopolisierungsstrategien in zweiseitigen Märkten – Analyse der Auswirkungen von Exklusivität in der Videospielindustrie Chemnitzer Internet- und Techniksoziologie: Working Paper 2020-02 ISSN 2367-296X Felix Fischer felix.fi[email protected] © 2020 by Felix Fischer Felix Fischer ist Student des Masterstudiengangs Digitale Arbeit an der TU Chemnitz. Abstract: This paper explores the consequences of exclusivity on the video game industry. The analysis is based on existing empirical evidence and reports about current developments in the video game industry. The comparison of the advantages and disadvantages of exclusivity will help formulate a conclusion about the adequacy of this strategy in the current market and a debate about the restriction of exclusivity. The findings of this paper show that exclusivity is especially beneficial to platform operators, while on the other hand consumers face high adoption costs. Also, game developers face long-term consequences through exclusivity despite the financial advantages. Furthermore it becomes clear that a reduction of exclusivity can bring benefits to the industry through higher user satisfaction. This however would result in new strategic obstacles for platforms. Zusammenfassung: In dieser Forschungsarbeit werden die Auswirkungen von Exklusivität auf den Videospielmarkt genauer erforscht. Die Grundlage für die Analyse, bilden bereits existierende empirische Befunde sowie Berichte über aktuelle Entwicklungen in der Videospielindustrie. Die Gegenüberstellung der Vor- und Nachteile von Exklusivität dient der letztendlichen Einschätzung über die Nützlichkeit dieser Marktstrategie im aktuellen Markt sowie einer Debatte über die Einschränkung von Exklusivität. -
Entertainment Software Association
Long Comment Regarding a Proposed Exemption Under 17 U.S.C. 1201 [ ] Check here if multimedia evidence is being provided in connection with this comment Item 1. Commenter Information The Entertainment Software Association (“ESA”) represents all of the major platform providers and nearly all of the major video game publishers in the United States.1 It is the U.S. association exclusively dedicated to serving the business and public affairs needs of companies that publish computer and video games for video game consoles, personal computers, and the Internet. Any questions regarding these comments should be directed to: Cory Fox Simon J. Frankel Ehren Reynolds Lindsey L. Tonsager ENTERTAINMENT SOFTWARE ASSOCIATION COVINGTON & BURLING LLP 575 7th Street, NW One Front Street Suite 300 35th Floor Washington, DC 20004 San Francisco, CA 94111 Telephone: (202) 223-2400 Telephone: (415) 591-6000 Facsimile: (202) 223-2401 Facsimile: (415) 591-6091 Item 2. Proposed Class Addressed Proposed Class 19: Jailbreaking—Video Game Consoles Item 3. Overview A. Executive Summary Proposed Class 19 is virtually identical to the video game console “jailbreaking” exemption that the Librarian denied in the last rulemaking proceeding. As in the last proceeding, “the evidentiary record fail[s] to support a finding that the inability to circumvent access controls on video game consoles has, or over the course of the next three years likely would have, a substantial adverse impact on the ability to make noninfringing uses.”2 Proponents offer no more than the same de minimis, hypothetical, 1 See http://www.theesa.com/about-esa/members/ (listing ESA’s members). -
The Invisible Defense Against Music Piracy
THE JOHN MARSHALL REVIEW OF INTELLECTUAL PROPERTY LAW THE INVISIBLE DEFENSE AGAINST MUSIC PIRACY PAIGE CLARK ABSTRACT Music piracy has continuEd to affEct thE music industry. SpEcifically, music- streaming sErvice providers that thought thEy wEre protEcted, such as Spotify, havE suffEred from music piracy as a result of innovativE illegal downloading wEbsitEs. Music piratEs havE crEatEd illegal downloading wEbsitEs that provide dEtailed and Efficient ways to download and sync music from Spotify without paying for thE premium sErvices or membership fEEs. As a result, illegal downloading has had an advErsE impact on various music-streaming sErvice providers’ copyrights. To obtain protEction and diminish music piracy and liability to music artists and labEls, thEsE music-streaming sitEs should givE thought to thE music piracy issuE and implement EffEctivE tEchnological measures to qualify undEr thE DMCA anti-circumvEntion and safe harbors provisions. This commEnt discussEs thE issuEs music-streaming sitEs struggle with and proposEs a fEw ways Spotify and othEr music-streaming sitEs can possibly meEt thE DMCA rEquirements and obtain protEction. Copyright © 2016 ThE John Marshall Law School Cite as PaigE Clark, The Invisible Defense Against Music Piracy, 15 J. MARSHALL REV. INTELL. PROP. L. 297 (2016). THE INVISIBLE DEFENSE AGAINST MUSIC PIRACY PAIGE CLARK I. INTRODUCTION............................................................................................................. 298 A. Spotify Linked To A Significant DEcline In Music Piracy -
Is TPM a Dirty Word? Digital Rights Management-Systems and Video Games Within the EU
FACULTY OF LAW Lund University Alexandra Alquist Is TPM a dirty word? Digital rights management-systems and video games within the EU JURM02 Graduate Thesis Graduate Thesis, Master of Laws programme 30 higher education credits Supervisor: Ulf Maunsbach Semester: HT2013 Table of Contents SUMMARY 1 SAMMANFATTNING 3 PREFACE 5 ABBREVIATIONS 6 1 INTRODUCTION 7 1.1 Background 7 1.2 Purpose and questions 8 1.3 Method and material 9 1.4 Terminology 10 1.5 Delimitations 11 1.6 Disposition 11 2 COPYRIGHT LAW, VIDEO GAMES AND DRM 13 2.1 International agreements 13 2.2 EU copyright law 14 2.2.1 Software Directive (2009/24/EC) 15 2.2.2 InfoSoc Directive (2001/29/EC) 16 2.3 Classification of video games 18 2.3.1 The video game as a computer program 19 2.3.2 The video game as a combination of individual intellectual works 20 2.3.3 Clarification from the CJEU 21 2.4 Digital rights management in the EU 23 3 THE NINTENDO PRELIMINARY RULING 26 3.1 Background 26 3.2 The referred questions and the AGs assessment 27 3.2.1 First referred question, part one 28 3.2.2 First referred question, part two 28 3.2.3 Second referred question 29 3.3 Additional comments by the AG 31 3.4 Opinions concerning the Nintendo preliminary ruling 32 3.5 Concluding remarks 35 4 ARE TPMS THE SOLUTION OR PART OF THE PROBLEM? 36 4.1 The Justification of TPMs 36 4.2 The Drawbacks of TPMs 36 4.3 Are TPMs necessary and de facto effective? 37 4.3.1 Magnitude of piracy as validation for TPMs – the threat exaggerated? 38 4.3.2 TPMs: end-user justification for infringement? 39 4.3.3 End-user -
Het Auteursrecht En Video Game Piracy
Faculteit Rechtsgeleerdheid Universiteit Gent Academiejaar 2011-2012 Paying v Playing: Het auteursrecht en video game piracy Masterproef van de opleiding ‘Master in de Rechten’ Ingediend door Jochen Mistiaen (studentennr. 00701669) (major: Nationaal en Internationaal Publiekrecht) Promotor: Prof. Ben Depoorter Commissaris: Jef De Mot I II INHOUDSOPGAVE VOORWOORD ..................................................................................................................... VII LIJST MET AFKORTINGEN .......................................................................................... VIII DEEL I – INLEIDING ............................................................................................................. 1 1. De video game industrie ................................................................................................ 1 i. Opkomst van video games ........................................................................................... 1 ii. Big Business Industry .............................................................................................. 3 2. Piraterij .......................................................................................................................... 6 i. Digitalisering ............................................................................................................... 6 ii. Groei van online piraterij ......................................................................................... 7 3. Onderzoeksvragen ...................................................................................................... -
Game Developer’S Sister Web Site): Simon Carless Game Developer “As Part of a Community of Game Publishers and Editor-In-Chief Is BPA Approved
>> PRODUCT REVIEWS DAZ’S HEXAGON 2 * BETA PRODUCT PREVIEWS DECEMBER 2006 THE LEADING GAME INDUSTRY MAGAZINE POSTMORTEM: INTROVERSION’S DEFCON >>STATE OF THE INDUSTRY >>CREATE ALL HUMANS >>2006’S BEST PRODUCTS GAME PRIVACY WALKS ARTIFICIAL INTELLIGENCE FRONTLINE AWARD THE REVENUE PLANK FOR OPEN WORLD GAMES FINALISTS ANNOUNCED []CONTENTS DECEMBER 2006 VOLUME 13, NUMBER 11 FEATURES 13 STATE OF THE INDUSTRY: VIDEO GAME PIRACY Piracy has been a concern since games were first made available for sale. The PC is a particularly embattled platform as far as digital piracy, though console gamemakers have their fair share of troubles as well. Professionals from id, Macrovision, the ESA and other organizations explain where the industry’s biggest concerns lie and what we 13 might do in the future to disrupt pirate activities. Leave your eyepatch at home. By Paul Hyman 21 CREATING ALL HUMANS 26 Artificial intelligence is of paramount importance in all games, but flaws therein can be even more noticeable in open-world games, in which the player is given a wide POSTMORTEM range of control. Using a data-driven AI architecture, Pandemic Studios created a 21 26 DETONATING INTROVERSION’S DEFCON flexible system for DESTROY ALL HUMANS II Steam-distributed PC strategy title DEFCON was a completely that alleviated many of the typical independent project, continuing Introversion’s reputation as “the last of problems seen in open-world games. the bedroom programmers.” In this postmortem, team members from all By John Krajewski aspects of the game’s production weigh in about the logistics of releasing and popularizing a game with a sub $100,000 budget in this era of bloated budgets and gargantuan team sizes. -
Journey to the Savage Planet a Slapstick Space Adventure from the Director of Far Cry 4
ALL FORMATS LIFTING THE LID ON VIDEO GAMES JOURNEY TO THE SAVAGE PLANET A SLAPSTICK SPACE ADVENTURE FROM THE DIRECTOR OF FAR CRY 4 VITA FOREVER HOW HOMEBREW, HAS KEPT EASTWARD SONY S HANDHELD ALIVE EXPLORING A GORGEOUS TOP-DOWN ZELDA-LIKE FABLE, THE RPG SERIES EPIC MAKING-OF STORY Issue 27 £3 wfmag.cc JOIN THE PRO SQUAD! Free GB2560HSU¹ | GB2760HSU¹ | GB2760QSU² 24.5’’ 27’’ Sync Panel TN LED / 1920x1080¹, TN LED / 2560x1440² Response time 1 ms, 144Hz, FreeSync™ Features OverDrive, Black Tuner, Blue Light Reducer, Predefined and Custom Gaming Modes Inputs DVI-D², HDMI, DisplayPort, USB Audio speakers and headphone connector Height adjustment 13 cm Design edge-to-edge, height adjustable stand with PIVOT gmaster.iiyama.com irtual rality dfit rb daci ad ral world convenience y plane cuts through a sky the colour eperience has been truly wireless. here frame rate of a television screen tuned to a dead and tech specs are such that the eperience is smooth. channel. I glance over my right shoulder nd it is smooth – the eperience is brilliant. M and see a bogie approaching. I yank the But those in the know about VR are those who took yoke and spin wildly, losing all sense of orientation. that early rush of venture capital cash, predicated y goggles weigh heavy, and my brow drips sweat. WILL LUTON off the salesmanship of a young, barefoot, alt-right Rat-a-tat-tat. I’ve been hit. Smoke gushes from my inventor. They, like Mark Zuckerberg, see how Will Luton is a veteran engine, and there’s a grotesque smell. -
Pirates, AI, and Privacy: the Use of AI in Combatting Media Piracy Online
Seton Hall University eRepository @ Seton Hall Law School Student Scholarship Seton Hall Law 2022 Pirates, AI, and Privacy: The Use of AI in Combatting Media Piracy Online Lauren P. Haberstroh Follow this and additional works at: https://scholarship.shu.edu/student_scholarship Part of the Law Commons Pirates, AI, and Privacy: The Use of AI in Combatting Media Piracy Online Lauren P. Haberstroh I. Introduction Throughout human history, wherever a business has sold pieces of art and entertainment for profit, people have found ways to obtain them for free. Piracy involving “the unauthorized reproduction or use of an invention or work of another...especially as constituting an infringement of patent or copyright,”1 in Western societies can be traced as far back as the 17th century, where a young Wolfgang Amadeus Mozart allegedly attended the performance of Allegri’s Miserere and later illegally transcribed the privately-owned piece’s sheet music from memory.2 Publishers and entities such as the Catholic Church attempted to control the circulation and content of texts after the advent of the printing press,3 but it was inevitable that such new technology created for the primary purpose of sharing information would have a “dual effect” of creating an easy method by which copyright can be violated through the illegal sharing of materials.4 This “dual effect” was most vividly felt with the 1999 release of Napster, a digital music- sharing service that brought piracy to the mainstream.5 Where physical copies of books, software, and media were once unreasonably difficult to copy and share without first purchasing a copy of said product, the advent of easily-accessible digital file sharing via the internet made obtaining copyrighted materials as simple as downloading a peer-to-peer (P2P) file sharing software and choosing from a lengthy list of songs and movies available for free.6 Napster’s 1 Piracy, OXFORD ENGLISH DICTIONARY (3rd ed. -
Comment Balancing the Resale Rights of Video Game
COMMENT BALANCING THE RESALE RIGHTS OF VIDEO GAME CONSUMERS AND PUBLISHERS IN AN INCREASINGLY DIGITAL AGE CAMILO FLORES† I. INTRODUCTION very year, major video game publishers display their upcoming Eblockbuster games at the Electronic Entertainment Expo, commonly known as “E3.”1 Heading into E3 2013, Microsoft had every reason to believe that the Xbox One, its next generation video game console, would continue Microsoft’s success in the video game console market. For thirty straight months, Microsoft carried unbelievable momentum after dominating the U.S. market with its top selling video game console, the Xbox 360.2 As E3 approached, consumers anxiously awaited the reveal of the next generation Xbox. In an unexpected turn of events, however, the announcement of the Xbox One caused Microsoft’s stocks to dip almost immediately, while Sony’s stocks jumped ten percent.3 Two months before the release date of the Xbox One, Reuters, the world’s largest international multimedia news agency, revealed a study showing that only twenty-seven percent of consumers under forty planned on purchasing an Xbox One compared to forty one percent of consumers under the age of forty who planned on † Wake Forest University School of Law, Juris Doctor Candidate 2015. The author would like to thank his family for their selfless and unconditional support. He would also like to thank the Journal’s editorial staff for their contributions. 1. About E3, ELEC. ENTM’T EXPO, http://www.e3expo.com/show-info/2101/about- e3 (last visited Nov. 14, 2013). 2. Taylor Soper, Xbox 360 Marks 30 Straight Months Atop U.S. -
Problems and Progress in the Protection of Videogames: a Legal and Sociological Perspective Calum Darroch
Problems and Progress in the Protection of Videogames: A Legal and Sociological Perspective Calum Darroch Abstract The videogame industry has reached a critical juncture in its efforts to prevent piracy: as publishers and developers adopt more stringent copyright enforcement technologies, consumers are becoming more and more vocal about the restrictions these technologies place on their use. Furthermore, there is a growing body of evidence to suggest that the heavy-handed rights management technologies used in videogames today may be counter- productive as they provide little incentive for consumers to purchase legitimate copies of games. If an effective method of regulating consumer behaviour is to be found, the motivations of pirates must be investigated. This research could, however, have implications throughout the creative industries as a whole, as copyright protection technologies not only have a dramatic effect on consumer rights, but seek to expand the modern scope of copyright law beyond its traditional limits. It is therefore essential that the areas in which such technologies transcend these limits be identified and challenged if the balance of the law is not to be skewed too far in favour of copyright holders. In this study, I have found that rights management programs employed by videogame companies not only disrespect traditional consumer rights, but are damaging the established doctrines of first distribution and of ownership in the physical property as separate to ownership of intellectual property. This has given these companies unprecedented power over the use and distribution of their works. If future rights management schemes are to be effective, balance the rights of users with those of the rights-holder, and not penalise honest consumers. -
Katherine M. Dugdale, Bar No. 168014 [email protected] PERKINS COIE LLP 1888 Century Park E., Suite 1700 Los Angeles, CA
Case 2:19-cv-07818-CBM-RAO Document 1 Filed 09/10/19 Page 1 of 19 Page ID #:1 1 Katherine M. Dugdale, Bar No. 168014 [email protected] 2 PERKINS COIE LLP 1888 Century Park E., Suite 1700 3 Los Angeles, CA 90067-1721 Telephone: 310.788.9900 4 Facsimile: 310.788.3399 5 William C. Rava (pro hac vice forthcoming) Christian W. Marcelo (pro hac vice 6 forthcoming) [email protected] 7 [email protected] PERKINS COIE LLP 8 1201 Third Avenue, Suite 4900 Seattle, WA 98101 9 Telephone: 206.359.8000 Facsimile: 206.359.9000 10 11 Attorneys for Plaintiff Nintendo of America Inc. 12 13 UNITED STATES DISTRICT COURT 14 CENTRAL DISTRICT OF CALIFORNIA 15 16 17 NINTENDO OF AMERICA INC., a Case No. 2:19-CV-07818 Washington corporation 18 COMPLAINT FOR: Plaintiff, 19 1) COPYRIGHT INFRINGEMENT, 17 v. U.S.C. 501; 20 MATTHEW STORMAN, an 2) FEDERAL TRADEMARK 21 individual, JOHN DOES 1-10, INFRINGEMENT AND UNFAIR individuals and/or corporations, COMPETITION, 15 U.S.C. §§ 1114, 22 1125(a); Defendant. 3) UNFAIR COMPETITION, CAL. 23 BUS. & PROF. CODE § 17200 24 DEMAND FOR JURY TRIAL 25 26 27 28 COMPLAINT AND DEMAND FOR JURY TRIAL LEGAL144559911.10 Case 2:19-cv-07818-CBM-RAO Document 1 Filed 09/10/19 Page 2 of 19 Page ID #:2 1 For its complaint, plaintiff Nintendo of America Inc. (“NOA”) alleges as 2 follows: 3 I. NATURE OF ACTION 4 1. Defendant Matthew Storman and persons of unknown identity 5 (“Defendants”) own and operate the website www.romuniverse.com (the 6 “Website”) built largely on brazen and mass scale infringement of Nintendo’s 7 intellectual property rights. -
2017Spec301brazil
BRAZIL INTERNATIONAL INTELLECTUAL PROPERTY ALLIANCE (IIPA) 2017 SPECIAL 301 REPORT ON COPYRIGHT PROTECTION AND ENFORCEMENT Special 301 Recommendation: IIPA recommends that Brazil remain on the Watch List in 2017.1 Executive Summary: In a year of political tumult and economic stress in Brazil, there were no dramatic changes in the environment for the copyright industries. A legitimate Internet marketplace for copyright materials in Brazil continues to develop, but pervasive piracy operations targeting the Brazilian market still hampers the healthy growth of e-commerce in creative works. Federal criminal enforcement that took down three leading piracy websites was an isolated bright spot; otherwise, the online piracy ecosystem—including the growing phenomenon of “stream ripping” services, a particular threat to legitimate digital music services—remained largely undisturbed by Brazilian law enforcement. The roster of notorious physical marketplaces (including in São Paulo) for products and services enabling widespread video game piracy, as well as for counterfeit optical discs, remained unchanged. The main obstacles to an effective anti-piracy response include inadequate resources, insufficient training, jurisdictional frictions among federal and state authorities, and the lack of an overall national strategy and the political will to implement it. The legislature’s congressional commission on cybercrime, CPI do Cibercrime (CPI), cybercrime commission could help spark some of the needed changes; however, the National Council to Combat Piracy and Intellectual Property Crimes (CNCP) remains an underutilized resource. That could change if, in 2017, CNCP adopts and implements a national strategic plan that gives priority to criminal enforcement against well-established pirate operators, and to active government encouragement for voluntary cooperation among all online players to work toward a cleaner and more legitimate marketplace.