Dollisuus Estää Kilpailu Elektronisen Urheilun Urheilukilpai- Lumarkkinoilla

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Dollisuus Estää Kilpailu Elektronisen Urheilun Urheilukilpai- Lumarkkinoilla EI URHEILUA ILMAN PELEJÄ – VIDEOPELIN OIKEUDENOMISTAJAN MAH- DOLLISUUS ESTÄÄ KILPAILU ELEKTRONISEN URHEILUN URHEILUKILPAI- LUMARKKINOILLA Marlo Puro Moderni urheiluoikeus Turun yliopisto Oikeustieteellinen tiedekunta Maaliskuu 2020 TURUN YLIOPISTO Oikeustieteellinen tiedekunta MARLO PURO: Ei urheilua ilman pelejä – videopelin oikeudenomistajan mahdollisuus estää kilpailu elektronisen urheilun urheilukilpailumarkkinoilla OTM-opinnäytetyö, XVII + 95 s. Moderni urheiluoikeus Maaliskuu 2020 Turun yliopiston laatujärjestelmän mukaisesti tämän julkaisun alkuperäisyys on tarkastettu Turnitin Originality Check -järjestelmällä. Videopelin oikeudenomistaja (pelinkehittäjä) kykenee kohdistamaan videopelin immateriaa- lioikeudellisen suojan perusteella huomattavaa valtaa kaikkeen sen omistamaa videopeliä hyödyntävään toimintaan. Tällaisen, videopelin päämarkkinoita huomattavasti pidemmälle yltävän, valta-aseman turvin videopelin oikeudenomistaja kykenee halutessaan estämään tai rajoittamaan kilpailua suhteessa sen omaan kilpailunjärjestämiseen elektronisen urheilun (e- urheilu) urheilukilpailumarkkinoilla. Kyse on niin urheiluoikeuden kuin tekijänoikeudenkin ydinalueelle osuvasta jännitetilanteesta, jossa vastakkain ovat urheilukilpailumarkkinoiden sujuvuus sekä pelinkehittäjän yksityisautonomia. Tutkielmassa selvitetään, miten SEUT 102 artiklan määräävän markkina-aseman väärinkäy- tön kiellon tulisi soveltua e-urheilun kaltaiseen uuteen monitahoiseen markkinaan, jossa markkinoille pääsy vaatii usean sidosryhmän pääsyn immateriaalioikeudella suojattuun oh- jelmistotuotteeseen. Tutkielmassa pyritään löytämään vastaus perustavanlaatuiseen kysy- mykseen siitä, että pitäisikö e-urheilussa pyrkiä säilyttämään sille ennestään ominainen kil- pailunjärjestämisen hajautettu luonne järjestäjien keskinäisen kilpailun turvaamiseksi, vai olisiko pelinkehittäjillä oltava mahdollisuus käyttää immateriaalioikeuksiaan oman asemansa keskittämiseksi e-urheilun markkinoilla. Tutkielma on metodiltaan lainopillinen. Se on ur- heiluoikeudelliselle tutkimukselle tyypilliseen tapaan ongelmakeskeinen, sillä tutkielmassa tarkastellaan urheiluun liittyvien normistojen leikkauspisteitä urheiluun konkreettisesti liit- tyvässä tilanteessa. Valittuun kysymyksenasetteluun pyritään löytämään vastaus e-urheilun ilmiön mahdollisimman tarkkarajaisella erityispiirteiden tunnistamisella sekä systematisoin- nilla, jonka myötä havaittuja erityispiirteitä sovelletaan eurooppalaisen lisensoinnista kiel- täytymisen- tai avainasemadoktriinin muodostamassa laintulkintaympäristössä. Tutkielmassa suoritetun kokonaisvaltaisen tarkastelun perusteella havaittiin, että mikäli rele- vanttien urheilukilpailumarkkinoiden keskittyminen ei ole urheilullisesti perusteltua, mää- räävässä markkina-asemassa oleva pelinkehittäjä ei ole oikeutettu poistamaan kaikkea it- seensä kohdistuvaa kilpailua sen hallinnoimalta urheilukilpailumarkkinalta. Urheilukilpailu- markkinalla esiintyvän suorituskilpailun eliminoituminen näyttää heikentävän selkeästi e-ur- heilun saatavuutta sekä e-urheilun parissa tehtävää innovaatiota kuluttajien, sidosryhmien ja lopulta yhteiskunnan vahingoksi. Tällaisten erityisten syiden ollessa käsillä, pelinkehittäjällä ei voida katsoa olevan rajoituksetonta oikeutta kontrolloida sen videopelin ympärille muo- dostunutta, verkostonomaisesti toimivaa markkinaa ja sen sidosryhmiä ohjelmistotuotteen toisintamisoikeuden nojalla. Siten pelinkehittäjä voi olla velvoitettu tietyissä olosuhteissa avaamaan sen hallitsema markkina kilpailutoiminnan järjestämisestä kiinnostuneille tahoille. Asiasanat: elektroninen urheilu, e-urheilu, videopeli, kilpailun järjestäminen, urheiluoikeus, kilpailuoikeus, lisensointivelvoite, sopimuksentekovelvoite, avainasema, SEUT 102 artikla SISÄLLYS SISÄLLYS ................................................................................................................................ II LÄHTEET ............................................................................................................................... IV LYHENTEET .................................................................................................................... XVII 1 JOHDANTO .................................................................................................................... 1 1.1 E-urheilu videopelien liitännäisenä ilmiönä...................................................................... 1 1.2 E-urheilun tulevaisuuden haasteet – videopelin oikeudenomistajien mahdollisuus estää kilpailu e-urheilukilpailun järjestämisen markkinalla ................................................................ 3 1.3 Tutkimuskysymykset ja aiheen rajaus .............................................................................. 5 1.4 Tutkielman metodi, lähdeaineisto sekä rakenne ............................................................... 8 1.4.1 Metodi ja käytetty lähdeaineisto ........................................................................... 8 1.4.2 Rakenne .............................................................................................................. 10 2 E-URHEILU JA E-URHEILUN ERITYISPIIRTEET ............................................. 11 2.1 Urheilu elämänalueena sekä oikeudellisen sääntelyn kohteena ...................................... 11 2.2 E-urheilu uutena urheilulajina ja urheilun muotona ........................................................ 13 2.3 E-urheilun tärkeimpien sidosryhmien esittely ................................................................ 17 2.3.1 Sidosryhmistä yleisesti ........................................................................................ 17 2.3.2 Pelinkehittäjä ...................................................................................................... 19 2.3.3 Kilpailunjärjestäjät ............................................................................................. 20 2.3.4 Pelaajat ............................................................................................................... 22 2.4 E-urheilu urheilukilpailumarkkinat sekä muut rinnakkaiset markkinat .......................... 24 2.5 Keskitetty ja hajautettu malli pelinkehittäjän markkinakäyttäytymisen kuvaajana ........ 28 2.5.1 Taustaa ............................................................................................................... 28 2.5.2 Hajautettu malli .................................................................................................. 29 2.5.3 Keskitetty malli ................................................................................................... 32 3 E-URHEILU JA KILPAILUOIKEUS ........................................................................ 35 3.1 Eurooppalainen kilpailuoikeuden doktriini ..................................................................... 35 3.1.1 Doktriinin tausta ja tarkoitus ............................................................................. 35 3.1.2 Kiellettyjen kilpailunrajoitusten sääntelystä Euroopan unionissa ..................... 36 3.1.3 SEUT 102 artiklan määräävän markkina-aseman väärinkäytön kielto ............. 37 3.2 Urheilun kilpailuoikeus Euroopan unionin oikeudessa .................................................. 39 3.3 Immateriaalioikeuksien kilpailuoikeus Euroopan unionin oikeudessa ........................... 43 3.3.1 Taustaa e-urheilun ja immateriaalioikeuksien kiinteästä liitännästä ................ 43 3.3.2 Immateriaalioikeus ja immateriaalioikeuden rajat ............................................ 44 3.3.3 Sopimuksesta tai lisensoinnista kieltäytyminen immateriaalioikeuden väärinkäyttönä................................................................................................................. 46 II 3.4 E-urheilu immateriaalioikeuksien ja urheilun kilpailuoikeudellisia erityispiirteitä yhdistävänä ilmiönä .................................................................................................................. 50 4 E-URHEILUKILPAILUN JÄRJESTÄMINEN TEKIJÄNOIKEUDEN RAJOITTAMALLA MARKKINALLA .............................................................................. 53 4.1 Taustaa ............................................................................................................................ 53 4.2 Voiko yksittäinen e-urheilupeli muodostaa määräävän markkina-aseman väärinkäytön edellyttämän relevantin markkinan? ......................................................................................... 54 4.2.1 Yleistä relevanttien markkinoiden määrittämisestä ........................................... 54 4.2.2 Relevanttien tuotemarkkinoiden määrittäminen ................................................. 56 4.2.2.1 Toiminnallinen kokonaisuus ....................................................................... 56 4.2.2.2 Relevanttien tuotemarkkinoiden laajuus ..................................................... 57 4.2.2.3 Johtopäätös .................................................................................................. 63 4.2.3 Relevantin markkinan maantieteellinen ulottuvuus ............................................ 63 4.3 Määräävän markkina-aseman todentaminen ................................................................... 65 4.3.1 Yleistä määräävän markkina-aseman määrittämisestä ...................................... 65 4.3.2 Pelinkehittäjän määräävän markkina-aseman todentaminen relevanteilla markkinoilla .................................................................................................................... 66 4.4 Määräävän
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