Courtroom Roundup - Pre-E3 Edition

Lots going on in the games industry recently, and with E3 on deck, the flurry isn't likely to slow down.  Here are some key developments in legal issues related to video gaming.  The highlights: an author learns that idea theft cases against games companies can be just as difficult as idea theft cases brought against movie and TV studios; the trades will be devoid of more juicy details from the Infinity Ward lawsuit; rights of publicity cases, now with a pending jury decision; and the future of unlockable content is at stake:

  • Ubisoft seeks to stop the copyright infringement lawsuit brought against it by author John Beiswinger.  Earlier, Beiswinger opted to voluntary drop the suit without a settlement with Ubisoft.  Upset by this (and the need to defend itself in court), Ubisoft is now seeking a declaration that its Assassin's Creed games do not infringe Beiswinger's novel LINK, as well as costs and attorneys' fees.
     
  • Activision has ended its contract row with former Infinity Ward heads Jason West and Vince Zampella, which comes on the heels of Activision and EA settling their related dispute.  This case is too important to deal with in brief, so a retrospective will be forthcoming (I can tell how excited you are at the prospect).
     
  • EA will have to participate in the Bill Russell, conspiracy-related lawsuit the former basketball star has brought against the NCAA.  The crux of this case is EA's agreement to abide by the NCAA's prohibition on compensating student athletes.  This will be another one to watch closely, as it could affect just about every form of video gaming that involves collegiate sports.
     
  • No Doubt's publicity lawsuit against Activision for inappropriate use of the band's image/likeness in Band Hero will go the jury.  Look for this case to become a foundation upon which future use of avatars and unlockable content will be based.
     
  • Epic wins $4.45 million in Silicon Knights countersuit.  You may recall that the suit began when Silicon Knights sued Epic for $50+ million based on claims that Epic's Unreal Engine didn't live up to the promises made by Epic (thereby forcing Silicon Knights to build a new engine from scratch).  Epic countersues, claiming that Silicon Knights may have infringed upon Unreal Engine code in building the new "from scratch" engine.  Now, Epic wins... epically.  How's that for a reversal of fortune?  Lesson here: resorting to a lawsuit may not always be the best way to resolve your differences.  You could end up owing the company you're suing, which just adds insult to injury.
     
  • Social game maker Blingville LLC has agreed to not use the -ville suffix in its games, thereby resolving a trademark dispute with Zynga. 

Quick Hits/Courtroom Roundup: The Combo Edition

Starting the week off right, with some news and notes on items of interest to the games industry:

  • HBO has fired back in the suit brought by a former MTV reality personage over use of the phrase "Johnny's Bananas," asking a New York state judge to dismiss the suit in its entirety.  Reasons: 1) no publicity rights in a nickname; 2) the show made no references to the individual, but rather used the phrase in a different way, unaffiliated with the plaintiff; and 3) time-barred by New York's applicable statute of limitations.  Previous coverage of this suit.
     
  • Arnold v. Mutual of Omaha Insurance Co. - a California Supreme Court case that explores the differences between an employee and an independent contract.  Particularly useful for games companies as many game development services are performed by independent contractors (especially if you're a small/indy/emerging growth company).  Note the checklist of factors the court provides.
     
  • Psystar has filed a petition for cert with the US Supreme Court in its long-running dispute with Apple over Psystar's distribution of "mac clones."  At the same time, Apple lost its bid to keep certain documents related to the litigation sealed, meaning that some information submitted in briefs and contained within decisions will now become part of the public record.  All those interested in copyright protection and software (so, pretty much everyone who reads this blog) should follow this case closely.
     
  • Ninjavideo co-founder sentenced to 22 months in prison after pleading guilty to conspiracy and criminal copyright infringement.  Perhaps Ninjavideo's motto should be changed from "this sh*t is ninja" to "copyright law is no joke."

    This development will be particularly interesting to keep in mind as the ongoing debates over SOPA/Protect IP Acts continue.  More on SOPA/Protect IP coming, so stay tuned.

Tracking Public Movements: GPS Tapping and Application to Virtual Worlds

A legal conundrum of sorts for you - are your movements in the real world more or less private than in a virtual world?  The answer may surprise you.  Your movements may be more private in a virtual world, but only if the world operator's privacy policy gives you such an expectation.  So, when was the last time you looked at a privacy policy?  Given the state of the games industry,I'd recommend that both players and world operators do so, and consider how the applicable privacy policies treat movement data.  More on this later, but first, let's review how we got to this odd place.

At the end of December, a Missouri federal judge ruled that police do not need a warrant to attach a GPS device to suspects' cars in order to track their movements (PDF).  This decision comes on the heels of several other court rulings that held the same thing, and about a month after oral arguments in an unrelated Supreme Court case that will decide the future of warrantless GPS searches.

The reasoning behind the pro-GPS decisions is that you do not have a reasonable expectation of privacy in your public movements.  The 4th Amendment, from which all warrantless search issues derive, states:

The right of the people to be secure in their persons, houses, papers, and effects, against unreasonable searches and seizures, shall not be violated, and no Warrants shall issue, but upon probable cause, supported by Oath or affirmation, and particularly describing the place to be searched, and the persons or things to be seized.

The words "reasonable expectation of privacy" do not appear in the text of the 4th Amendment itself, but are an integral part of 4th Amendment jurisprudence thanks to the 1967 Supreme Court case of Katz v. United States.  That case dealt with the government's ability to use electronic monitoring devices to listen in on telephone conversations.  In holding that warrantless monitoring of telephone conversations violated the 4th Amendment, the Supreme Court stated:

One who occupies [a telephone booth], shuts the door behind him, and pays the toll that permits him to place a call is surely entitled to assume that the words he utters into the mouthpiece will not be broadcast to the world.

From this language, the theory of a "reasonable expectation of privacy" has evolved.

Jump forward 15 years, and you find the case of United States v. Knotts.  Electronic monitoring capabilities have become much more sophisticated, and police can install a "beeper" unit in containers (and vehicles) to track their movements on public streets.  In holding that such monitoring did not violate the 4th Amendment, the Supreme Court distinguished the Katz ruling by finding that, unlike telephone booths, people do not have a reasonable expectation of privacy in their movements in public areas.

Other blogs have covered how warrantless GPS searches square with the Katz and Knotts precedents, so we won't cover them here.  Instead, we'll turn our attention to things of massive importance - video games and virtual worlds.

The question of whether the government needs a warrant to monitor your movements in a virtual world will likely turn on whether the world is considered to be "public."  Some cases like Stern v. Sony have found that virtual worlds are not "places of public accommodation," for the purposes of the Americans with Disabilities Act, so there is some reason to believe that virtual worlds are more akin to a private telephone booth than a public street.  Therefore, one could claim a reasonable expectation of privacy in one's movements within a virtual world.

Of course, when there are a lot of other people around, particularly strangers you don't know, that blows your expectation of privacy out of the water.  And in a way, that's what a virtual world is - a lot of people you don't know, mixed with some you do, all being in the same place at the same time.

So, do you have a reasonable expectation of privacy in your virtual world movements or not?  If this issue were litigated, here's how I think it would come out.  The "expectation of privacy" is only "reasonable" if the player has a good faith belief that his movements are not being tracked by the world operator.  In order to establish this good faith belief, the player cannot have any knowledge (actual or constructive) of the game operator's tracking. This question will turn turn in large part on what the world operator's privacy statement says.

This raises some interesting questions for both players and world operators (particularly MMOs).  What, if anything, does the applicable privacy policy say about tracking of movements through the game world?  Are your movements private or not private?  In addition, how does the privacy policy's treatment of movement data mesh with any data mining services you offer (e.g., the Call of Duty Elite service)?  Does the privacy policy conflict with your current offerings or expectations (depending upon whether you are the world operator or the player)?

Why This Matters: As the games industry becomes more and more immersive, the privacy inherent in your virtual world movements will take on additional importance.  Consider the problem of account hijacking and theft of virtual property.  We may not be too far from a place where the government wants to attach virtual GPS devices to your avatars and characters to track their movements through Azeroth, Telara, etc.  This is something that should concern both players and developers, and is best dealt with now, before it is brought to your attention in a lawsuit.

Courtroom Roundup: The "It's Becoming a Friday Staple" Edition

A couple of interesting copyright developments, plus...

  • George Lucas lost a copyright fight in the UK over Stormtrooper helmets.  The reason: the helmets were ruled "industrial works," not "sculptures," meaning that the term of copyright protection in the helmets was only 15 years.  The differentiation between "industrial works" and "works of art" does not exist in American copyright law, so not to worry US game devs.
     
  • Marvel has won a copyright battle over superheroes including Spider-Man, Iron Man, and the Incredible Hulk.  Marvel was sued by the heirs of comic book artist Jack Kirby, who argued that they had successfully terminated the publishers' rights to the characters.  The court disagreed.  This is an important development in copyright law (with particular application to the games industry because of the developer/publisher relationship), and more thoughts on this are likely to follow.
     
  • A British court has ruled that British Telecommunications PLC must block its subscribers from accessing a website that provides pirated movies.  The case, being heralded as a "test case victory" for content owners in the U.K., could led to similar results for websites providing pirated/cracked games.  This may be another way to tackle the piracy problem if you don't have a lot of faith in DRM.
     
  • EA ordered to respond to an antitrust lawsuit regarding unpaid student athletes.

And now for a few news items that, though a bit off the "courtroom roundup" theme, are interesting nonetheless:

  • Video games as a means of relieving stress and achieving enlightenment?
     
  • Nintendo slashes the price of the 3DS.  Does this mean 3D is a fad?  I mean, it's not like this was ever tried before.  Oh, wait... Virtual Boy anyone?

Brown v. EMA: What This Means for the Video Games Industry

This post was written by Drew Boortz and Mike Sacks.

As our (brief) post yesterday indicated, California’s ban on the sale of violent video games to minors is no more (previous blog coverage can be found here). By a 7-2 vote, the Supreme Court in Brown v. Entertainment Merchants Association (formerly Schwarzenegger v. Entertainment Merchants Association) held that the California law violates the First Amendment. The majority opinion, written by Justice Scalia and joined by Justices Kennedy, Ginsburg, Sotomayor, and Kagan, is a decisive victory for the free expression rights of the gaming community.  In no uncertain terms, the opinion rejects California’s argument that expressive violence can be regulated on the same level as obscenity.

Detailed analysis of the opinion, and thoughts on its meaning for the video games industry, after the jump.

Continue Reading...

Oh Smurf! Apple sued over children's in-game purchases

We knew this was coming.  After the Federal Trade Commission announced it would look into Apple's in-game purchase system (as a result of children racking up incredible bills that they're parents had to pay), it was only a matter of time before a class action was filed.  Well, that time has come.

On April 11th, a class action was filed (PDF) against Apple, Inc. in the Northern District of California, alleging that Apple's in-game purchase system:

  1. Constituted a breach of contract (Ed note: the contract calls this claim a "breach of contract," though the complaint is better characterized as asking that the contracts be voided);
  2. Was an unfair trade practice (pursuant to Cal. Bus. & Prof. Code 17200 et seq.)
  3. Violated in California Legal Remedies Act (Cal. Civ. Code 1750 et seq.); and
  4. Resulted in unjust enrichment of the company.

The complaint alleges that there are likely thousands of people in the class, and seeks actual damages, punitive damages, attorneys' fees, and costs.  The total relief being sought by the plaintiff is not identified, but is alleged to be in excess of $5 million.

The facts of the controversy are widely available on the web, but to briefly recap:

Apple's app/in-app item purchase system requires an Apple account, a password, and a valid credit card (or positive credit balance through purchases of Apple gift cards) in order to make a purchase.  When an app (or in-game item) is being purchased, Apple asks for the password linked to the account as a means of confirming the purchase (i.e., are you sure you want to do this?).  If the correct password is entered, the purchase is made. 

After the successful purchase of a game or in-game item, the device user had a 15 minute window during which purchases could be made without reentering the password (this has since been changed).  It is the windowing that is the heart of the problem because it (arguably) allowed children to make purchases without their parents' knowledge.  That is, a parent could enter his/her password to allow the child to purchase a game or in-game item, and then the child would have 15 minutes of free reign to make as many purchases as they wished.  As a result of the windowing, some parents have alleged that they received bills for thousands of dollars for items that they (again, arguably) never knew were purchased. 

Each one of the causes of action could be a post in and to itself (and may very well be, so stay tuned).  But here are a few initial impressions, and some thoughts for future app makers:

  • It seems to me that class certification may be difficult to obtain because of problems proving commonality (a prerequisite to class action status which states that there must be common issues of law and fact among all class members; see Fed. R. Civ. P. 23(a)).  Every putative member of the class will have different purchases - different games, different in-game items, different quantities, etc.  Moreover, some of those purchases would have to have been authorized by the parents (they had to enter their password to make at least one purchase).  Therefore, it is possible that every class member will be in a different factual position from every other, which could cut against claims of commonality.
  • Interestingly, only Apple is named in the complaint.  The individual app devs (who presumably are responsible for creating the in-game items, setting the prices for them, etc.) are not mentioned.  Again, this presents a problem for the plaintiffs as to the unjust enrichment claim since roughly 70% of the damages they incurred would have gone someone other than Apple's coffers.  In addition, to the extent that the unfair competition claim relies on the high price levels of in-game items (see below), Apple may be able to show that it was not responsible for any damage arising therefrom (this of course will depend on the facts that come out in discovery).
  • Speaking of facts, there are some problems here for Apple (and for the game devs).  Chief among them are that some items that were clearly directed towards children cost upwards of $100 each.  This is a very, very bad fact, and one that makes the overall in-app system appear more like a prototypical unfair trade practice than it may otherwise be.  Moreover, children are a protected class - legally they do not have the same mental faculties as adults, and are therefore thought to be particularly susceptible to deceptive or unfair commercial practices.  If you are making games or in-game items that target children, you will want to think very carefully about all aspects of the game, including:
     
    • What does the interaction with the child look like?  At what point are you asking for a decision with a monetary impact?  Is it easy for a child to reach that decision point, and if so, how can you assure yourself that you are interacting with an adult, not a child? 
       
    • When selling items related to child-directed games, consider the price relative to both the item and the appeal to a child.  In other words, you should have a really good reason why one virtual item should cost upwards of $100 (that's going to be difficult to do).
       
    • Absolutely avoid exhortative language (e.g., "buy this now," "only 5 left," or "you need X to complete the level") if you know you're talking to children.  Doing so can cause a variety of legal headaches.

Re-capping the St. Patty's Day Debate.

Apologies for not having posted in a few weeks.  Pre and post GDC have kept things pretty hectic.

A link to some footage regarding the debate can be found here.

Unfortunately, Senator Yee was a late scratch and was replaced by James Steyer, founder and CEO of Common Sense Media.  Mr. Steyer was a solid fill-in (although I certainly disagree with some of his perspectives).

Thanks again to the Commonwealth Club for hosting the event. 

As a follow-up to this, I recently attended LSI's Gamer Technology Law conference, which had a similar panel, also with George Rose as well as Katherine Fallow of Jenner & Block

The Supreme Court decision is expected soon.  I'm sure we'll all have plenty of opportunities to dissect the various opinion. 

General opinion from the various panels and authorities on this seems to lean towards Sen. Yee's law being ruled unconstitutional, but not necessarily closing the door on similar efforts in the future. 

 

 

 

Inaugural Courtroom Roundup: Notable Cases and Decisions

A number of lawsuits and court decisions came to light today (at least, they came to light for me), but none of them merited a stand-alone post for this blog.  So in what may be a one-time phenomena (but hopefully will become a recurring post section), we're presenting the first Courtroom Roundup - a brief overview of interesting cases and decisions that in some (typically tangential) way impact the video games industry (if there was a direct impact, it would likely merit its own post).

With that being said, welcome to Courtroom Roundup: The Supreme Denial Edition

  • IAC/Interactive Corp. et al. v. Cosmetic Ideas Inc. - What is required to sue for copyright infringement, filing an application for copyright registration, or having that application granted?

The first case - IAC/Interactive Corp. et al. v. Cosmetic Ideas Inc., case number 10-268 in the U.S. Supreme Court - concerned the question of whether someone can sue for copyright infringement after merely filing for registration, or whether someone must wait to file a lawsuit until the Copyright Office grants a registration. The question stems from the text of 17 U.S.C. 411, which states (in relevant part) "no civil action for infringement of the copyright in any United States work shall be instituted until preregistration or registration of the copyright claim has been made in accordance with this title." 

Some circuits - the Tenth and Eleven - have interpreted this statute as making registration - that is, registration granted by the Copyright Office - a precondition to filing a copyright infringement lawsuit.  (Ed. Note: there are some explicit exceptions to Section 411 for works refused registration and audiovisual broadcasts, but we're ignoring them for now).  Other circuits - the Fifth, Seventh, and Ninth - have interpreted Section 411 as requiring only that a registration be filed, not granted, prior to having the ability to sue for copyright infringement.

Bottom Line for the Games Industry: As of now, the circuit split stands.  Depending upon where you file suit, you may have to wait for the Copyright Office to grant a registration, which in some cases is taking more than two years to process (without paying special fees, that is).

  •  Tiffany (NJ) Inc. et al. v. eBay Inc. - Should an online auction site be liable for trademark infringement committed by its users?

Our second case (also a denial of cert. by the Supremes) is Tiffany (NJ) Inc. et al. v. eBay Inc., case number 10-300 in the U.S. Supreme Court.  This case stems from the six year-long battle between Tiffany and eBay over eBay users selling knock-offs as "authentic" or "real" Tiffany jewelry.  The question raised by Tiffany's was whether eBay should be liable for damages caused by the sale of knock-offs.  To get to liability, Tiffany's raised several causes of action including contributory trademark infringement and false advertising.

At trial, eBay won on all counts because it showed that it took affirmative steps to remove infringing items once those items had been reported.  On appeal to the Second Circuit, the appellate court agreed with the district court as to trademark liability, but revived Tiffany's false advertising claim.  With the denial of cert. from the Supreme Court, the case (from the trademark side) has been effectively ended. (Ed. Note: the false advertising claim was recently rejected - again - by the district court.  See here).

Bottom Line for the Games Industry: When it comes to online portals and trademark infringement claims, potential plaintiffs should think of portals as falling into one of two buckets: those sites that play "above board" (that is, have procedures for dealing with infringements, and follow those procedures), and those that do not.  Compare eBay, with its infringement response protocols, to a bit torrent site like Pirate Bay, which typically does not.  While both may have generalized knowledge of infringements occurring through their online services, infringement actions against Pirate Bay-like entities are far more likely to success than those against eBay-like entities.  This is due in no small part to the eBay-like entities playing "above board."  So pick your targets carefully.

(Ed. Note: This is just a US perspective, though.  Recently, eBay was fined 1.7M Eur by a French court for failing to stop sales of fake Louis Vuittion items on its site.  So perhaps we should have a Bottom Line #2: the US is not the only law that should be considered when looking into infringement claims).

  •  Harper v. Maverick Recording Co. et al. - availability of the "innocent infringer" defense to copyright infringement

As if you couldn't see this coming, the third case of this Roundup is also a denial of cert.  The case - Harper v. Maverick Recording Co. et al., case number 10-94 in the U.S. Supreme Court - concerns alleged copyright infringer and Kazaa-downloader Whitney Harper, and whether she can claim the "innocent infringer" defense.  The "innocent infringer defense" isn't really a "defense" at all since it does not mean the infringer is free from liability; rather, it just goes to reduce the amount of statutory that the infringer pays the copyright holder.  Under 17 U.S.C. 512(c), a court may reduce the statutory damage award to not less than $200 if the court determines that the infringer did not know, and had no reason to know, that the actions at issue constituted copyright infringement.  In Ms. Harper's case, the district court determined that she was an "innocent infringer" and reduced the damage award from $750 to $200 for each of the 37 works (that's a reduction to $7,400 from the minimum $27,750 that could have been obtained).

Upon appeal, however, the Fifth Circuit determined that the innocent infringer defense was foreclosed as a matter of law in this case under 17 U.S.C. 402.  This provision states (in relevant part) that the "innocent infringer" defense is not available if a copyright notice appears on the published phonorecord to which a defendant had access.  In other words, because record companies put copyright notices on physical CDs, and Ms. Harper could have accessed the CDs by visiting a retail store, she could not claim the "innocent infringer" defense.  By denying cert. in this case, the Supreme Court has upheld the appellate court's determination, which will raise the statutory penalties back into the $750 per work range.

Interestingly, Justice Alito dissented from the denial of cert. (he disagreed with the Supreme's decision to not hear the case), and wrote that since the law was drafted in 1988, before music downloading was a reality, there was an argument that Section 402 should not apply to music downloaders (an interesting point of view for this justice - it smacks a bit of the "living law" theory, doesn't it?).

Bottom Line for the Games Industry: Although this case dealt with phonorecords (that is, music), there is an analogous provision in 17 U.S.C. 401 - just replace "phonorecord" with "copy."  So putting copyright notices on physical copies of a game is not only a good idea, it can help forestall the application of the "innocent infringer" defense and thereby preserve a higher statutory damage award.  But unlike music, which cannot easily include a copyright notice within the work itself (imagine a HAL-like voiceover stating copyright notices for the first 4 seconds of every song), video games can.  There are load screens, transition screens, and other places where placing a copyright notice can be done without wrecking the gameplay experience.  And putting the copyright notice in the work itself can make it even less likely that the "innocent infringer" defense is available.  So in my opinion it's a good idea (and common practice) to include a copyright notice somewhere in-game.