Turning Game Players into Game Developers

Gamasutra has a great article on why it makes good business sense to utilize players as developers of new content.  It can be a new revenue stream for the publisher, it can build brand loyalty, it can increase the game's long tail, and it can mean fresh content without having to build it yourself.  So pretty much all positives and very few, if any, negatives.

At least, there are very few negatives so long as you build the legal structure appropriately.  There is a ton to consider when developing a means by which players can build, distribute, and monetize their own content - a typical development agreement between a publisher and a developer can span dozens of pages of dense, legalese print. Is this something you think you can implement in the context of a player/developer relationship?  Doubtful.

So what are the issues that should be considered?  This post will by no means cover them all, but here are a few key highlights:

Intellectual Property

The grand poobah of the issues bucket list.

  1. You as the "publisher" (note the use of quotes here, since that distinction is becoming less relevant in this context) need to have in order to distribute and exploit the player-created content.  But there can be a tendancy to take more than what you need in order to "lock down" these rights.  I challenge my clients to constantly ask themselves whether they need all of the rights they are seeking, or whether something less would work just as well, and be easier to monitor.  After all, licenses can be perpetual; grants of ownership may be subject to reversionary rights later in life.

    The question of license-vs.-own becomes even more important if you want to take the content and exploit it internationally.  For example, do you know your requirements as publisher for comply with various countries' moral rights laws?  Does the country you seek to exploit the work in even allow you to do what you want to do?
     
  2. Consider the kinds of content you are allowing players to create, and whether ancillary IP laws like VARA may apply.  (How this could happen is a fascinating question, but that's another post).
     
  3. When players create content, publishers have no way of knowing whether the content is original or not.  There's no clearance process to speak of, so taking advantage of the safe harbor provisions of the DMCA is incredibly important.  For example, have you appointed a copyright agent, or are you at risk for a Righthaven-like troll coming after you?  Do you have an appropriate notice-and-takedown regime in place?
     
  4. Aside from copyright issue, have you considered the impact of trademark laws in the player-created content?  After all, the DMCA doesn't apply to trademark issues so how will you handle a situation where someone uses the McDonald's Arches as an architectural work, or the Nike Swoosh on virtual clothing.
     
  5. What about publicity rights?  If I put my face on a digital item then distribute it through your player-created content network, can I turn around and sue you for infringement of my right of publicity?  Maybe, maybe not depending on whether there is an implied right to use my name/image/likeness, but why not deal with it up front?

Revenue Share

  1. Are you taking an off-the-top fee like Apple does, or is your rev share more complex?  If it's more complex, what kind of definitions for "gross" and "net" are you using?  Keep in mind that there are industry standards with this, so if you depart from that standard, you should have a good reason for doing so (and a compelling sales pitch as to why that departure is good for the player).
     
  2. Are you providing access to any sort of dashboard or control panel so players can monitor the exploitation of their content?  What promises, if any, are you making with regard to access to and usefulness of this program?
     
  3. What rights, if any, will players have to dispute the revenue share?
     
  4. On what kind of payment cycle will you pay players?  Will you keep any of the player's share as a holdback, and if so, how much and when will this be liquidated.
     
  5. If you're going international, where does currency exchange fees come into play?

Nature of the Content

  1. How will you respond if someone uploads buggy content, or even worse, content that contains malware?  Do you know the extent of your liability?
     
  2. Will you engage in a rigerous approval process (a la Apple App Store), or take a more laissez faire approach (a la Google Play).

The above checklist of questions is not meant to be all-encompassing, but as you can see there are more than a few issues that need to be thought through prior to launching a player-created content system.  Moreover, you should seek out an expert to assist with your decision-making and documentation thereof.  Not only will this help you understand the contours of the issues you face, but this will also help you create player agreements that are easy to use and easy(ier?) to understand.

Legal Liability for Warcraft Massacre

If you haven't already heard, over this last weekend a character in World of Warcraft went on a killing spree.  A virtual killing spree, but a killing spree nonetheless.  Video of the massacre can be found on the linked page (thanks to Wired for the coverage).

The Wired article points out that the scene was very similar to an episode of South Park called "Make Love, Not Warcraft."  If you haven't seen it, you can watch it here: http://www.southparkstudios.com/full-episodes/s10e08-make-love-not-warcraft.

Go ahead, we'll wait..........

Great episode, right?  Of course, as we lawyers are wont to do, we read stories like this do not focus on the "life imitating art" aspect.  Instead we pose questions to ourselves like "who's liable for what?"  It's sad, but true (sigh).  So here are some initial thoughts on legal liability:

The Hacker

There are a lot of people who were harmed here, but we can make things simple by classifying them into two categories: Blizzard and other players.  As to Blizzard, they could pursue a number of causes of action against the Hacker.  For example, trespass to chattels (an archaic legal name for "you improperly took my stuff, or otherwise deprived me of it") could exist.  So too could a copyright cause of action depending on how the exploit occurred (consider the glider case - MDY v. Blizzard - and whether this would rise to the level of a precondition to the license agreement [pdf]).  Other causes of action may similarly apply, depending on facts like the nature of the exploit, the location of the Hacker, the systems used to take advantage of the exploit, etc.  After all,

As to other players, however, this is a more complex question than you might think.  After all, WoW is a game where players can and often do kill each other.  So we would have to separate the killings from those inside a no-PvP zone, and those outside.  For those inside, causes of action against the Hacker may be available because no one would expect to be killed in a no-PvP zone.  However, you have to ask whether it would be worth anyone bringing a claim for loss of virtual property triggered by a WoW death for several reasons.  First, players may not even own the lost property depending on what was lost and the applicable EULAs/Terms and Conditions.  Second, what is the value of that property?  If it is something Blizzard could restore at the touch of a button, perhaps there is little to no value to the lost items.  Third, what if the player whose character was attached had no right to certain lost items in the first place (e.g., purchased through illegal online auctions, stolen etc.).  For these reasons, it would be difficult to value what may have been lost, thereby reducing the incentive for someone to sue the Hacker.

For the killings in a PvP zone, there might not be any cause of action available for players to sue the Hacker in the first place.  After all, they were in a PvP zone, and thanks to a legal doctrine known as assumption of the risk, that might be the end of the case.  Assumption of the risk states, in its most basic form, that if I engage in an activity I know to be dangerous, I cannot sue for damages if I'm hurt by the activity.  Consider jumping off a high dive into a pool with no water - I know there's a chance (a really good one) that I'll be hurt badly.  So if I jump and get hurt, I can't sue - I "assumed the risk" inherent in the activity.  Same goes for being in a PvP zone.   Of course, that's not to say someone won't come up with some creative legal theory, but making it stick will be difficult in this circumstances.

Blizzard

Could players sue Blizzard because it did not catch and fix the exploit prior to the Hacker's massacre?  Perhaps, but this will depend entirely on the facts.  If Blizzard knew of the exploit but did nothing about it, that could form the basis of a negligence case.  But if Blizzard was caught entirely by surprise by the existence of the exploit, a negligence case could be difficult to prove.  Moreover, Blizzard appears to have acted quickly in hotpatching WoW so that the exploit could no longer be used, meaning that a claim of ongoing negligence would be difficult to win. 

Besides, Blizzard's EULA states that the software is provided "as is."  This gives Blizzard another defense should a player whose character was killed by the Hacker try to pursue a legal claim against Blizzard.

Take-Away Points

What from the game dev/publisher side can be learned by this experience?  A few thoughts:

  1. People will always find some way to take advantage of your game - expect it and have a plan to deal with it.
     
  2. Put that plan on paper before you need it.  I don't know whether Blizzard did this, but given the speed with which everything happened, it would not surprise me if they did.  Having a plan in place prior to needing it is a "good fact" that can help reduce claims of negligence down the road.

    Also, don't create a plan then lock it in a box.  Review it regularly, and revise as necessary to keep up with new threats and technologies.  A plan dealing with a computer crisis circa 1992 isn't a good plan for 2012.
     
  3. Take action to stem the damage being done as soon as you reasonably can, regardless of whether that damage is legally cognizable or not.  Be careful not to act too soon, however.  Never act just for the sake of doing something quickly - do your research and act responsibly, just do it as quickly as you can.
     
  4. Review your EULAs and Terms and Conditions documents.  If you don't know what precondition language I referred to in the above sections, read the links, then drop me a line.  It is something you definitely want to look into.

European Court of Justice: Secondhand Sales Are Legal

Important legal news out of the EU (and no, "important legal news" is not a contradiction in terms).  The European Court of Justice has issued a decision in a case involving resale of digital goods.  Our colleagues in the EU have written an excellent piece that breaks down the decision, and they have this to say about the case:

In a landmark judgment delivered by its Grand Chamber on 3 July 2012 (Case C-128/11), the European Court of Justice (ECJ) has effectively declared the second-hand sale of physical copies and downloaded copies of software to be legal. The ECJ explains that the principle of exhaustion of the distribution right applies not only where the copyright holder markets copies of his software on a material medium (CD-ROM or DVD) but also where he distributes them by means of downloads from his website. This decision which markedly extends the scope of the principle of exhaustion beyond what has been the understanding to date has a potentially significant impact on the way software is sold and consumed.

The full article can be found here.  It is absolutely worth a careful reading, especially for games companies that do business (or will want to do business) in the EU.  So, in other words, its important for just about all games companies.

Now, some of you loyal blog readers may recall that one of the very first posts to this blog was about sales of "used" digital goods, and how game companies can structure their End User License Agreements (or "EULAs") to approve of or restrict secondhand sales (depending on what the desired end result is).  If you would like a more full treatment of US law regarding secondhand sales of digital goods, you could read End Runs (an article written by yours truly in the Los Angeles Lawyer magazine), but here are the broad strokes:

  • What do you tell consumers about the transaction?  Do you call it a license?  Do you have a license agreement?  If you don't, the transaction is likely to be deemed a sale.
     
  • If you have a license, do you:

    • Restrict the use of the digital goods in significant and material ways?
       
    • Restrict resales/secondary transfers by the user?
       
    • Have a tracking/monitoring system in place to guard against violations of the license?
       
  • Even if you have a license, do you do (or not do) something that implies that you intend the transaction to be something other than a license?

As you can see, the inquiry about "exhaustion" does not appear in the US analysis of whether secondhand sales of digital goods are legal or not.  At least, it doesn't literally appear in the analysis, but the principle of "exhaustion" in the EU is closely aligned with the "first sale" doctrine in the US, which forms the underpinnings of the secondhand sale analysis. 

The "first sale" doctrine is an exception to copyright law's grant of exclusive rights whereby an owner of a valid copy of a work can resell that work to any third party without the original author's permission.  Imagine a hard copy book - if you own that book, you could legally sell it to your neighbor or a used bookstore, and not run afoul of copyright law.  A digital eBook version, however, is a different story, and that's where the above analysis comes into play.  The "license versus sale" analysis is used to determine if the eBook transaction is a "sale" (to which the first sale doctrine applies) or a "license" (to which the first sale doctrine is not applicable).  In short, the US and EU inquiries are not wholly unrelated.

Yet notwithstanding the similar theoretical underpinnings, it is the differences in approach between the US and EU that can have a significant impact on games companies doing business in both regions.  So, what should a games company think about in terms of the varying US and EU interpretations of "sale?"  Here are just a few thoughts off the top of my head:

  • What exactly is the reason behind the need to control secondhand sales of a particular work?  Is the work of an ilk where it is important to craft appropriate licensing regimes, or can your interests be protected in other ways (e.g., spending more on innovation and new content rather than licensing enforcement).
     
  • Taking the ECJ position that "perpetual" license grants are akin to sales could cause a games company to time-limiting a license in order to avoid exhaustion.  However, if you time-limit your license grant, you must have some system to track and enforce the limits (and evidence showing you actually do these things).  Failing to track and enforce the time limits may cause your license to be deemed a sale transaction in the US.
     
  • Games companies that use a subscription model, as well as cloud gaming companies, may think that the ECJ decision does not apply to them as the license is granted in exchange for regular payments.  However, there are all sorts of digital goods that can be "sold" within the context of a subscription game.  Digital items, avatars, power-ups, plug-ins, etc. can all be sold (and therefore potentially resold) even if a subscription is required in order to access the item.  Thus, this decision is of import to games companies of all stripes.

As to how we are helping our clients move forward after this decision, I think our EU colleagues put it best when they said:

Creative lawyering should make it possible to find solutions which will enable the software industry to comply with the ECJ case law while maintaining its interests.

We will be giving careful thought to the best ways for our games clients to avoid unintended consequences stemming from international distribution of their works while still maintaining their interests.  We encourage all games companies to do the same. 

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: the May Day (Redux) Edition

It's the day after May Day.  And since there's no good way to make a transition from that into some bullet point topics of interest for games companies, let's just get right into it, shall we?

  • EA's declaratory judgment against Textron in the lawsuit over the inclusion of Bell helicopters in Battlefield 3 can stay in California.  Sometimes, it pays to move quickly when threatened with a potential lawsuit.
     
  • Speaking of lawsuits, if you're involved in a copyright infringement suit and you're seeking a preliminary injunction against an infringer, then you need to be aware that the "presumption of irreparable harm" may no longer be valid (it depends on your jurisdiction).  Instead, you may need to show evidence of irreparable harm (PDF) if you are to prevail on the prelim.
     
  • Developing Concern's own Patrick Sweeney was recently interviewed by Ayzenberg for a feature on developing trends in game finance and monetization.  Great read for those who are interested in how games are getting funding and making money in today's games market.
     
  • Amazon settles its digital purchase sales tax dispute with Texas.  Amazon will now invest roughly $200 in capital investments in Texas, and will begin collecting sales taxes on digital goods sold to consumers in Texas.  Read our previous coverage of the issue with collecting sales taxes on digital goods.
     
  • The US DOJ has indicted 10 individuals for making and selling mod chips that circumvent DRM technologies.  The indictments stem from "Operation Tangled Web," which was launched in 2008.  As GamePolitics points out, the mod chip issue is being considered by the US Copyright Office as an exemption to the DMCA (the law under which the 10 individuals are being prosecuted).  I have no idea whether the DOJ's prosecution of mod chippers will have any impact on the Copyright Office's rulemaking, but whatever the Copyright Office decides it is unlikely to be of much help to those individuals already in the DOJ's sites.
     
  • A Pennsylvania man has sued Ubisoft for copyright infringement.  The man claims that Ubisoft's marquee franchise "Assassin's Creed" infringes upon his novel "Link."  The basis of the claim is that both storylines involve the ability to relive ancestral memories.  Although a lot of fact development will need to occur before any final judgment can be rendered for this case, a quick perusal of the complaint indicates that a lot of the "substantial similarity" may stem not from original expression but rather from the ideas of reliving ancestral memories (there's a device that allows you to tap into those memories, while reliving those memories you interact with historical figures, good battles evil, etc.).  If that's the case, the plaintiff may find it difficult to prove copyright infringement because, as we've said a few times here, copyright law does not protect ideas.

    In the meantime, however, the plaintiff appears to be on the receiving end of a lot of vitriol from fans of Assassin's Creed.  Sometimes, legal actions have non-legal consequences (a factor that should always be kept in mind when exploring your own legal options).
     
  • EMI filed a lawsuit in New York federal court alleging that Def Jam Records owes UMI for making unlicensed use of EMI's music in Def Jam’s new video game, Def Jam Rapstar.

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.

All Your Time Zone Belong To Us! Can Someone Own Time Zone Information?

According to a lawsuit filed on September 30th, the answer is "yes."  Plaintiff Astrolabe, Inc. filed a lawsuit against two individuals for maintaining online databases of historical time zone information.  The plaintiff alleges that it owns copyrights in the software program ACS Atlas, and that the defendant's website, by offering historical time zone information, infringes upon those copyrights.

Let's give Astrolabe the benefit of the doubt and assume that it meant to draft the complaint so that the allegation was that the defendant's websites copied the code or table structure of the ACS Atlas because, as we've said a number of times on this blog, you cannot copyright ideas or facts.  Facts are facts; data is data.  Such things are not protected by copyright.

Copyright does not protect facts, ideas, systems, or methods of operation, although it may protect the way these things are expressed.  United States Copyright Office.

Thus, no infringement of copyrights can occur if the things being infringed are facts and data because facts and data are not copyright protected.

That is not to say the suit is totally without potential merit.  If the alleged infringement is against original expression (e.g., introductory paragraphs and explanations about those facts), or the software code that drives the database, then copyright law may come in to play.  Even the layouts of databases and menus pay be subject to copyright protection.  See Positive Software Solutions, Inc. v. New Century Mortgage Corp., 259 F.Supp.2d 531 (N.D.Tex. 2003) (finding that "data structures" - layout of a database - could be subject to copyright protection).

Outside of the facts/expression issue, there are a couple of additional issues with this complaint:

First, Atlas ACS does not appear to be registered with the US Copyright Office.  A federal registration (or at least a pending application, depending upon your state of residence) is a prerequisite to filing a copyright infringement lawsuit.  17 U.S.C. 411(a).  It is unclear from the complaint whether ACS Atlas has been registered or not.

Second, assuming that the protected expression is the data structures built within the databases, one has to wonder whether the merger and scenes a faire doctrines will come in to play here.  These doctrines are limits on the monopolistic power of copyright law.  The merger doctrine holds that protection is denied to expression that is inseparable from the ideas, processes or facts underlying the expression.  Gates Rubber Co. v. Bando Chemical Industries, Ltd., 9 F.3d 823 (10th Cir.1993).  Similarly, the scenes a faire doctrine, in the context of software, states that protection is denied to those elements of a program that have been dictated by external factors.  Id. at 838.

Both of these issues came to bear in a case brought in the District of Massachusetts (the same court Astrolabe brought its case in) - Baystate Technologies, Inc. v. Bentley Systems, Inc. 946 F.Supp. 1079, 1087 (D.Mass.,1996).  In that case, the court relied on both the merger and scenes a faire doctrines to find that no infringement of software had occurred.

Third, there is a three year statute of limitations when it comes to civil copyright infringement cases.  17 U.S.C. 507(b).  If the defendants can show that they have run their websites - with the allegedly infringing content - for more than three years, then it will be up to Astrolabe to show that it did not, nor could not have known, about the infringement until recently.  This may be difficult to prove, depending upon the facts.

Fourth, the complaint seeks costs and attorneys' fees.  However, these remedies are only available if the work was registered prior to or within three months of registration.  17 U.S.C. 412.  Therefore, awarding attorneys' fees and costs will only be possible if ACS Atlas was registered prior to publication.  That does not appear to be the case.

Finally, there might be a fair use argument here.  The two defendants appear to be employed by the NIH and UCLA, so there may be a strong argument for the alleged infringement being an educational use.  Of course, fair use is very fact-dependent, and the other fair use factors (the cost to license the portion of ACS Atlas that is being infringed, how much of the Atlas is being infringed, and the potential effect upon the work as a whole) may require a certain result.  But at a minimum, from the facts currently at hand, I would say that fair use is certainly a potential defense.

The bottom line here is that this complaint does not look very likely to succeed unless facts not within the complaint are established.  Even then, the chances of success may be slim depending upon what original expression (if any) is being infringed.

What Can We Learn: Here are a couple of takeaways when it comes to copyright infringement lawsuits:

  1. Always, always register your work.  Copyright law gives you sufficient incentives to do this, and makes enforcement of your rights a lot harder if you don't.
  2. Register your work at the earliest opportunity.  Failure to do so can result in a loss of important incentives - statutory damages, costs, and attorneys' fees.
  3. Copyright law is an area full of complexity - understand that not all "infringement" is actionable.  Merger, scenes a faire, and fair use may require that an "infringement" actually be legal.

Ultimately, this may be another example of copyright law being used to monetize underperforming IP assets, which, as we all know from the story of Righthaven, is not necessarily a winning strategy.

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?

Kernal Records Oy v. Mosley: Tectonic Shift in International Copyright Law or Another Case of Bad Facts Making Bad Law?

[This post was written by Drew Boortz and Julya Vekstein, a summer associate in Reed Smith's Washington, DC office]

When does a work made abroad and published on the Internet qualify for protection under US copyright law?  Or, perhaps more importantly, when does such a work not qualify for protection?  That was the focus of the (somewhat) recent case of Kernal Records Oy v. MosleyMosley is the classic boy-meets-song, boy-takes-song, song-owner-sues scenario.  In this case, Finnish recording company, Kernal Records, claimed that producer Timbaland and musician Nelly Furtado copied the sound recording and musical arrangement of "Accidjazzed Evening" and used it in Furtado’s song "Do It." The controversy began with a single YouTube video claiming to show the similarities between songs.  It ended with a determination that the Finnish song was a "US work," and that the case should be thrown out because the record label did not satisfy the requirements for bringing a copyright infringement lawsuit.

We’ve covered copyright issues here before, but to quickly recap: copyright law protects original expression, and grants to authors certain exclusive rights – the rights to copy, sell, distribute, and make derivative works of the original being chief among them. When a work is taken and copied, sold, distributed, etc., without the permission of the author, the exclusive copyrights of the author are "infringed," and that’s when the lawyers come out to play.

Of course, nothing in the law is that simple, and bringing a lawsuit for copyright infringement is subject to a few constraints. One of the most important constraints is the fact that, in order to bring a lawsuit for copyright infringement of a work created in the United States, that work must be registered with the US Copyright Office. Note that this applies to "works created in the US."  Works created outside the US are treated differently. And based on the facts of the Mosley case, it would seem that the requirement to register a song created by a Finnish artist would not apply. However, the court in Mosley applied the requirement to register and, since the song was not in fact registered, the court threw out the case.

How could a song owned by a Finnish record label (and presumably created in Finland) get treated as a "work created in the US?" Well, the answer takes a bit of mental gymnastics, so click through the jump to read on.

The judge in Mosley concluded that "Accidjazzed Evening" was a "United States work" by determining:

  • A “United States work” exists if it was first published simultaneously in the US and another country.
     
  • Under the statute, publication is defined as the “distribution of copies … of a work to the public by sale or other transfers of ownership.” Here, “Accidjazzed Evening” was first published on the Internet on an online, Australian magazine where it was viewable and downloadable. The ability to download the work gave the public a possessory right.
     
  • Using the common usage of the word "simultaneous," posting material on the Internet makes it available at the same time to anyone with access to the Internet.

Thus, the court held that publishing "Accidjazzed Evening" online meant that the work a ‘United States work’ ... and subject[ing it] to [the] registration requirement." 

If you’re reading this and thinking the outcome of the case is baffling, you’re not alone. Others have thought that this result is incorrect, including another judge. In the case of Moberg v. 3TT LLC, another judge held that treating publication on the Internet as simultaneous publication worldwide would "overextend and pervert" US copyright law.

Hopefully, you've gotten this far and quelled the urge to hit yourself in the head with something heavy and blunt. Yes, these cases are directly contradictory. No, this is not uncommon in the world of law. Yes, this case does have relevance to the video games industry. Here’s what you, game developers and publishers, should take away from this case:

For works created outside the US that are intended for online distribution (i.e. a new free to play MMO, a social game, etc.), you’ll want to think long and hard about whether you should file for registration for your game prior to its launch. If this holding is extended to other courts (and for what it’s worth, we don’t think it will be), then publication of a game on the Internet can create extra hurdles for you to bring lawsuits in the US. And when someone is infringing your IP, you want to move quickly (the recent Zynga-Vostu-SocialApps-et al. cases are proof of that).

For works created in the US that are intended for online distribution, registration prior to publication is basically a necessity. 

Of course registration is not just so you can sue.  There are benefits to registering a work prior to publication as well.  In particular, registration prior to publication means you can seek statutory damages (lots of $$$) and attorneys fees (meaning you can keep even more of that money than spending it on people like us) from infringers. You cannot get statutory damages and attorneys fees for infringement of US works unless those works were registered within 3 months of initial publication, and often the ability to get statutory damages and attorneys fees is the difference between a case worth pursuing and not.

Quick Hits: The "Return to Form" Edition

Regular blog readers (all six of you) have probably noticed a drop in the frequency of posts.  Here's hoping that this post gets us back in to the swing of things.  And now, legal-related games industry news from in and around the interwebs.

  • EA buys PopCap.  Looks like EA has Zynga in its sights. 
     
  • Louisiana revises its tax incentive offerings.  No more transferrable credits, but those credits are now refundable.  In plain English, that means sales of the tax credits aren't allowed, but if the credit is worth more than your total tax liability, the state pays you.
     
  • In other tax incentive-related news, Michigan has limited its interactive entertainment credit to a total of $25 million across all projects.  This is a steep drop from the previously unlimited amount of funding. 
     
  • Angry Birds dev Rovio has sued Ideal Toys Direct, Inc. for copyright infringement.  Rovio is alleging that Ideal Toys' "Roly-Poly Birds” and “Roly-Poly Farm Animals” line of products are substantially similar to characters in Angry Birds.  If the allegations are true, then this would appear to be a modern day version of the H.R. Puff n' Stuff case (with fewer cheeseburgers being affected, of course).
     
  • Games begetting movies?  First Ubisoft, and now Rockstar.  Care to place bets on whether a Red Dead Redemption game will fare better or worse than Prince of Persia: The Sands of Time?
     
  • The "truthiness" behind the creation of a Stephen Colbert-themed video game.
     
  • [Shameless plug] Upcoming speeches/presentations by the DevConcerns team to include talks on protection or fictional characters in old and new media, and entertainment-related tax credits.  More information on these talks, and possible presentation notes, to come.

The Smuggle Truck, Duty Calls, and Parody/Satire - Legal Considerations When Making Games that Get "Talked About"

What do an app game about illegal immigration and a downloadable FPS have in common?  They are both games that were made to get people talking.  They also look to the legal grey area of parody/satire to avoid potential legal issues.  Which brings us to the topic of today's post - where does parody and/or satire (yes, they are separate, though related, concepts) come into play in the games context, and why is this useful.  But first, a bit of background.

For those of you who have not heard of the Smuggle Truck app controversy, here's the basic gist.  A game, distributed on the Kongregate network, asks players to smuggle immigrants across a "fictional border."   So perhaps one may think that a possible message of the game is that illegal immigration is okay. But as the Smuggle Truck story page explains, the game "...was inspired by the frustration our friends have experienced in trying to immigrate to the United States.  With such a troublesome issue being largely avoided in popular media, especially video games, we felt the best way to criticize it was with an interactive satire."  So the game, according to its makers, is not all that it purports to be.

Similarly, a few weeks ago the makers of Bulletstorm (which itself is no stranger to controversy) released a downloadable FPS called "Duty Calls."  Clearly, Duty Calls was intended as a swipe at Activision's Call of Duty franchise - it even says so on the bottom of the webpage - "Duty Calls is a parody. It is not associated with Activision or the Call of Duty games."

One game as "satire," the other as "parody."  What do these game devs gain by self-identifying as parody or satire?  If there are legal ramifications for calling one's game a parody or satire, is that self-identification all that's required?  Thoughts after the jump.

 

At the outset, it's important to note the difference between parody and satire.  

Parody

When one talks about parody in a legal context, it's usually (though not always) because there is some underlying copyright issue.  The reason is that "parody," if it meets the legal definition, can satisfy the fair use defense to a claim of copyright infringement.  According to the Supreme Court in Campbell v. Acuff-Rose, 510 U.S. 569 (1994), the definition of parody is a "literary or artistic work that imitates the characteristic style of an author or a work for comic effect or ridicule," or a "composition in prose or verse in which the characteristic turns of thought and phrase in an author or class of authors are imitated in such a way as to make them appear ridiculous."  In short, a parody "quotes from existing material, and uses that quoted material to create a new work that, at least in part, comments on the first author's work."  Id.

Parody, though, is not only a potential defense to copyright infringement.  It can also be a defense to trademark dilution, thanks to the Trademark Dilution Revision Act of 2006, 15 U.S.C. 1125(c) ("TDRA").  The TDRA was a response to the Supreme Court's decision in Moseley v. V Secret Catalogue, Inc., and among other things, provides that dilution is not actionable when the famous mark is used in connection with identifying and parodying, criticizing, or commenting upon the famous mark owner or the goods or services of the famous mark owner.  15 U.S.C. 1125(c)(3)(A)(ii).

So being a parody can help defend against claims of copyright infringement and trademark dilution.  What about satire?

Satire

Satire's a bit of a different animal.  According to the Campbell opinion, satire is the taking of something well known, but the work created through the taking doesn't necessarily comment upon what was taken (or the commentary is so slight that it doesn't amount to much).  Id. at 581.  Since my attempt to paraphrase the Court is inartful at best, consider this example of a satirical game - "Hackman."  Hackman took something well known (PAC-MAN), and used it to create something new.

Satire is more difficult to claim as fair use than parody since there is typically a large taking, but not a lot of criticism or comment on the thing being taken.  This means that one of the four fair use factors may cut against the satirist.  Of course, not all satire is copyright infringement, as the previous posts on Hackman explain. Furthermore, there is no "satire" defense to trademark dilution, as there is with parody.  So the bottom line here is that satire typically grants fewer legal protections than does parody.

Application

So what does all this mean in the context of Duty Calls and the Smuggle Truck.  Well, Duty Calls is likely trying to be a parody to avoid trademark dilution, not copyright infringement.  Unless there is an allegation of stolen code or other expressive content, the similarities between the CoD and Duty Calls are likely "scenes a faire" (a legal term for general background that anyone can use).  In this case, the FPS perspective, a world war, guns and ammo, etc. are all probably unprotectable scenes a faire, but that will depend upon a number of factual issues (and you know how lawyers hate speaking in absolutes). 

However, Call of Duty is a trademark of Activision, and Duty Calls is close enough to raise a dilution issue (in this case, it may qualify as both tarnishment and blurring, depending upon the quality of the game).  But if it can show that the use is parody, then there could be a defense to the dilution issues. Showing that a game is a parody is not as simple as the makers calling it a parody, though.  Other factors such as the use of the marks, the goods at issue, what the parody mark "says" about the famous mark, etc., will determine whether something is parody.

Turning to Smuggle Truck, what use do the devs hope to get from calling their game satirical?  The answer is probably nothing from a legal/IP side.  There doesn't seem to be a copyright or trademark issue at play, so why bother?  They bother because (as much as I hate to admit it) not everything involves the law.  Satire has other uses that more closely track its non-legal definition.

According to Dictionary.com, the definition of satire is "the use of irony, sarcasm, ridicule, or the like, in exposing, denouncing, or deriding vice, folly, etc."  In other words, satire is a device for social criticism.  And that appears to be what the Smuggle Truck devs are looking to do.  They are looking to comment upon the status of immigration in the US, and have done so through a satirical game.  Therefore, even though there may not be much by way of legal concerns (at least at this moment), satire can help them with political and PR concerns - it can help assuage an angry public (while getting the game a whole lot of "free" press).  And of course, being a satire is like being a parody - you can call it whatever you want, but it is the nature of the thing that will determine its categorization as satire.

What should be your take-away from today's post.  Two things.  First, calling your game a parody or a satire does not necessarily make it so.  Second, think about what you want from your game before you try for either parody or satire.  If your goal is to be a social critic, or highlight a social issue you think important, then try the satire route (that's the "regular" meaning, not the "legal" meaning).  If you're looking to take something that has already been created and comment upon it, though, then parody is a better avenue.

More on the Impact of MDY v. Blizzard

Brad Newberg of the Reed Smith Video Games Team has written a further in-depth analysis of MDY v. Blizzard that has been featured by the Washington Legal Foundation.  Previous blog coverage of the case can be found here.  Congrats Brad!  (Even though your analysis is noticeably void of bad puns).

I Like (Big) Bots and I Cannot Lie: Bots as Copyright Infringement and DMCA Violations

[Ed. Note: we seem to be having a few technical difficulties with this post.  Hopefully this version will have fixed the problem]

Okay, I don't really like bots. Of course, I don't generally dislike them either. It's just that I can't seem to stop with the bad puns.

Here's my thinking on bots: I've never understood why people would want to use them. Bots play videos games for you - you don't need to be involved with the game in any way other than starting it up. Now, when I play games, I do so because I want to experience what my avatar/character is doing (solve mysteries in the old west, explore alien worlds, save the human race from mutated zombies - you know, those things I would do in every day real life if I wasn't writing this blog). Having a computer play the game automatically takes away that experience, and leaves me with no payoff or sense of accomplishment when it's done.

But for those of you who feel differently, I have some good news/bad news. The good news -thanks to a recently-decided Ninth Circuit case, using (and making, selling and distributing) bots to automatically play games is not necessarily copyright infringement. Bad news: bots may still violate the Digital Millennium Copyight Act's anticircumvention laws.

Analysis of the decision after the jump.

The case at issue - MDY Industries, LLC v. Blizzard Entertainment, LLC - (PDF of the decision) examined the question of whether MDY's glider, a software program that automatically played World of Warcraft without human input/intervention, constituted contributory copyright infringement and a violation of the Digital Millennium Copyright Act ("DMCA"). The Ninth Circuit Court of Appeals reviewed the decision by the district court for the District of Arizona and answered "no" as to contributory copyright infringement but "yes" to violations of the DMCA.

Contributory Copyright Infringement

Readers of this blog probably have a good sense of what "plain vanilla" copyright infringement looks like - someone uses a protected work in a way that: a) implicates one or more of the "bundle of rights" that are part of copyright (see 17 U.S.C. 106); and b) was not approved by the copyright holder (or license holder, as the case may be). But what exactly is contributory copyright infringement?

Contributory infringement is a species of copyright liability that seeks hold third parties accountable for their actions that contribute to copyright infringement. That is, someone commits contributory copyright infringement when they have knowledge of an infringing activity and induce, cause, or materially contribute to the infringement. See generally Gershwin Publishing Corp. v. Columbia Artists Management, Inc., 443 F.2d 1159 (2d Cir. 1971); Lewis Galoob Toys, Inc. v. Nintendo of Am., Inc., 964 F.2d 965 (9th Cir. 1992). This definition requires three things in order for someone to be found liable for contributory infringement.

  1. Direct infringement by someone else;
  2. Knowledge of that infringement; and
  3. intentional inducement or encouragement of the direct infringement.

Take the Grokster case, which is one of the better known examples of contributory copyright infringement. As you may recall, Grokster was P2P file sharing software which was used to illegally copy and distribute songs, movies, and other copyrighted materials. In addition to these potential uses, Grokster was advertised to the public as making such actions possible. Therefore, even though Grokster was capable of non-infringing uses, it still rose to the level of contributory infringement because it met all three requirements (there was direct infringement, Grokster knew of the direct infringement, and it encouraged the direct infringement).

Although the facts of Grokster are somewhat similar to the MDY case, the MDY case was much more focused on whether the bot constituted direct copyright infringement on the part of the user. That is, was a separate piece of software that played the game automatically direct copyright infringement? If it was, then MDY would have had a hard time defeating a claim of contributory copyright infringement because, unlike Grokster, glider had no other purpose than to play the game automatically.

So, was the use of glider by a WoW player direct copyright infringement? This question turned on whether Blizzard's End User License Agreement ("EULA") restricted such behavior, and if it did, whether that restriction operated as a condition or a covenant. Since Blizzard's EULA did include such a prohibition, the Ninth Circuit was left to decide whether this prohibition was condition or a covenant.

The difference between conditions and covenants is easy to state, but difficult to apply in practice. A condition is an act or event that must occur before a duty to perform arises, while a covenant is a contractual promise to act (or to not act) in a certain way. To put this in plain English, let's say I agree to license to you some middleware (e.g., a physics engine, a character creator, etc.). In exchange for the license, you agree to give me a one-time payment up front, and you agree to not license the middleware to anyone else. The one-time payment is likely to be a condition (payment is an act that must occur before the license exists) while the promise not to re-license the software is likely to be deemed a covenant (it's an action you agree not to take).

Why is this difference important? Because a violation of a condition means that there is no license, and any action you take with regard to the middleware can be copyright infringement. In contrast, though, a violation of a covenanttends to fall outside the scope of copyright infringement (rather, it's more of a contract breach). In MDY, the Ninth Circuit determined that Blizzard's prohibition on the use of third party bots was a covenant, not a condition, because of the manner in which it was worded (the "you shall not" and "you will refrain from" language tends to be interpreted this way). Therefore, use of the bots was a breach of contract, not copyright infringement.

So, does this mean that use of any bot will not rise to the level of copyright infringement? Not exactly. The Ninth Circuit's holding on this point turns upon the language of the individual EULA. So this is just one reminder (see here for another) that the language employed in EULAs are important, both for the gamer and the publisher/developer.

DMCA Anticircumvention Violations

Lest we get too excited about the whole covenant/condition dichotomy and storm off to get a copy of the latest Farmville bot (at least this use of a bot I get - who wants to get up at 4 am to harvest corn?), we should remember that Blizzard also sued MDY for violation of the DMCA's anticircumvention regulations.

To understand the DMCA claim, a little bit of history is necessary. After MDY launched glider, Blizzard responded by included in WoW a piece of software called "Warden." Warden could detect the presence of bots, and if any were found could stop the loading of the game into RAM (effectively killing the game). MDY reconfigured glider to not load itself until after the Warden program had been initiated, thereby circumventing one portion of Warden (Warden included an API called scan.dll that ran a scan during game boot up, and a resident component that, while the game was played, scanned game memory for code that resembled known bots).

In the lawsuit, Blizzard claimed that Warden was a access-control measure, and that by circumventing it, glider violated the DMCA. MDY, in its defense, claimed that there could be no DMCA violation since there access to the game by the player using the bot was not a copyright violation. access controls (measures that prevent someone getting to the game), and use control (measures that restrict how someone uses the game).

Upon appeal, the Ninth Circuit did something interesting - they found that the DMCA created a right in digital works - the right to technologically protect access to the work, and guard against unwanted access. Access is not a historical right included in the "bundle" often used to describe "copyright," but according to the Ninth Circuit, it was created by the DMCA. Therefore, even if playing WoW with glider was not a copyright violation, circumventing access control measures Blizzard put in to the game could be (and in this case was) a DMCA violation.

The bottom line here is that use of software programs that modify games in ways the developer/publisher do not intend (e.g., hacks, bots, etc.) are questionable under the law. They may constitute copyright infringement depending upon how the EULA or other license in written. But somewhat more problematically, if there is any access control measure put into the game (e.g., Warden) and that measure is circumvented by the bot, there is likely to be a violation of this "new" right to control access. Of course, the games-specific DMCA exemption for testing or correcting security vulnerabilities may still apply in certain circumstances.

What's the Bottom Line?  

The bottom line here is that use of software programs that modify games in ways the developer/publisher do not intend (e.g., hacks, bots, etc.) are questionable under the law. They may constitute copyright infringement depending upon how the EULA or other license in written. But somewhat more problematically, if there is any access control measure put into the game (e.g., Warden) and that measure is circumvented by the bot, there is likely to be a violation of this "new" right to control access. Of course, the games-specific DMCA exemption for testing or correcting security vulnerabilities may still apply in certain circumstances.

Apple Removes "Jailbreak"-Detection API from iOS 4.2.1

According to reports, Apple has removed a "jailbreak"-detection API from its latest version of iOS.  The API, which was introduced as part of Apple's Mobile Device Management functionality in iOS 4, would have allowed third party developers to check to see whether the device had been "compromised" (that is, not running as Apple intends - unlocked, jailbroken, etc.). 

While no one is sure exactly why Apple removed the API from iOS, some concerns have been raised that the API opened up a number of potential vulnerabilities in exchange for not much protection (it was theorized that the API could be "fooled" into thinking that a jailbroken device was operating normally, which would render the detection functionality essentially useless). However, I do not think that Apple's decision to drop the API is based on this concern alone. 

Rather, I think the decision reflects both this concern and a broadening attitude toward certain kinds of jailbreaking.  Remember, it was not too long ago that the US Copyright Office completed its Digital Millennium Copyright Act ("DMCA") Anticircumvention Rulemaking.  Through the Rulemaking, the Copyright Office concluded that jailbreaking smartphones to run third party software was not (in many, but not all, cases) a violation of copyright law.  By removing copyright law as a cause of action against certain jailbreakers, the Copyright Office also removed the potential penalties that could be obtained against such people.  This means that device manufacturers like Apple will likely be reassessing how they spend money in relation to the cat-and-mouse game that is jailbreak prevention. 

What can we read from the tea leaves offered up by this decision?  First, I don't think we can expect Apple to embrace the jailbreaking community wholesale.  Jailbreaking can still be a violation of contract law (through the license you agree to when you buy and active an iPhone), and will still likely violate the warranty Apple offers on its iOS devices.  Second, I would not be surprised to learn that Apple is refocusing its jailbreak prevention efforts on its enterprise customers.  These customers are typically much more concerned about rogue devices/software than the everyday user, and so I doubt Apple (or any other device manufacturer) will ignore jailbreaking completely.  Third, I think that in offering the API to all developers, there was an implied incentive to utilize it.  Adding code that is not part of the app's core functionality could lead to bloated, buggy code.  By removing the API (instead of just leaving it alone), Apple effectively kills the implied incentive, thereby helping ensure that apps offered through the App store are more streamlined/less buggy.  It also has the nice effect of keeping app sizes smaller, which may not mean much in individual cases, but in the aggregate, may add up to a lot of space.

Grand Theft Copyright? Rockstar and Take-Two Sued for $250 Million

The Grand Theft Auto franchise is no stranger to controversy.  The San Andreas game itself was been the subject of number of legal actions (the "Hot Coffee" and "Playpen" issues are two that come immediately to mind).  Now, Rockstar Games and Take-Two Interactive (the makers of GTA:SA) have been sued for 1/4 of the total estimated profits of the game.  And trust me, those estimated profits are eye-popping.  The lawsuit complaint estimates that the game has garnered roughly $1 billion worldwide, so that 1/4 in damages sought would amount to a whopping $250 million.

Why are Rockstar and Take-Two being sued, and by whom?  The lawsuit was filed by a man named Michael Shagg Washington, and he is suing for fraud, misappropriation of likeness under Cal. Civ. Code 3344, and copyright infringement.  Having read the complaint (made available by IGN here), I have a few thoughts on this lawsuit.  In short, if someone were taking bets on Mr. Washington's bout with Rockstar/Take-Two, I'd put my money on Rockstar/Take-Two.

Thoughts after the jump.

Right off the bat, let me make clear that I don't plan to discuss the fraud allegation.  There are too many factual issues that will need to be resolved prior to anyone being able to make an informed assessment of this claim.  So we're going to ignore this claim for now.  Moving on...

The Copyright Claim

The first thing I noted about the copyright claim is that Mr. Washington filed his lawsuit California Superior Court.  The problem with this, of course, is that copyright law is the province of federal courts, not state courts.  Section 301 of the Copyright Act (17 U.S.C. 301) provides for exclusive jurisdiction over rights that are equivalent to any of the exclusive rights within the general scope of copyright as specified in the Act. The House Report stated that “the intention of Section 301 is to preempt and abolish any rights under the common law or statutes of a State that are equivalent to copyright and that extend to works within the scope of Federal copyright law.” H.R.Rep. No. 94-1476 at 130.  So filing a copyright claim in state court is not a strategy that's likely to lead to success.  At the very least, it will get removed to federal court (but may be kicked anyway for lack of subject matter jurisdiction).

Even if we assume that the lawsuit was properly filed in federal court, the copyright claim doesn't have much merit, in my opinion.  In the complaint, the plaintiff alleges that the "copyright" at issue was his "ideas" that he communicated orally to Rockstar and Take-Two (Complaint at Paragraph 40).  As we have repeated a number of times on this blog, copyright is defined as "original works of authorship fixed in any tangible medium of expression, now known or later developed, from which they can be perceived, reproduced, or otherwise communicated, either directly or with the aid of a machine or device."  17 U.S.C. 102.  So the plaintiff has two problems here: 

  1. Ideas are not, by themselves "original works of authorship."  I cannot claim copyright in the idea of a "boy meets girl" story, but I could claim copyright in "Love and Other Drugs."  (Who says this blog doesn't cover a wide range of entertainment products, styles, and themes?)
     
  2. Oral communication does not meet the requirement of "fixed in a tangible medium of expression."  Telling you a story does not fix that story in a tangible medium of expression. 

So what the plaintiff alleges to be his "copyright" is not protected by the definition of copyright law.  That, for the non-lawyer readers of this blog, is not a good thing.

One way that the plaintiff may try to resurrect this DOA copyright claim is by alleging that GTA:SA was a "joint work of authorship," and that the work at issue is the final game product (not anything that Mr. Washington may have told Rockstar/Take-Two).  Under copyright law, a “joint work” is a work prepared by two or more authors with the intention that their contributions be merged into inseparable or interdependent parts of a unitary whole.  17 U.S.C. 101.  To succeed on the "joint work" claim, the plaintiff would have to show that he was an "author" and that there was a clear intention to merge the two works into a unified whole.  I'm not entirely convinced this is possible in this case.

The most problematic part of the "joint authorship" theory is that the plaintiff is not likely to be deemed an "author" of original expression.  At this stage, all the plaintiff has alleged is that he gave information to the game devs.  The rule in the Ninth Circuit, however, is contribution of ideas to a work is does not make one an "author" because ideas, by themselves, are not protectable under copyright. Ashton-Tate Corp. v. Ross, 916 F.2d 516, 521 (9th Cir.1990); S.O.S. Inc. v. Payday Inc., 886 F.2d 1081, 1086-87 (9th Cir. 1989); citing Whelan Assocs. v. Jaslow Dental Laboratory, 609 F.Supp. 1307, 1318-19 (E.D.Pa. 1985), aff'd, 797 F.2d 1222 (3d Cir.1986), cert. denied, 479 U.S. 1031 (1987).  So unless the plaintiff can come up with a claim of contribution of more than ideas, he is not likely to be deemed an "author" of any part of the game, and the copyright claim will likely fail.

Misappropriation of Likeness

The plaintiff also alleges that Rockstar and Take-Two violated his right of publicity by including his "identity" (which the plaintiff defines as his likeness and life story) in the game without his permission.  This claim suffers from a number of problems as well.

First, there isn't one set image for "CJ" (the main character of GTA:SA, which the plaintiff alleges is his image).  Unlike many of the characters in the game (which appear in only way), CJ is customizable - he can be fat or thin, muscular or weak, and have a variety of facial hair and hairstyle choices.  Here are a few sample images available on Google (CAUTION: not all images are suitable for all audiences and situations.  Please use caution when clicking on the link).  When you strip away all of the customizable options, "CJ" is little more than a vague description.  Given that there is no one way CJ appears in the game, the plaintiff may have a difficult time showing that CJ was based on him.

Second, the Ninth Circuit has held in at least two cases that while California law recognizes an ascertainable interest in the publicity, federal copyright law can preempt a right of publicity claim when the entirety of the allegedly misappropriated element is contained within a copyrighted medium.  Jules Jordan Video, Inc. v. 144944 Canada, Inc., 617 F.3d 1146 (9th Cir. 2010);  Laws v. Sony Music Entm't, Inc., 448 F.3d 1134, 1137 (9th Cir. 2006).

Here, as in Jules Jordan and Laws, the plaintiff has alleged that the misappropriated likeness is contained in the copyrighted work - the game (in the cited cases, it was a video and a song, respectively).  He has not alleged that the image appears anywhere other than the game.  Therefore, under the rule of Jules Jordan and Laws, Mr. Washington's claim is likely to be preempted by the Copyright Act (which, as discussed above, doesn't look promising for the plaintiff).

It is possible that the plaintiff could amend his pleading to allege misappropriation of his image in something other than the game - for example, in advertising or marketing materials for the game.  This claim may have more "legs" than misappropriation of his image in the game itself since advertising and marketing activities can be treated differently from movies, music, video games, etc.  But this was not in the complaint as it was filed.  If Mr. Washington amends his pleading, we may come back to this at a later date.

Final Thoughts: To sum up this case, the claims of copyright infringement and misappropriation of likeness do not appear very viable.  Rather, this case appears more like a claim of idea theft than of copyright infringement or right of publicity misappropriation.  Idea theft and idea protection, as readers of this blog will know, are subjects we have covered before, and this case serves to underscore those points.  For those of you with ideas, there are ways to protect yourself.  Filing a lawsuit 7 years after a game is released, on less-than-ironclad grounds, is not one of those ways.

XBox Modding Trial Dismissed - So Modding Is Legal Now, Right?

The landmark trial against alleged XBox modder Matthew Crippen has been dismissed by federal prosecutors.  The dismissal comes after the judge in the case publicly berated prosecutors, and raised "serious concerns about the government's case." 

For those of you unfamiliar with the case, the defendant was charged with violations of the Digital Millennium Copyright Act (commonly referred to as the DMCA) as a result of his modding XBox consoles to run "other than authorized" software.  According to the charges filed against the defendant, the modding violated 17 U.S.C. Section 1201(a)(1)(A), which makes it a crime to circumvent technological measures designed to control access to copyrighted works.

Based on the fact that the government dismissed its case, and the judge questioned whether the government had enough to bring the case in the first place, one can assume that modding is completely legal, right?  Not exactly.  This was just one case, with arguably bad facts for the government.  Another case, with another set of facts, may have an entirely different outcome.

Here's what we know about modding - it is, by definition, an issue under the DMCA if there is software involved.  Software is subject to copyright protection, and based upon the additions to copyright law made by the DMCA, actions you take to circumvent technologies designed to protect that software may constitute copyright infringement.  But that is not the end of the story, because the DMCA contains several exemptions to its anti-circumvention statutes, and there is the overriding defense of fair use that may be applicable as well (though the Crippen case has made it less likely fair use will apply, at least in modding-for-profit cases).

The DMCA exemptions specifically state that certain kinds of modding, from jailbreaking and unlocking cell phones to creating video mash-ups from DVDs, do not violate the DMCA's anti-circumvention laws.  While these exemptions might be of interest to the video games industry in certain situations, there is one exemption that is tailored just for us:

Video games accessible on personal computers and protected by technological protection measures that control access to lawfully obtained works, when circumvention is accomplished solely for the purpose of good faith testing for, investigating, or correcting security flaws or vulnerabilities, if:

(i)  The information derived from the security testing is used primarily to promote the security of the owner or operator of a computer, computer system, or computer network; and
 

(ii) The information derived from the security testing is used or maintained in a manner that does not facilitate copyright infringement or a violation of applicable law

If we unpack that statement a bit, it boils down to QA.  If your modding is done so you can test the security of the system used to protect the underlying work, then the modding is likely to be acceptable.  Other modding behavior, such as that engaged in by Mr. Crippen, is more questionable.

Then there is the overriding defense of fair use.  Fair use, as embodied in 17 U.S.C. 107, may seem easy to describe in the abstract, but it is difficult to grasp in its totality.  It basically says that certain activities, which in the abstract may meet the definition of copyright infringement, are nevertheless acceptable because of the good they do.  Examples of "classic" fair use activities involve teaching, criticism/commentary, etc.  However, each application of fair use turns on the facts at hand; there are no bright line rules when it comes to fair use - some commentary can still qualify as copyright infringement (see Gawker's battle with former governor Palin over her upcoming book).  So any modders hoping to rely on fair use should be wary of this strategy.  After all, fair use did not work so well for Matthew Crippen (PDF).

What, if anything, can be learned from this first modding trial?  First, modding is something that console manufacturers take seriously.  While modding may not turn into the same legal quagmire that file sharing has, it is still something that console devs take seriously.  And with both criminal and civil penalties available under the DMCA, anyone tinkering with console hardware or software should do the same.  Second, there is now one decision finding against fair use for modding-for-profit activities.  This is not an automatic bar for all future modding cases, but it does make a future defendant's case that much more difficult.

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.

Beaming Up User Generated Content: Star Trek Online to Feature User-Created Missions

Last week Cryptic Studios announced a new feature for its Star Trek Online MMO: a significant user-generated content toolbox.  The new feature, dubbed "The Foundry" will allow users to customize pre-made assets like planets and star systems with their own content (e.g., encounters, objects, and stories) as well as author missions for other players to play.

According to the Foundry FAQ, "players can customize pre-made planet surfaces and star systems with their own encounters, objects, and story. They can also create their own star systems from scratch. More map features are planned for future updates."

"Cool," says the gamer in me.  This seems like a potentially solid strategy for addressing some of the complaints that the MMO has received (according to Gamasutra, Star Trek Online has received mixed reviews as critics cited issues with bugs, a lack of polish, and repetitive missions).  Put "mission control" into the hands of players, and crowdsource aspects of game development. 

"But wait," says the lawyer in me, "there are serious issues of copyright law to contend with here."  Analysis of the copyright law issues after the jump.

As just about any person interested in video games can tell you, copyright law is an omnipresent issue in the industry.  Most copyright-related industry news tends to focus on things like piracy and copyright infringement.  But copyright law is much broader than that, and applies to user-generated content in the same way it applies to studio-created content.  The difference is the person in whom that protection is grant.

As a statutory matter, copyright is granted to the author of original expression at the moment that expression is fixed in some tangible form of communication.  So when a gamer creates a new mission, a new storyline, or a new star system, that gamer may be creating original expression.  This can be true even when the gamer uses pre-made assets offered by the game company because the arrangement of those assets can itself be original expression.  Moreover, the uploading of that content (mission, system, what have you) fixes the expression in some tangible form of communication (the servers hosting the game).  As such, the gamer could be entitled to a copyright interest in the content he/she creates through The Foundry.

Just because the gamer may be entitled to a copyright interest does not "make it so (number one)."  (Yes, that's a Star Trek pun.  Sorry, even I feel bad about that, but it had to be done.)  Copyright interests can be transferred, or even waived, by the author.  In the case of The Foundry, this is most likely done with The Foundry's EULA (a copy of which I could not find online, so I'm making some educated guesses here). 

Readers of this blog should recall that EULAs can be used to restrict ownership of a particular copy of a game (that is, create a license, not a sale of a copy to which the First Sale doctrine would apply).  Well, EULAs can also be used to transfer or waive copyright interests in user-generated content.  By way of example, consider these two parts of Section 11 of the EULA for WWE Smackdown v. Raw 2010 on Xbox 360:

(a) By posting, transferring, sharing or sending User Generated Content in any manner, you hereby grant THQ, its affiliates, licensors and distributors and other users of the Software a non-exclusive, worldwide, fully paid-up, transferrable, irrevocable, royalty-free and perpetual license to modify, adapt, translate, create derivative works from, and perform and display your User Generated Content;

(b) By submitting or uploading User Generated Content in any manner to THQ, you hereby grant THQ, its affiliates, licensors and distributors a non-exclusive, worldwide, fully paid-up, transferable, irrevocable, royalty-free and perpetual license to publish and distribute your User Generated Content (for free or for profit) and to use your User Generated Content for marketing and promotional purposes in conjunction with the game or any other aspect of THQ’s business

In plain English, the above sections say that anything you create using the User Generated Content tools is available to THQ (and various other parties) to use for their own purposes, in just about any way imaginable, including making money off of it.  If THQ were to do this (make money off your user generated content), you would most likely not have a copyright cause of action against the company.

Right about now, you're probably asking yourself, "what's the lesson here?"  The lesson is, when it comes to user generated content, know that you are not without rights, but that those rights may be restricted through a EULA or similar document.

PAC-MAN vs. "Hackman" - use of video game IP in political campaigns (Part I)

For many gamers, Pacman (or PAC-MAN for the purists) was a critical first introduction to the world of video games.  Even today, the game still has a lot of cache - just ask Google, which recently commissioned a Pacman doodle to commemorate the 30th anniversary of the game's US launch.

Well, it's to be expected that anything this popular will eventually turn up in a political campaign.  Music, videos, and TV news broadcasts have been used in political campaigns, without permission, often resulting in great legal expense.  Just ask Don Henley, Rush, or Fox News how use of their IP in political campaigns worked out.  So perhaps it's of little surprise that now, video games have been thrown into the mix.

Missouri Congressman Russ Carnahan (D) has developed a Pac-Man themed videogame in order to attack his Republican opponent Ed Martin.  According to GamePolitics, "Hackman" replaces the game's titular star with Martin's head, and has the head chase, and be chased, by four rotating gavels (in place of the traditional red, orange, pink, and white ghosts). 

This raises the question: what legal liability could Congressman Carnahan face for appropriation of the Pacman idea, game feel, and game play?

 

As shown by the above music examples, copyright infringement and false endorsement under the Lanham Act are two popular causes of action against political candidates for this type of IP use.  Today's post will explore the copyright infringement side.  A forthcoming post will tackle potential trademark liability.

All claims of copyright infringement start with the improper use of protectable expression.  For video games, this can be a unique challenge since protectable expression is not the same as the idea itself.  In other words, the idea of running through a maze, chasing and simultaneously being chased by AI-driven opponents is not subject to copyright protection.  What can be subject to copyright protection, though, are use of icons, images, music, and sounds, perhaps most importantly for video games, the code itself. 

Here, the icons and graphics seem to be different from the Pacman game - gavels instead of ghosts, an image of Mr. Martin instead of a yellow head in profile, etc.  An open question, however, is how Congressman Carnahan programmed the game.  If the source code of the two games is sufficiently similar, then a case for infringement of protectable expression could be made.  Thus, the critical first step to proving copyright infringement is proving there is protectable expression at issue.  Doing so is different for video games IP than for IP contained in music or TV shows - in some ways, it can be both easier and more difficult for game owners.

An interesting side question related to copyright is where Congressman Carnahan got the photo of Mr. Martin that is used in the game.  If the photo was taken by Congressman Carnahan himself, then there is no copyright issue here.  But if he took the photo from somewhere else (as Shepard Fairly is alleged to have done), then there could also be a claim for copyright infringement in the photo.

Assuming the protectable expression question can be satisfied (either for the source code or for the photograph), and that substantial portions of that expression was used, would fair use insulate Congressman Carnahan from copyright infringement liability?  Probably not.  Courts have been resistant to apply fair use to political campaign uses such as this because the ads in which the IP is used are not critical of the IP, but rather are critical of another party.  In Campbell v. Acuff-Rose Music, Inc., the Supreme Court held that "parody" (in which the copyrighted work is the target of criticism) is more likely to fall within the auspices of fair use than "satire" (the copyrighted work is merely a vehicle to poke fun at another target).  Here, Congressman Carnahan is using satire - he is critical of his opponent, not of Pacman, but is using Pacman to express that criticism.  Therefore, the statutory requirements for finding fair use are unlikely to apply.

So where does this leave Congressman Carnahan on copyright infringement?  It depends upon what protectable elements of Pacman, if any, were copied.  If substantial portions of the source code were misappropriated, or if the photograph of Mr. Martin was taken without permission of the owner, then a claim of copyright infringement could be a realistic possibility.

Vernor v. Autodesk: What Are Game Companies To Do?

If you are interested in video games and the law, then you have probably heard of the recent decision from the Ninth Circuit Court of Appeals in Vernor v. Autodesk.  This was a case about software, and whether software is "bought" or "licensed" for the purposes of the Copyright Act.  Many people have written excellent recaps of the case, so we won't repeat it here.  But if you're interested, see here, here, here, and read the full decision here.

The upshot of the case is that a software user is a licensee, not an owner of a copy, where the copyright owner:

  1. Specified that the user is granted a license;
  2. Significantly restricted the user's ability to transfer the software; and
  3. Imposed notable use restrictions.

To see whether Autodesk met those requirements, the court looked to Autodesk's Software License Agreement ("SLA").  For those who won't read Autodesk's SLA or the full court decision, Autodesk met those requirements.

What does this mean for video games?  For gamers, it may mean that you cannot sell or purchase used games if the game company has properly created a license instead of a sale.  How does a game company create one or the other?  Through the video game equivalent of an SLA - an End User License Agreement (or "EULA").  So for game companies, the Vernor decision requires not only an assessment of whether a license or a sale is intended, but also an examination of the EULA to make sure that the document creates the sale or license (as may be appropriate).

Unfortunately, it is not at all uncommon for EULAs to be "adapted" from one game to the next.  However, a EULA written in 2008 may not be sufficiently clear to comply with the requirements of Vernor.  So this raises the following question for game companies: do your EULAs create the transaction you think they do?