Fordham Intellectual Property, Media and Entertainment Law Fordham Intellectual Property, Media and Entertainment Law
Journal Journal
Volume 28
XXVIII
Number 2
Article 4
2018
Let’s Play: A Walkthrough of Quarter-Century-Old Copyright Let’s Play: A Walkthrough of Quarter-Century-Old Copyright
Precedent as Applied to Modern Video Games Precedent as Applied to Modern Video Games
Kyle Coogan
Duke University School of Law
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Recommended Citation Recommended Citation
Kyle Coogan,
Let’s Play: A Walkthrough of Quarter-Century-Old Copyright Precedent as Applied to Modern
Video Games
, 28 Fordham Intell. Prop. Media & Ent. L.J. 381 (2018).
Available at: https://ir.lawnet.fordham.edu/iplj/vol28/iss2/4
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Let’s Play: A Walkthrough of Quarter-Century-Old Copyright Precedent as Applied Let’s Play: A Walkthrough of Quarter-Century-Old Copyright Precedent as Applied
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Cover Page Footnote Cover Page Footnote
J.D., Duke University School of Law, 2017; M.S., Electrical & Computer Engineering, Georgia Institute of
Technology, 2014; B.S., Electrical Engineering, Georgia Institute of Technology, 2012.
This article is available in Fordham Intellectual Property, Media and Entertainment Law Journal:
https://ir.lawnet.fordham.edu/iplj/vol28/iss2/4
381
Let’s Play: A Walkthrough of Quarter-
Century-Old Copyright Precedent as
Applied to Modern Video Games
Kyle Coogan*
Looking to the copyright protection over the audiovisual
displays of video games, current precedent—created by extensive
litigation in the 1980s over early arcade games—may be a round
hole into which the square peg of today’s highly complex video
games would have difficulty fitting. This is an issue that has
increasing importance as the market for the passive consumption
of video game audiovisual displays through tournament streams,
walk-throughs, etc., continues to balloon. If courts were to apply
precedent from litigation in the 1980s to video games as they exist
today, the idea that copyright protection automatically attaches to
any and all audiovisual displays generated by a game may not
hold true. It is uncertain to what extent the reasoning in early
arcade game litigation regarding the issues of authorship, the
idea/expression dichotomy, and fixation would yield similar
holdings. Moreover, it appears similarly uncertain to what extent a
retreat from earlier precedent may impact publishers’ rights in
downstream uses of audiovisual displays. Even if potential
defendants prevailed under either an idea/expression dichotomy
theory or a fixation theory—meaning the copyright does not attach
to audiovisuals at the outset—later-fixed audiovisuals may still be
protectable. The strongest argument potential defendants have,
therefore, is that their interaction with the game precludes
copyrightability for the audiovisual displays due to a lack of
“original authorship” on the part of the publishers.
*
J.D., Duke University School of Law, 2017; M.S., Electrical & Computer
Engineering, Georgia Institute of Technology, 2014; B.S., Electrical Engineering,
Georgia Institute of Technology, 2012.
382 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
INTRODUCTION .............................................................................. 383
I. BACKGROUND ............................................................... 384
A. Legal History ........................................................... 384
B. Current Downstream Control ................................. 386
C. Genres of Video Games ........................................... 388
D. Tournament Play and the Passive Consumption
of Video Games ....................................................... 390
E. The Potential for Litigation ..................................... 393
II. VIDEO GAMES AUDIOVISUAL DISPLAYS REVISITED .... 396
A. Fair Use and EULAs ............................................... 397
B. Authorship and Originality ..................................... 400
C. Games as Systems ................................................... 405
D. Fixation ................................................................... 410
III. POTENTIAL CONSEQUENCES.......................................... 414
A. Copyright Registration ............................................ 414
B. Derivative Works ..................................................... 415
IV. POLICY CONSIDERATIONS ............................................. 417
CONCLUSION .................................................................................. 418
2018] LET'S PLAY 383
INTRODUCTION
The application of copyright to software often reflects an
attempt to “fit the proverbial square peg in a round hole.”
1
This
observation holds true for the subset of software comprised of
video games. The dual literal and nonliteral copyright protection
that video games enjoy—for both the computer code and the
audiovisual displays—invites discussion on two fronts over what
elements are copyrightable. Looking only to the copyright in the
audiovisual displays, current precedent—created by extensive
litigation in the 1980s over early arcade games—may be a round
hole into which the square peg of today’s highly complex video
games would have difficulty fitting. This is an issue that has
increasing importance as the market for the passive consumption
of video game audiovisual displays
2
through tournament streams,
walk-throughs, etc. continues to balloon—increasing beyond the
over four billion dollar current market estimate.
3
It is uncertain to
what extent the reasoning in the early arcade game litigation
regarding the issues of authorship, the idea/expression dichotomy,
and fixation would yield similar holdings when applied to the
complexities of present-day games. Moreover, it appears similarly
uncertain to what extent a retreat from earlier precedent may
impact publishers’ rights in these downstream uses of the video
game audiovisual displays.
1
Comput. Assocs. Int’l, Inc. v. Altai, Inc., 982 F.2d 693, 712 (2d Cir. 1992).
2
Audiovisual displays refer to the combination of sights and sounds as produced by
the video game software during an instance of gameplay. These displays are increasingly
consumed as a passive medium. That is, video game fans passively view either live or
recorded audiovisuals produced by others who are playing the game, much in the same
way that traditional sports fans passively view sporting events without participation. This
is distinct from the traditional consumption of the video game medium, which takes place
interactively, as video game fans play the game themselves, thereby perceiving the
audiovisuals of their own gameplay in real time. See infra notes 48–50.
3
See infra text accompanying notes 50–53.
384 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
I. BACKGROUND
A. Legal History
U.S. copyright law is governed by the 1976 Copyright Act, as
codified in title 17 of the U.S. Code.
4
Section 102(a) defines
copyrightable subject matter as “original works of authorship” that
are “fixed in any tangible medium of expression.”
5
This definition
is limited by section 102(b), which delineates the idea/expression
dichotomy
6
by stating that copyright shall not cover “any idea,
procedure, process, system,” etc.
7
That is, copyright extends to the
original expression of ideas, not the ideas themselves.
8
For works
eligible for copyright under section 102, section 106 outlines the
rights conferred to an owner of a valid copyright.
9
This section
provides that:
[T]he owner of [a] copyright . . . has the exclusive
rights to do and to authorize any of the following:
(1) to reproduce the copyrighted work; . . . (2) to
prepare derivative works; . . . (3) to distribute
copies . . . to the public by sale, . . . or by rental,
[etc.]; . . . (4) to perform the . . . work publicly; . . .
(5) to display the . . . work publicly; and (6) in the
case of sound recordings, to perform the . . . work
publicly by means of a digital audio transmission.
10
These rights are subject to some limitations—most notably the
“fair use” limitations outlined in section 107.
11
This section
provides that “[n]otwithstanding the provisions of sections 106 and
106A, the fair use of a copyrighted work . . . is not an infringement
4
Copyright Act of 1976, 17 U.S.C. §§ 101–810 (2012).
5
See id. § 102(a).
6
This phrase refers to the distinction between copyrightable subject matter—the
expression created by the author—and uncopyrightable subject matter—the mere
underlying idea that is being expressed. See infra note 8.
7
17 U.S.C. § 102(b).
8
See id.; see also Mazer v. Stein, 347 U.S. 201, 217 (1954) (“Unlike a patent, a
copyright gives no exclusive right to the art disclosed; protection is given only to the
expression of the idea—not the idea itself.”).
9
See 17 U.S.C. § 106.
10
Id.
11
Id. § 107.
2018] LET'S PLAY 385
of copyright.”
12
Section 107 further provides four factors that
“shall” be considered when conducting a fair use analysis: “(1) the
purpose and character of the use; . . . (2) the nature of the
copyrighted work; (3) the amount and substantiality of the portion
used . . . ; and (4) the effect of the use upon the potential market
for or value of the copyrighted work.”
13
Therefore, even when a
valid copyright is found to exist, in certain circumstances uses of
the copyrighted material may not amount to an infringement of that
copyright. Ultimately, in looking both at the rights conferred upon
copyright holders under section 106 of the Copyright Act, as well
as the ways in which these rights are circumscribed by the fair use
factors of section 107, the application of copyright law to new and
changing technologies raises interesting and challenging
questions—especially in the case of video games.
Video games have existed since at least the early 1950s, a
product of early computer science research.
14
It was not until their
introduction into mainstream society a couple of decades later,
however, that they would spawn extensive litigation over their
copyrightability. Early cases focused on various aspects of
copyright law as applied to video games, including: authorship,
15
fixation,
16
and the idea/expression dichotomy (i.e., games as
systems).
17
Two general premises were left once the dust on these
12
Id.
13
Id. For further discussion on the specific elements of qualifying uses, see infra
Section II.A.
14
Chris Bateman, Meet Bertie the Brain, the World’s First Arcade Game, Built in
Toronto, S
PACING TORONTO (Aug. 13, 2014), http://spacing.ca/toronto/2014/08/13/meet-
bertie-brain-worlds-first-arcade-game-built-toronto/ [https://perma.cc/NG2D-YFMC].
15
Section 102 of the Copyright Act provides that copyrights extend to “original works
of authorship.” 17 U.S.C. § 102(a). Therefore, some have attempted to argue that, due to
the player participation, video games are not sufficiently “original works of authorship,”
and would thereby not be eligible for copyright protection. See infra Section II.B.
16
Similarly, section 102 further provides that, to be eligible for copyright protection,
such an original work of authorship, must be “fixed in a[] tangible medium of
expression.” 17 U.S.C. § 102(a). Therefore, other arguments regarding the
copyrightability of video games have focused on whether or not they are sufficiently
fixed. See infra Section II.D.
17
Even where an original work of authorship is found to be sufficiently fixed in a
tangible medium of expression, in no case shall a copyright protect “any idea, procedure,
process, or system.” 17 U.S.C. § 102(b). Rather, a copyright will only extend to the
386 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
many cases finally settled. First, video games receive two different
types of copyright protection—both as a literary work for the
underlying computer code, and as an audiovisual work for the
audiovisual content generated by this computer code.
18
Second, the
copyright on audiovisuals extends to any and all series of screens
and sounds capable of being produced by the game.
19
B. Current Downstream Control
The combination of these two premises—that video games
receive protection both as literary works in the underlying code, as
well as audiovisual works extending to any conceivable
audiovisual output produced by that underlying code—enables
publishers to exert a large amount of control
20
over emerging
secondary markets
21
for video games. This control stems primarily
from the public performance rights for audiovisual works listed in
section 106(4),
22
which was recently confirmed to encompass
creative expression of such ideas, procedures, processes, or systems. See infra
Section II.C.
18
See, e.g., M. Kramer Mfg. Co. v. Andrews, 783 F.2d 421, 442 (4th Cir. 1986)
(holding that “a copyright in the audiovisual display, which display is created by a
computer program, protects not only the audiovisual from copying, but also the
underlying computer program to the extent the program embodies the game’s
expression”); Stern Elecs., Inc. v. Kaufman, 669 F.2d 852, 856 (2d Cir. 1982) (holding
that the video game at issue received protection both for the “written work” as well as the
audiovisual output of the game); see also John M. Neclerio & Matthew C. Mousley,
Copyright Law Implications in Video Games and Virtual Worlds, in C
OMPUTER GAMES
AND
VIRTUAL WORLDS: A NEW FRONTIER IN INTELLECTUAL PROPERTY LAW 47, 50 (Ross
A. Dannenberg et al. eds., 1st ed. 2010).
19
See Midway Mfg. Co. v. Artic Int’l, Inc., 704 F.2d 1009, 1011 (7th Cir. 1983), cert
denied, 464 U.S. 823 (1983) (construing the phrase “series of related images” in
17 U.S.C. § 101 (2012) to “any set of images displayed as some kind of unit”); see also
U.S. C
OPYRIGHT OFFICE, COPYRIGHT REGISTRATION OF COMPUTER PROGRAMS 5 (2017)
(“A registration for a computer program covers the copyrightable expression in the
program code and any copyrightable screen displays it generates,” regardless of whether
identifying material for the screens is deposited.).
20
For an in-depth discussion of publisher control on downstream markets, see
generally Jochen Harttung, The Issue of “Deep Control” in Professional E-Sports – A
Critical Analysis of Intellectual Property Structures in Electronic Gaming (Nov. 2015)
(unpublished L.L.M. thesis, University of Toronto) (on file with the University of
Toronto’s TSpace research repository).
21
See discussion infra Section I.D.
22
See, e.g., Red Baron-Franklin Park, Inc. v. Taito Corp., 883 F.2d 275, 279 (4th Cir.
1989) (“We therefore conclude that the operation of a video game constitutes a
2018] LET'S PLAY 387
many types of internet streaming, regardless of the technology
employed to deliver the performance.
23
This means publishers will
have control over many of the consumptive uses of their games
through the internet via streaming, which are distinct from the
interactive use that is gameplay.
24
The extent of this control may
somewhat contrast with the relatively more limited amount of
downstream control available to rights holders in areas of gaming
that take place outside the virtual world—such as board games
25
and athletic performances.
26
Whether or not this contrast exists,
countervailing policy concerns may not necessarily disfavor rights
holders’ control in these consumptive, downstream uses of the
audiovisual aspect of video games as they sometimes have in the
cases of: (1) uses of audiovisual portions of more utilitarian
performance as that term is defined in [17 U.S.C.] § 101.”). As mentioned, the rights
conferred by section 106 of the Copyright Act include, in the case of audiovisual
displays, the right “to perform the copyrighted work publicly.” 17 U.S.C. § 106(4);
see also supra text accompanying notes 9–10. This right is central to the video game
copyright discussion because, assuming a valid copyright over all of a game’s
audiovisual displays exists, the playing of the game in front of an audience directly
violates the public performance rights of the copyright holder. See Red Baron-Franklin
Park, Inc., 883 F.2d at 279.
23
See, e.g., Am. Broad. Cos. v. Aereo, Inc., 134 S. Ct. 2498, 2506 (2014); see also
17 U.S.C. § 101. The Transmit Clause defines the exclusive public performance right as
including the right “to transmit or otherwise communicate a performance . . . to the
public . . . whether the members of the public capable of receiving the performance . . .
receive it in the same place or in separate places and at the same time or
at different times.” Id.
24
See, e.g., About the Nintendo Creators Program, NINTENDO,
https://r.ncp.nintendo.net/guide/ [https://perma.cc/U9MX-J5KP] (last visited Mar. 3,
2017) (requiring content creators to be licensed by Nintendo before uploading content
related to gameplay of Nintendo video games).
25
See Allen v. Acad. Games League of Am., Inc., 89 F.3d 614, 616 (9th Cir. 1996)
(holding that tournament play of a copyrighted board game does not constitute a
“performance” under 17 U.S.C. §§ 101, 106(4), and noting that the Ninth Circuit “will
not place such an undue restraint on consumers” by holding otherwise). For further
discussion, see infra Section II.C.
26
See, e.g., Nat’l Basketball Ass’n v. Motorola, Inc., 105 F.3d 841, 853 (2d Cir. 1997)
(allowing Motorola to capitalize on the secondary market for real-time game statistics).
But see Balt. Orioles, Inc. v. Major League Baseball Players Ass’n, 805 F.2d 663, 674–75
(7th Cir. 1986) (holding that player performances fell within copyrightable subject matter
and were therefore works made for hire, thereby preempting the players’ state law rights
of publicity claims that might have enabled the players to share in and have some control
over the telecast rebroadcast rights).
388 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
software;
27
or (2) uses of literary portions (i.e., the code) of video
game software.
28
C. Genres of Video Games
Regardless of any policy arguments regarding the control of
these downstream markets for video games, it is important to
comprehend the current video game landscape to better understand
how each genre fits within the broader copyright discussion. Along
with the rest of semiconductor and computer-related technology,
video games have progressed quite a long way from the arcade
games at issue in much of the litigation of the 1980s.
29
This has led
to increased complexity among the wide range of broad video
game genres that differ in their style of gameplay. The genres that
will be specifically discussed due to the varying ways in which
copyright law may apply are: action role-playing games
(“ARPGs”), massively multiplayer online role-playing games
27
See Lotus Dev. Corp. v. Borland Int’l, Inc., 49 F.3d 807, 820–22 (1st Cir. 1995)
(Boudin, J., concurring) (noting that, because Borland copied the menu for the purpose of
compatibility and avoiding lock-in effects, its use should be permitted), aff’d by an
equally divided court, 516 U.S. 233 (1996). Lock-in effects refer to the concept that,
where one becomes accustomed to a certain procedure or idea, if a monopoly were
granted over that procedure or idea, then the users would be “locked in” to using the
product produced by whomever had that monopoly. See id. at 821. The example provided
by Judge Boudin in Lotus is that of the QWERTY keyboard, whereby those who have
learned to type on the QWERTY scheme would be “captive of anyone who had a
monopoly on the production of such a keyboard,” despite that the QWERTY scheme is
really “nothing other than a menu of letters.” Id. at 820–21.
28
See Sega Enters. Ltd. v. Accolade, Inc., 977 F.2d 1510, 1514 (9th Cir. 1992)
(holding that, “based on the public policies underlying the statute,” reverse engineering to
create competing games playable on Sega consoles was a fair use, despite it obviating the
need to pay licensing fees to Sega). For more discussion regarding these policy
considerations, see infra Part IV.
29
Compare Midway Mfg. Co. v. Artic Int’l, Inc., 704 F.2d 1009, 1012 (7th Cir. 1983),
cert. denied, 464 U.S. 823 (1983) (“[The player of a video game] cannot create any
sequence he wants out of the images stored on the game’s circuit boards. The most he can
do is choose one of the limited number of sequences the game allows him to choose.”
(emphasis added)), with Rift, O
CULUS, https://www.oculus.com/rift/ [https://perma.cc/
23CV-JX5D] (last visited Mar. 3, 2017) (describing a virtual reality gaming product that
allows users to interact fully with their virtual environments).
2018] LET'S PLAY 389
(“MMORPGs”), real-time strategy games (“RTSs”), digital
collectible card games (“CCGs”), and sandbox games.
30
ARPGs are single-player games that involve a player traversing
a usually elaborate plot line, existing within a large “open world”
31
universe. However, the crux of the gameplay centers on interacting
with the environment and various characters along one or a few
storylines within the game. Examples of ARPGs include The Elder
Scrolls V: Skyrim
32
and Fallout 4,
33
both created by Bethesda
Game Studios.
MMORPGs are similar to ARPGs in that they both have an
open universe style. They differ drastically, however, by
eschewing the more defined plot line, with the gameplay centering
on an open universe style and the existence of other real-life
players. The interactions between players in the virtual world are
elaborate and lead to the creation of virtual economies.
34
An
example includes Blizzard Entertainment’s World of Warcraft.
35
RTSs are another form of gaming, but each virtual world
consists of a battle arena and usually includes fewer players than
MMORPGs, typically numbering in the single- or low double-
30
Some may take slight issue with the characterizations of these genres in this Article.
For example, RTSs, as described later in this section, may be interpreted as being more
accurately labeled by the RTS sub-genre of “multiplayer online battle arena” games
(“MOBAs”). However, the broader separation of genres set forth (e.g., RTSs/MOBAs as
distinct from ARPGs) is what is important for this Article.
31
“Open world” is a term for video games where players can move freely throughout a
virtual world and are given extensive freedom regarding how and when to approach
particular objectives, as opposed to other video games that have a more linear structure to
their gameplay. See, e.g., Jake Muncy, Open-World Games Are Changing the Way We
Play, WIRED (Dec. 3, 2015), https://www.wired.com/2015/12/open-world-games-2015/
[https://perma.cc/4EXA-3PWJ] (“Open-world games leave players to their own devices,
free to explore what amounts to an enormous sandbox with no boundaries
and few rules.”).
32
The Elder Scrolls V: Skyrim, BETHESDA.NET, http://www.elderscrolls.
bethesda.net/skyrim/ [https://perma.cc/GX8N-WVWP] (last visited Mar. 3, 2017).
33
FALLOUT 4, https://www.fallout4.com/ [https://perma.cc/NL2K-UACG] (last visited
Mar. 3, 2017).
34
See generally Edward Castranova, Virtual Worlds: A First-Hand Account of Market
and Society on the Cyberian Frontier (Ctr. for Econ. Studies & Ifo Inst. for Econ.
Research, CESifo Working Paper No. 618, 2001).
35
WORLD OF WARCRAFT, https://worldofwarcraft.com/en-us/ [https://perma.cc/RQC6-
H746] (last visited Mar. 3, 2017).
390 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
digits. Teams compete to strategically outmaneuver each other and
destroy the other’s virtual assets. Examples are Blizzard’s Starcraft
II
36
and Riot Games’ League of Legends (“LoL”).
37
Digital CCGs relate to RTSs in that they involve a smaller
number of players: matches typically involve turn-based play and
only two players competing against each other. Further, CCGs
closely mimic the feel of traditional tabletop games with added
audiovisual components. Examples include Blizzard’s
Hearthstone
38
and Mojang’s Scrolls.
39
Lastly, and in stark contrast to the more confined nature of the
tabletop, card-game-like feel of digital CCGs, sandbox games are
games in which users can traverse a large, open universe and
interact with nearly every aspect of their surroundings. These have
minimal limitations on what the player’s character can do,
allowing the player to not only explore the open world, but to
change it as well.
40
One popular example is Majong’s Minecraft,
41
in which players have exceptional latitude to interact with the
virtual world and build entire worlds out of blocks.
D. Tournament Play and the Passive Consumption of
Video Games
Similar to the progress in video gaming itself—which led to the
complexities of games in these genres—many developments in
computing technology have also led to significant changes in the
way video games are consumed. Most significantly, the pervasive
nature of the internet and increasingly large bandwidth capabilities
have led to significant consumption of video games via online
36
Starcraft II, BLIZZARD ENT., http://us.battle.net/sc2/en/ [https://perma.cc/J5XS-
MLU4] (last visited Mar. 3, 2017).
37
LEAGUE OF LEGENDS, http://na.leagueoflegends.com [https://perma.cc/T269-SGRK]
(last visited Mar. 3, 2017).
38
HearthStone, BLIZZARD ENT., http://us.battle.net/hearthstone/en/ [https://perma.cc/
9J93-MTF2] (last visited Mar. 3, 2017).
39
SCROLLS, https://scrolls.com [https://perma.cc/WZ26-Q7LS] (last visited
Mar. 3, 2017).
40
See Sandbox, TECHOPEDIA, https://www.techopedia.com/definition/3952/sandbox-
gaming [https://perma.cc/JCP9-D4J8] (last visited Mar. 3, 2017).
41
MINECRAFT, https://minecraft.net/ [https://perma.cc/6HFT-6FU5] (last visited
Mar. 3, 2017).
2018] LET'S PLAY 391
streaming platforms.
42
This takes place in the form of “live
streaming” live gameplay through popular sites such as
Twitch.tv,
43
as well as traditional streaming of user-generated
content (“video-on-demand”)—such as walk-throughs,
44
Let’s
Plays,
45
video game reviews, or other gameplay—all of which are
typically uploaded to sites such as YouTube.
46
Just as early video
game technologies took passive consumers and turned them into
interactive consumers,
47
these new streaming technologies have
42
See, e.g., Sarah Perez, YouTube Gaming Expands to New Markets, Improves Its
Browsing and Viewing Experience on Mobile, T
ECHCRUNCH (Mar. 10, 2016),
http://techcrunch.com/2016/03/10/youtube-gaming-expands-to-new-markets-improves-
its-browsing-and-viewing-experience-on-mobile/ [https://perma.cc/PL6Z-UQ2C].
43
See, e.g., ClgDoubleLift, TWITCH, https://www.twitch.tv/clgdoublelift
[https://perma.cc/PV5J-MRH4] (last visited Mar. 3, 2017) (providing a channel for a
popular streamer for the game League of Legends).
44
A walkthrough is an instructional video of how to go through a video game, such as
how to succeed at certain challenging elements, or how to find certain hidden elements
known as “easter eggs.” See, e.g., RabidRetrospectGames, Destiny 2 Curse of Osiris
Gameplay Walkthrough Part [One] Full Game (Full Expansion) – No Commentary,
Y
OUTUBE (Dec. 5, 2017), https://www.youtube.com/watch?v=88fDyRpvl_Q
[https://perma.cc/DJ44-Q9MR]; see also Brandon Guerrie, Complete [One-Hundred
Percent] Guide to a Walkthrough, V
ENTUREBEAT, (May 3, 2010, 5:14 PM)
https://venturebeat.com/community/2010/05/03/complete-100-guide-to-a-walkthrough/
[https://perma.cc/6YDA-YQGQ].
45
A Let’s Play, or an “LP,” is a video of someone playing a videogame with audio
commentary of the gameplay laid over it, and is edited to focus more on the
entertainment value of the actual gameplay than it is on instructing. See, e.g., David
Finniss, What Is a “Let’s Play?,” Y
AHOO VOICES (Nov. 18, 2009),
https://web.archive.org/web/20140729024203/http://voices.yahoo.com/what-lets-play-
4901264.html [https://perma.cc/4DEL-AXA4].
46
See, e.g., theRedBrad, Fallout 4 Walkthrough Gameplay Part [One] – The
Apocalypse (PS4), Y
OUTUBE (Nov. 9, 2015), https://www.youtube.com/watch?v=
r9WsqRhbdF4. While Twitch started as mostly a live streaming platform, and YouTube
was originally for video-on-demand, both platforms have branched out and offer
both services.
47
Greg Lastowska, Copyright Law and Video Games: A Brief History of an Interactive
Medium, in T
HE SAGE HANDBOOK OF INTELLECTUAL PROPERTY 495, 498 (Matthew David
& Debora Halbert eds. 2015) (describing the initial difficulties that the advent of gaming
brought about due to the fact that, instead of passively consuming media—as one does
when they read a book or view a movie—gamers interactively consume the media and, in
doing so, gamers have a part in controlling the game and participating in the experience
ultimately consumed).
392 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
ironically shifted some video game consumption back toward a
more passive medium—i.e., simply viewing streams.
48
Similarly, these new methods of passively consuming video
games have created new markets by which games can be
monetized. For one, there can be significant advertising revenue
for both casual live streams
49
and video-on-demand of gameplay or
walkthroughs. Second, by enabling live streaming of tournament
play, these technologies have created a growing market for
professional video game playing, called “e-sports.”
50
E-sports is
seeing explosive growth, reaching nearly $700 million in
expenditures in 2016, a year-on-year growth of over forty
percent.
51
Combined, the entire streaming market for video
48
See generally Nathan Edge, Evolution of the Gaming Experience: Live Video
Streaming and the Emergence of a New Web Community, 4 E
LON J. UNDERGRADUATE
RES. COMM. 33 (2013) (discussing the growth of live stream spectatorship
for video gaming).
49
Referring to popular players who stream gameplay outside of the context
of tournaments.
50
E-sports refers to the organized, competitive playing of video games, often by
professional gamers. These gamers are professional, insofar as they are either directly
sponsored by certain entities within the gaming industry, or they have obtained large
viewerships on certain streaming outlets with advertising, thereby monetizing their
gaming. With the advent of online streaming services, the popularity of such
competitions has increased dramatically; albeit, many competitions may also be attended
in person. See, e.g., Paul Tassi, 2012: The Year of eSports, F
ORBES (Dec. 20, 2012),
https://www.forbes.com/sites/insertcoin/2012/12/20/2012-the-year-of-esports/#
3e9518837e11 [https://perma.cc/7DGX-VEBB].
51
The coming year will see the [e-]sports [e]conomy grow to $696
million, a year-on-year growth of 41.3%. Brands are expected to
spend $517 million, broken down into $155 million on advertising,
$266 million on sponsorship, and a further $95 million on media
rights. Consumer spending this year on merchandise and tickets will
amount to $64 million. The remaining $116 million is the total
investment that game publishers will make into e[-]sports, the share
that is not directly recouped by any of the other revenue streams.
N
EWZOO, 2017 GLOBAL ESPORTS MARKET REPORT 13 (2017),
http://resources.newzoo.com/hubfs/Reports/Newzoo_Free_2017_Global_Esports_Market
_Report.pdf?hsCtaTracking=5a96aa39-a810-47a6-834b-559c317775c3%7C6a2d5758-
bab2-4d87-9fbe-f82dc9ba638a&__hstc=133451409.a9903ca3155abdc46b338f58161f
d13f.1490112406280.1490112406280.1490112406280.1&__hssc=133451409.5.1490112
406280&__hsfp=2869597247 [https://perma.cc/B7Y4-L7RM].
2018] LET'S PLAY 393
games—including both live streaming and video-on-demand—is
estimated to be over four billion dollars.
52
E. The Potential for Litigation
Given these figures, there is no doubt that the issue of control
over these downstream uses of video games is of high importance
to the various entities involved: the players and teams that compete
and broadcast their gameplay, the services that facilitate the
streaming of these broadcasts, and the video game publishers who
created the games. Further, as the global e-sports market alone
expected to triple to nearly $1.5 billion by 2020, the stakes are only
continuing to rise.
53
The industry has already seen quite a bit of litigation around
various aspects common to other areas of sports, such as player
contractual disputes and the distribution of broadcasting revenue.
54
It follows that, while most publishers are generally supportive of
content creation, these disputes might not be far from extending
52
See Market Brief: Gaming Video Content, SUPERDATA: GAMES & INTERACTIVE
MEDIA INTELLIGENCE, https://www.superdataresearch.com/market-data/gaming-video-
content-2015/ [https://perma.cc/XK37-KWZA] (last visited Mar. 3, 2017); see also James
Brightman, Twitch Outranks YouTube in $3.8bn Gaming Video Market – Superdata,
G
AMESINDUSTRY.BIZ (July 9, 2015), http://www.gamesindustry.biz/articles/2015-07-09-
twitch-outranks-youtube-in-usd3-8bn-gaming-video-market-superdata [https://perma.cc/
BF9B-GVLV] (showcasing how, even in 2015, gaming video content was “worth about
$3.8 billion globally, with an audience of 486 million people watching live streams,
trailers, walkthroughs and all sorts of gaming-related content made by fans”).
53
NEWZOO, supra note 51, at 14.
54
See, e.g., Nic Doucet, Report: H2K, TSM to Enter in Legal Dispute Over
Svenskeren,
THESCORE ESPORTS (Nov. 10, 2015), http://www.thescoreesports.com/
news/4753 [https://perma.cc/GUY2-F5MY] (describing a potential suit brought by one e-
sports team against another alleging, inter alia, tortious interference with the fulfillment
of a popular gamer’s employment contract for the 2016 season). Given the parallels
between e-sports and more traditional forms of competitive game play that is sports, it
seems reasonable to predict that many of the same issues that are prevalent in the more
familiar realm of sports and the law will come to light in the context of e-sports. See
Andrew Nixon et al., An Overview of eSports Explosion and Legal Issues Arising from It,
L
AWINSPORT (Feb. 9, 2016), http://www.lawinsport.com/features/item/an-overview-of-
esports-explosion-and-legal-issues-arising-from-it [https://perma.cc/2AXS-MS8Q].
Specifically, the realm of e-sports could see discussion of topics such as: players’ unions,
salary caps and transparancy, doping (i.e., cognitive enhancing drugs), some form of
overarching governing or regulatory body to help with dispute resolution and
rule-setting, etc. Id.
394 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
into the realm of copyright. In fact, one ordeal involving a popular
LoL player highlights this rising tension.
55
In early 2015, a
controversy emerged involving a Twitch user who was exploiting a
feature in LoL that allowed any “solo queue game”
56
to be viewed
through the LoL software by anyone with a LoL account.
57
The
user created a channel called “SpectateFaker,” which automatically
checked for and streamed any of these solo queue matches
involving the professional e-sports player, Lee “Faker” Sang-
hyeok.
58
Faker, however, had signed a contract with another
streaming platform, Azubu, to exclusively stream on their
service.
59
In response, Azubu attempted to issue a DMCA
takedown to Twitch by claiming to be the rights holder, and
therefore, purporting that they are entitled by the Copyright Act to
require Twitch to remove the SpectateFaker channel.
60
However,
55
See Marc Merrill, SpectateFaker - What We Learned and What We’ll Do,
http://na.leagueoflegends.com/en/news/riot-games/announcements/spectatefaker-what-
we-learned-and-what-well-do [https://perma.cc/FJ4W-9Q9D] (last visited Mar. 3, 2017).
The article is attributed to “Tryndamere,” an online handle referring to Marc
“Tryndamere” Merrill, the Co-Founder and President of Riot Games. Id.
56
A solo queue game is a type of gameplay, where the user enters into competitive
team play individually, and the rest of the team members are populated by other random
individuals. See Solo Queue, U
RB. DICTIONARY, https://www.urbandictionary.com/define.
php?term=Solo%20queue [https://perma.cc/S45V-LFA3] (last visited Dec. 8, 2017).
57
Samuel Lingle, SpectateFaker Dares Riot Games to Shut Him Down, DOT ESPORTS
(Feb. 23, 2015, 2:58 AM), https://dotesports.com/league-of-legends/news/spectatefaker-
riot-games-dmca-dare-1458 [https://perma.cc/Y2NF-HVWN].
58
Id.
59
Id.
60
The Digital Millennium Copyright Act (DMCA), Pub. L. No. 105-304, 112 Stat.
2860 (1998), did many things, one of which was to heighten penalties for copyright
infringement on the internet. See 17 U.S.C. § 506 (2012). At the same time, it also
created a safe harbor for online service providers (“OSPs”), which are defined in the Act
as “a provider of online services or network access, or the operator of facilities
therefore.” Id. § 512(k)(1)(B). However, OSPs must comply with various requirements to
be eligible for the section 512 safe harbors. See id. § 512(c)(1). One such requirement is
that, when given proper notice of infringing material being posted on its network, the
OSP must “respond[] expeditiously to remove, or disable access to, the material that is
claimed to be infringing.” Id. § 512(c)(1)(C). The term ‘proper notice,’ as referred to in
this subsection, is what is known as a DMCA takedown notice. Further, the Act
enumerates a few necessary elements for such notice to be effective, including that the
notice be made by the owner of the allegedly infringed right (i.e., the copyright holder),
or someone authorized to act on their behalf. See id. § 512(c)(3)(A)(i). In this example,
Twitch would fall within the definition of an OSP, and therefore would seek to comply
2018] LET'S PLAY 395
current precedent dictates that a publisher’s copyright in a video
game extends to all of the audiovisual displays produced by a
game, notwithstanding player participation.
61
This leads to the
presumption that Riot Games, the maker of LoL, owns the
copyright in the stream, and is thereby the only party capable of
issuing a DMCA takedown request to Twitch.
62
This is because not
only do publishers own the entirety of the audiovisual displays
produced by their games,
63
but the LoL terms of use further
stipulate that downstream users contract away all control over any
content produced through playing LoL.
64
Therefore, it took Riot
Games, upon Faker’s request, to issue a separate DMCA takedown
to successfully shut down the SpectateFaker channel.
65
While this
with the section 512 safe harbor requirements to avoid copyright infringement liability.
According to current precedent, the rights holder over the entirety of the video game
audiovisuals is the video game publisher, Riot Games. See infra note 62 and
accompanying text. Therefore, the only person able to issue or authorize the issuance of a
DMCA takedown to Twitch, the OSP, is the rights holder, Riot Games.
See 17 U.S.C. § 512(c)(3)(A)(i).
61
See, e.g., Stern Elecs., Inc. v. Kaufman, 669 F.2d 852, 855 (2d Cir. 1982); see also
Midway Mfg. Co. v. Artic Int’l, Inc., 704 F.2d 1009, 1011 (7th Cir. 1983), cert. denied,
464 U.S. 823 (1983) (holding that playing a video game lacked the requisite creativity “to
make each performance of a video game the work of the player and not
the game’s inventor”).
62
See Merrill, supra note 55 (“[T]he DMCA issued by Azubu did not have a legal
standing as [Riot Games], not Azubu, own the gameplay content.”); see also
supra note 60.
63
See Midway Mfg. Co., 704 F.2d at 1011. If players were to assert a theory that
vested part ownership in the streams with them, they would likely focus on some type of
implied joint authorship theory or a derivative work theory. The latter would still require
permission from the publisher, and would only be possible if a copyright in all of a
game’s audiovisual displays does not in fact attach at the outset, as precedent currently
mandates. See infra Section III.B for more discussion. Further, the implied joint work
theory likely lacks the intent necessary to yield a joint work in which the players would
have rights. See Tyler T. Ochoa, Who Owns an Avatar?: Copyright, Creativity, and
Virtual Worlds, 14 V
AND. J. ENT. & TECH. L. 959, 979 (2012); see also Williams Elecs.,
Inc. v. Artic Int’l, Inc., 685 F.2d 870, 874 (3d Cir. 1982) (holding that players are not co-
authors of what appears on screen).
64
League of Legends Terms of Use, LEAGUE OF LEGENDS, http://na.leagueoflegends
.com/en/legal/termsofuse [https://perma.cc/L482-3LKJ] (last visited Mar. 3, 2017) (“We
(and our licensors) own and reserve all rights and title in and to the Riot Services, and all
data and content included therein, including . . . Game recordings and broadcasts . . . .
You can’t create any work of authorship based on the Game Content or Riot Services
except as expressly permitted by us.”).
65
See Lingle, supra note 57.
396 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
anecdote may seem to encompass many legal issues—including
rights of publicity and harassment
66
—it is easy to see how these
tensions surrounding the issue of copyright ownership in the
underlying streams could spill over into the courts.
67
Such a result
could lead to revisiting the early video game cases of the 1980s,
thereby affecting the future of gaming.
68
This is of particular
interest because, whereas the earlier cases were concerned with
competing video games and associated free-rider concerns,
69
the
present climate is about newly arising markets in which content
creators are building upon the underlying content.
70
II. VIDEO GAMES AUDIOVISUAL DISPLAYS REVISITED
The player contribution associated with interactive media
particularly implicates issues of fair use when determining the true
extent of publisher control in these downstream markets. Although,
66
See, e.g., id.
67
See, e.g., id. (quoting the channel owner saying “I’m doing this stream because I can
legally and it’s allowed by League of Legends’ legal terms . . . . [This issue is] about a co-
owner of Riot Games being completely out of touch with e[-]sports and the spectator
mode. It’s about a company (Azubu) issuing a false DMCA claim for content they didn’t
even own.”). Spectator mode is a feature within LoL that allows users within the LoL
program to passively view games taking place in real-time without actually participating.
See Spectator Mode, L
EAGUE OF LEGENDS WIKI, http://leagueoflegends.wikia.com/
wiki/Spectator_Mode [https://perma.cc/9PH6-H8N5] (last visited Oct. 26, 2017). By
streaming a screen capture of this in-game feature on Twitch, the channel owner was able
to create the SpectateFaker channel. See id.
68
See, e.g., Lingle, supra note 57 (quoting Marc Merill saying “These are issues that
will affect the future of the game and the spectator mode [and a]ll of this needs to be
debated for the future of [LoL] and e[-]sports.”).
69
See, e.g., Atari, Inc. v. N. Am. Philips Consumer Elecs. Corp., 672 F.2d 607, 619–20
(7th Cir. 1982), superseded in part by statute, F
ED. R. CIV. PR. 52(a), as recognized in
Design Basics, LLC v. Lexington Homes, Inc., 858 F.3d 1093, 1105 (7th Cir. 2017)
(“Although not ‘virtually identical’ to PAC-MAN, K. C. Munchkin captures the ‘total
concept and feel’ of and is substantially similar to PAC-MAN.” (citing Midway Mfg. Co.
v. Dirkschneider, Civ. No. 81-0-243 (D. Neb. July 15, 1981)); Stern Elecs., Inc. v.
Kaufman, 669 F.2d 852, 855 (2d Cir. 1982) (noting that, without copyright protection for
video games’ audiovisual elements, “a determined competitor” could “manufactur[e] a
‘knock-off’” video game).
70
An extreme example of this content creation is “Machinima,” which is a style of
cinematic production that uses the audiovisual elements of a video game to create
separate works. See M
ACHINIMA, https://machinima.com (last visited Mar. 3, 2017)
(specializing in hosting videos and providing a platform to discuss machinima films).
2018] LET'S PLAY 397
one may also consider authorship and originality, the
idea/expression dichotomy, and fixation, all of which are discussed
in this Article later.
A. Fair Use and EULAs
As noted above, section 107 of the Copyright Act provides that
“fair use of a copyrighted work . . . is not an infringement of
copyright.”
71
When “determining whether the use . . . is a fair use,”
the statute requires that the following four factors be considered:
“(1) the purpose and character of the use . . .; (2) the nature of the
copyrighted work; (3) the amount and substantiality of the portion
used . . .; and (4) the effect of the use upon the potential market
for . . . the copyrighted work.”
72
Because the issue of fair use is
determined via “a case-by-case analysis” in light of the unique
facts of each case,
73
such an analysis may be applied individually
to the varying uses of differing genres of copyrighted video
games.
74
Fair use is a natural starting point for a discussion on the
copyrights afforded to video game audiovisuals because, if content
creators could assert strong fair use arguments for downstream
uses of video games, it is unlikely that courts would revisit the
precedent establishing the copyrightability of those games.
Under such an analysis, the second factor, the nature of the
work, seems likely to heavily favor game publishers as it pertains
to the audiovisual portions of their works, because these expressive
video games are at the core of what copyright intends to protect.
75
The third factor, however—the amount and substantiality—raises
71
17 U.S.C. § 107 (2012).
72
Id.
73
See Campbell v. Acuff-Rose Music, Inc., 510 U.S. 569, 577 (1994).
74
Consider: (1) a stream of gameplay with added audiovisuals of the player inlayed on
the screen, and real-time commentary on the specific strategies employed in an RTS for
advertising revenue; versus (2) a stream of ARPG gameplay with no commentary or
review, but done by an unknown player, thereby generating no revenue. One adds much
more but generates profit, while the other adds virtually nothing but is
essentially non-commercial.
75
See, e.g., Campbell, 510 U.S. at 586 (“This factor calls for recognition that some
works are closer to the core of intended copyright protection than others, with the
consequence that fair use is more difficult to establish when the former
works are copied.”).
398 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
an interesting question. If a copyright extends to all of the
audiovisual displays capable of being generated, then what
proportion of that work is incorporated by a single play of the
game? Courts have acknowledged that, notwithstanding the fact
that “[e]ach time a video game is played, a different sequence of
images appears on the screen,” the “set of images” capable of
being displayed receive copyright as an audiovisual work.
76
This
concept suggests that a single instance of gameplay is therefore
copying the entirety of the copyrighted audiovisual output of the
game.
77
Others might argue, however, that one instance of play is
really just a small proportion of the game and all of the possible
permutations of moves.
The more interesting issues at hand are the interplay between
the first factor—the purpose and character of the use—and the
fourth factor—the effect on the potential market for the
copyrighted work. Under Sony Corp. of America v. Universal City
Studios, Inc., a use deemed commercial under the first factor leads
to a presumption of market harm in the fourth factor.
78
Importantly, a use that is “significantly transformative,”
particularly in its benefit to the public, may negate this
presumption.
79
Ultimately, it seems any of the content creators that
are monetizing through ads, or content distributors, would face the
shifted burden of Sony.
80
It may be possible for a defendant to rebut this presumption,
however, given that streaming video is not likely to directly
replace interactive gameplay. Publishers will likely contest this
assertion by noting that, to the extent that games are played for
their plotlines, watching games be played may replace their
76
Midway Mfg. Co. v. Artic Int’l, Inc., 704 F.2d 1009, 1011 (7th Cir. 1983).
77
See id.
78
See 464 U.S. 417, 449 (1984) (“If the Betamax were used to make copies for a
commercial or profit-making purpose, such use would presumptively be unfair.”).
79
See, e.g., Perfect 10, Inc. v. Amazon.com, Inc., 508 F.3d 1146, 1165 (9th Cir. 2007)
(holding that Google’s use of thumbnails to point to infringing websites was a fair use,
and noting that “a search engine puts images ‘in a different context’ so that they are
‘transformed into a new creation,’” thereby negating the Sony presumption (quoting Wall
Data Inc. v. L.A. Cty. Sheriff’s Dep’t, 447 F.3d 769, 778 (9th Cir. 2006))).
80
See Sony Corp. of Am., 464 U.S. at 449.
2018] LET'S PLAY 399
entertainment value.
81
Potential defendants could also attempt to
eliminate this presumption by showing a transformative use.
82
It is
possible that courts may consider the transformation of
gameplay—originally serving an immersive and interactive
function—into a consumptive medium—serving a more
informative function—as a sufficiently transformative fair use,
thereby favoring the defendants.
83
Alternatively, given the
similarly consumptive and entertaining nature of both uses, courts
may take the opposite approach and view the new use as
insufficiently transformative.
84
Nonetheless, a more in-depth analysis of fair use is
unnecessary because of the Terms of Service agreements (“ToSs”)
currently distributed with video games. Software users are often
bound by various covenants and conditions that may limit the ways
in which they can use the software.
85
Failure to abide by these
stipulations may enable publishers to pursue breach of contract or
copyright infringement claims, depending on the nature of the
restriction.
86
It is well established that users of software can be
mere licensees, rather than owners.
87
Moreover, parties are free to
81
While this could be an argument for one type of passive consumption, many uses
involve avid, regular players of a game viewing tournaments, or ARPG players looking
up instructional walk-throughs to help guide them through the game.
82
See, e.g., Perfect 10, Inc., 508 F.3d at 1164 (“A work is ‘transformative’ when the
new work does not ‘merely supersede the objects of the original creation’ but rather ‘adds
something new, with a further purpose or different character, altering the first with new
expression, meaning, or message.’” (quoting Campbell v. Acuff-Rose Music, Inc., 510
U.S. 569, 579 (1994))).
83
See id. at 1165 (“Although an image may have been created originally to serve an
entertainment, aesthetic, or informative function, a search engine transforms the image
into a pointer directing a user to a source of information.”).
84
See id.
85
See MDY Indus., LLC v. Blizzard Entm’t, Inc., 629 F.3d 928, 939 (9th Cir. 2010)
(“We refer to contractual terms that limit a license’s scope as ‘conditions,’ the breach of
which constitute copyright infringement. We refer to all other license terms as
‘covenants,’ the breach of which is actionable only under contract law.”
(citation omitted)).
86
See id.
87
See, e.g., Vernor v. Autodesk, Inc., 621 F.3d 1102, 1111 (9th Cir. 2010), cert.
denied, 132 S. Ct. 105 (2011) (“We hold today that a software user is a licensee rather
than an owner of a copy where the copyright owner (1) specifies that the user is granted a
license; (2) significantly restricts the user’s ability to transfer the software; and
(3) imposes notable use restrictions.”).
400 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
contract away their ability to make fair uses of a work via these
ToSs without being preempted by federal copyright law, even
where such agreements may be viewed as contracts of adhesion.
88
Currently, many publishers include clauses in their ToSs that
effectively limit a user’s potentially fair use of the gameplay.
89
Therefore, while fair use would still allow one to avoid a copyright
infringement suit, publishers would still have remedies under
contract law.
90
Consequently, given the current validity of such
clauses in relation to federal copyright law, fair use defenses—
even if otherwise viable on their merits—would likely still fail to
avoid publisher control of these markets.
B. Authorship and Originality
In addition to fair use, defendants may resort to other familiar
arguments to avoid publisher control. One area of debate in early
case law centered on the interactive element of video game
consumption—namely, that video game players, through their
active participation, are partly responsible for the audiovisual
content ultimately perceived.
91
“To qualify for copyright
protection, a work must be original to the author.”
92
Further,
“[o]riginal . . . means only that the work was independently created
by the author (as opposed to copied from other works), and that it
possesses at least some minimal degree of creativity.”
93
Consequently, in the early video game disputes, courts had to
determine to what extent the player’s involvement impacts the
88
See, e.g., Davidson & Assocs. v. Jung, 422 F.3d 630, 639 (8th Cir. 2005) (noting
that, in a suit brought by Blizzard against a reverse engineer, “a state can permit parties to
contract away a fair use defense or to agree not to engage in uses of copyrighted material
that are permitted by the copyright law [sic] if the contract is freely negotiated” (quoting
Bowers v. Baystate Techs., Inc., 320 F.3d 1317, 1337 (Fed. Cir. 2003)
(Dyk, J., dissenting))).
89
See, e.g., League of Legends Terms of Use, supra note 64.
90
See MDY Indus., LLC, 629 F.3d at 939 (distinguishing between covenants and
license conditions, with a violation of the latter giving rise to copyright remedies and the
former giving rise to contract remedies).
91
See, e.g., Stern Elecs., Inc. v. Kaufman, 669 F.2d 852, 856 (2d Cir. 1982).
92
Feist Publ’ns, Inc. v. Rural Tel. Serv. Co., 499 U.S. 340, 345 (1991).
93
Id. at 345.
2018] LET'S PLAY 401
status of a game’s dynamic audiovisuals as an “original work[] of
authorship” under the Copyright Act.
94
The U.S. Court of Appeals for the Seventh Circuit did just that
in Midway Manufacturing v. Artic International, Inc., in which
they considered “whether the creative effort in playing a video
game is enough like writing or painting to make each performance
of a video game the work of the player and not the game’s
inventor.”
95
The game at issue was Pac-Man, and the court
determined that “[p]laying a video game is more like changing
channels on a television” than like writing or painting because—
being unable to “create any sequence he wants out of the images
stored [in] the game[]”—the player lacks “control over the
sequence of images that appears on the video game screen.”
96
Consequently, the court held that the audiovisual displays were
eligible for copyright protection as original works of authorship
despite player interaction.
97
The U.S. Court of Appeals for the Third Circuit similarly
refuted a defendant’s argument in determining whether the player’s
participation in the game Defender
98
“withdraws the game’s
audiovisual work from copyright eligibility because . . . the player
becomes a co-author of what appears on the screen.”
99
The court
found the defendant’s argument unconvincing, notwithstanding the
fact that the player’s participation causes “the audiovisual
presentation to change in some respects from one game to the
next,” as “there is always a repetitive sequence of a substantial
portion of the sights and sounds of the game.”
100
Further, “many
94
See, e.g., Stern Elecs., 669 F.2d at 853; Williams Elecs., Inc. v. Artic Int’l, Inc.,
685 F.2d 870, 874 (3d Cir. 1982).
95
704 F.2d 1009, 1011 (7th Cir. 1983), cert. denied, 464 U.S. 823 (1983).
96
Id. at 1012.
97
Id.
98
For more information on the gameplay of this game, see Defender: A [Thirty-Eight]-
Year-Old Arcade Video Game PCB by Williams Electronics., Inc., GAMINGHISTORY,
https://www.arcade-history.com/?n=defender&page=detail&id=614
[http://perma.cc/UAD9-T768] (last visited Oct. 14, 2017).
99
Williams Elecs., Inc., 685 F.2d at 874.
100
Id. (emphasis added).
402 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
aspects of the display remain constant from game to game
regardless of how the player operates the controls.”
101
If courts were to revisit this argument today, it seems possible
that real-time gameplay would fall short of being a protectable
audiovisual work. According to precedent, it is possible that courts
would consider the enhanced ability to interact in modern gaming
to be a fully “original work of authorship.” On one end of the
spectrum, some games—namely, digital CCGs—still seem to fit
squarely within these definitions.
102
Conversely, other games—
such as sandbox games or MMORPGs—are much more like
painting a portrait than they are like “changing channels on a
television.”
103
For example, Minecraft is a game about “staying
alive in your own fantastic world,” and is “a creative space to build
almost anything you can imagine!
104
Likewise, World of Warcraft
is “an online world of . . . limitless adventure.”
105
These types of
open-world games allow a vast array of possibilities for user
interaction. This makes it nearly impossible to produce an entirely
similar sequence of audiovisuals from game-to-game, inviting the
question: To what extent does player contribution change the game
enough to preclude audiovisual copyrightability as an original
work of authorship?
106
More vexing are ARPGs and RTSs, as the former has a more
scripted plotline,
107
and the latter has a very confined world with
“substantially similar gameplay” from game-to-game.
108
The way
101
Id.
102
See supra notes 38–39 and accompanying text (describing the traditional, tabletop
feel of turn-based CCGs).
103
See Midway Mfg. Co. v. Artic Int’l, Inc., 704 F.2d 1009, 1012 (7th Cir. 1983), cert.
denied, 464 U.S. 823 (1983).
104
Tom Stone, How to Minecraft, MINECRAFT (Feb. 23, 2017), https://minecraft.net/en-
us/article/how-minecraft [https://perma.cc/Q3E4-PQ22] (emphasis added).
105
World of Warcraft Digital Download, BLIZZARD ENT., https://us.battle.net/shop/
en/product/world-of-warcraft [https://perma.cc/ADX5-3YEA] (last visited Mar. 3, 2017)
(emphasis added).
106
See Williams Elecs., Inc., 685 F.2d at 874. While these types of games represent the
most eligible candidates for success under this theory, they are still vulnerable to the
discussion infra notes 112–18 and accompanying text.
107
See supra notes 32–33.
108
See, e.g., League of Legends, What is League of Legends, YOUTUBE (Oct. 13, 2015),
https://www.youtube.com/watch?v=BGtROJeMPeE [https://perma.cc/38ZZ-FSNJ]
2018] LET'S PLAY 403
in which players interact with other characters in ARPGs, through
the limited sets of responses and the similarity in plotline trajectory
across plays, lends itself toward analogizing these games to
“changing channels on a television.”
109
Similarly, RTSs like LoL
with a standard three-lane arena, and a strategy surrounding the
more predictable way that hazards
110
interact with characters—
present a stronger argument that “many aspects of the display
remain constant . . . regardless of how the player operates
the controls.”
111
Some may consider these arguments as viewing the more
broadly expressive elements of the game—such as the plot and
setting—as constituting the audiovisuals, rather than the more
discrete “series of related images,”
112
that make up the “set of
images displayed as some kind of unit,”
113
which are ultimately
live streamed or uploaded. Specifically, the U.S. Court of Appeals
for the D.C. Circuit held that the point of inquiry for originality of
authorship—as it pertains to copyrightability of the audiovisual
displays—is “the total sequence of images displayed as the game is
(describing the layout of the arena and the recurring way in which various hazards in the
arena interact with the player character).
109
See Midway Mfg. Co. v. Artic Int’l, Inc., 704 F.2d 1009, 1012 (7th Cir. 1983), cert.
denied, 464 U.S. 823 (1983).
110
The term “hazards” refers to the various aspects of a map that are not controlled by
any player (i.e., they are controlled by artificial intelligence programmed into the game),
and that may inflict damage on the players. See, e.g., Summoner’s Rift, L
EAGUE OF
LEGENDS WIKI, http://leagueoflegends.wikia.com/wiki/Summoner%27s_Rift
[https://perma.cc/2BHY-FFM9] (last visited Oct. 2, 2017) (describing the various
monsters and turrets positioned throughout a map to inflict damage on each team);
see also supra note 109.
111
Williams Elecs., Inc., 685 F.2d at 874.
[M]any aspects of the sights and the sequence of their appearance
remain constant during each play of the game. These include the
appearance (shape, color, and size) of the player’s spaceship, the
enemy craft, the ground missile bases and fuel depots, and the terrain
over which (and beneath which) the player’s ship flies, as well as the
sequence in which the missile bases, fuel depots, and terrain appears.
Stern Elecs., Inc. v. Kaufman, 669 F.2d 852, 856 (2d Cir. 1982).
112
17 U.S.C. § 101 (2012).
113
Midway Mfg. Co., 704 F.2d at 1011 (suggesting a broader interpretation of the
phrase “series of related images”).
404 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
played.”
114
Courts may look to the real-time gameplay of an RTS
such as LoL, and determine that the skill and strategy involved “is
more like . . . painting a picture,”
115
regardless of the more limited
confines of a LoL arena.
116
Certainly, the viewers contributing to
the nearly half-billion dollar e-sports industry might agree.
117
Ultimately, the protection afforded to live or recorded
gameplay will likely come down to how courts interpret the
“substantiality” of similarities between different instances of live
gameplay
118
—i.e., does the contribution of the publishers meet the
standards for copyrightability? Even in games with more freedom,
players today are still confined to the original creative efforts of,
for example, Minecraft’s creators. Further, even in games that
require more skill, such as LoL, players can only interact with the
arena and the hazards within them in ways conceived by
developers such as Riot Games. Consequently, some courts may
construe precedent broadly enough to encompass today’s games.
Each play of a game exists within the same original world created
by the publisher. A player’s repertoire of “moves,” while
exceptionally more complex, may still be akin to changing
channels, as every user interaction changes the audiovisual display
only in a way pre-scripted by the programmer-author.
119
Thus,
courts may view the similarities between each instance of
gameplay as similar enough to warrant protection as original works
of authorship.
This potential reasoning hinges on the argument that,
regardless of how complex video games have become, the
publishers ultimately author any possible audiovisual sequence,
114
Atari Games Corp. v. Oman, 888 F.2d 878, 883 (D.C. Cir. 1989) (Ginsburg, J.)
(emphasis added) (holding that the single-player game BREAKOUT was sufficiently
original in its real-time gameplay—as opposed to its constituent elements—to be a
copyrightable audiovisual work).
115
Midway Mfg. Co., 704 F.2d at 1012.
116
The gameplay of RTSs such as LoL focus on a more limited map with a recurring
way in which various hazards in the arena interact with the player character, such that one
can use strategy in interacting and traversing with the map as part of their method to
defeat the other team. See supra note 108.
117
See generally NEWZOO, supra note 51.
118
See, e.g., Williams Elecs., Inc. v. Artic Int’l, Inc., 685 F.2d 870, 874 (3d Cir. 1982).
119
See Midway Mfg. Co., 704 F.2d at 1012.
2018] LET'S PLAY 405
notwithstanding any player interaction. This logic rests upon the
fact that regardless of their complexity, video games still remain—
at their core—elaborate state machines.
120
C. Games as Systems
This understanding of video games as state machines, on the
other hand, may also give rise to the argument that video games’
audiovisual gameplay is uncopyrightable subject matter.
121
It is
well established that copyright extends only to the expression
contained in a work, and not to the underlying ideas.
122
In
codifying this concept, the Copyright Act is explicit that a
copyright over an original work of authorship “[i]n no case”
extends to any “system” or “method of operation.”
123
The
argument, therefore, is that gameplay, when viewed as a state
machine or a mere system of rules, falls within the scope of section
102(b) and thereby represents uncopyrightable subject matter.
124
Importantly, these arguments acknowledge that, just as with board
games, the underlying expressive elements of video games—such
as characters, maps, and other creative elements—may be
copyrightable.
125
The real-time combination of these elements is
what constitutes gameplay, and because their combination takes
place within a “system”—i.e., the state machine that is a video
game—any instance of gameplay falls within section 102(b).
126
A key case that seems to support a similar argument is Allen v.
Academic Games League of America, Inc., in which the U.S. Court
120
See Bruce E. Boyden, Games and Other Uncopyrightable Systems, 18 GEO. MASON
L. REV. 439, 441–42 (defining a state machine in the context of video games as “a means
for correlating a range of permitted inputs (i.e., game moves) to a determinate set of
outputs (i.e., changes in the game state)”).
121
See generally id.
122
See, e.g., Mazer v. Stein, 347 U.S. 201, 217 (1954) (“Unlike a patent, a copyright
gives no exclusive right to the art disclosed; protection is given only to the expression of
the idea—not the idea itself.”).
123
17 U.S.C. § 102(b) (2012) (“In no case does copyright protection for an original
work of authorship extend to any idea, procedure, process, system, method of operation,
concept, principle, or discovery, regardless of the form in which it is described,
explained, illustrated, or embodied in such work.”).
124
See generally Boyden, supra note 120.
125
See Lastowka, supra note 47, at 504–05.
126
See id.
406 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
of Appeals for the Ninth Circuit held that tournament play of a
board game did not constitute an infringing public performance.
127
In doing so, the court noted that extending the term “play”
128
to
include “the playing of games” would place an “undue restraint on
consumers,” as it would allow board game publishers to essentially
“control when and where purchasers of games may play the
games.”
129
Further, the court noted “[t]his doctrine of merger is
particularly applicable with respect to games ‘since they consist of
abstract rules and play ideas.’”
130
Ultimately, the court examined
the statutory definition of “perform”—as used in section 106(4)
131
and originally defined in section 101
132
—and determined, in a
somewhat conclusory manner, that “games are meant to be
‘played.’”
133
Consequently, the court held that tournament play of
a board game did not fall within the meaning of a “public
performance” as defined by the Copyright Act.
134
127
89 F.3d 614, 616 (9th Cir. 1996).
128
As used in the section 101 definition of “perform” to determine what constitutes a
“public performance” under section 106(4) of the Copyright Act. See 17 U.S.C.
§§ 101, 106(4).
129
Allen, 89 F.3d at 616.
The term ‘play’ has not been extended to the playing of games. To do
so would mean interpreting the Copyright Act in a manner that would
allow the owner of a copyright in a game to control when and where
purchasers of games may play the games and this court will not place
such an undue restraint on consumers.
Id.
130
Id. at 617 (quoting Midway Mfg. Co. v. Bandai-Am., Inc., 546 F. Supp. 125, 148
(D.N.J. 1982)).
131
17 U.S.C. § 106(4) (providing that under the fourth prong of section 106 of the
Copyright Act, the owner of the copyright over an audiovisual work has the exclusive
right “to perform the copyrighted work publicly.” (emphasis added)).
132
Id. § 101 (providing that to “perform” means “to recite, render, play, dance, or act” a
work (emphasis added)).
133
See Allen, 89 F.3d at 616.
134
See id. (“In applying these statutory definitions [of ‘publicly’ and ‘perform’], we
conclude that the playing of a game is not a ‘performance’ within the meaning of the
Copyright Act.”). Note, however, that one court explicitly held that merely playing an
arcade game constitutes a public performance. See Red Baron-Franklin Park, Inc. v. Taito
Corp., 883 F.2d 275, 279 (4th. Cir. 1989). Nonetheless, that decision has come under
intense scrutiny. See, e.g., 2 N
IMMER ON COPYRIGHT § 8.15[I] (2017) (“[T]he Fourth
Circuit’s reasoning in Red Baron is itself sufficiently deficient that the case’s reasoning
should be rejected on its own merits.”); Boyden, supra note 120, at 473, n.199.
2018] LET'S PLAY 407
This conclusory holding, however, does not explicitly
overshadow early debates about the idea-expression dichotomy
and the issue of merger in the murkier realm of video gameplay.
One such debate took place in M. Kramer Manufacturing Co., Inc.
v. Andrews,
135
in which the U.S. Court of Appeals for the Fourth
Circuit overturned the lower court’s decision that the video game
at issue “was not copyrightable because it was a ‘system or manner
of playing a game,’” falling within the exceptions of section
102(b).
136
The Fourth Circuit looked first to the legislative history,
noting that it reflected an intent for section 102(b) to merely codify
precedent, and not to “enlarge[] or contract[] the scope of
copyright protection under the present law.”
137
The ultimate intent
of section 102(b) was to make clear that the expressive elements in
a computer program—as distinct from the processes or methods—
are copyrightable,
138
“whether represented in a video game or
otherwise.”
139
As the Fourth Circuit noted, this holding comported
with notable earlier cases upholding the copyrightability of
operating systems, notwithstanding arguments that they were
uncopyrightable processes or methods of operation.
140
These earlier cases seem to focus more generally on whether
computer programs were per se uncopyrightable as systems.
141
The
Fourth Circuit then expanded the umbrella of computer programs
to include video games, noting that the copyright thereby extends
to the audiovisual elements of a video game, which are an
extension of the expression of the programmer-author.
142
135
783 F.2d 421 (4th Cir. 1986).
136
Id. at 434.
137
Id. Boyden argues this is too narrow of an interpretation, as the precedent construes
each of the words delineated in section 102(b)—e.g., idea, process, system, etc.—to mean
“idea” as distinct from “expression,” meaning that all of the examples but “idea” in this
section are superfluous verbiage. Boyden, supra note 120, at 460.
138
See M. Kramer Mfg. Co., 783 F.2d at 434.
139
Id. at 435.
140
See id.
141
See id. (“[R]ecent cases . . . have held that computer programs[] are not to be denied
copyrightability as a ‘process,’ or ‘system,’ precluded from registration under
section 102(b).” (footnote omitted)).
142
See id. (noting that “all computer programs [whether in a video game or other
work] . . . are designed to operate a machine in such a way as to ultimately produce some
useful communication . . . i.e., to express” (emphasis in original) (quoting Apple
408 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
Importantly, the court makes little of the distinction between the
nonliteral and clearly copyrightable elements as they exist
statically (e.g., characters and maps), versus the dynamic,
nonliteral elements
143
(i.e., the real-time interaction between these
static elements) that comprise an instance of gameplay.
144
The
court merely noted that the idea of the game is not protected, but
the “shapes, sizes, colors, sequences, arrangements and sounds
[that] provide[] something new or additional over the idea are
protected.”
145
Consequently, courts today might be willing delve
deeper into whether this conclusion necessarily means that an
instance of real-time gameplay is copyrightable.
The question, therefore, is to what extent does the application
of a state machine (i.e., a system) to a set of discrete, static,
copyrightable elements yield a copyrightable audiovisual output?
The answer depends on the extent to which courts view the real-
time audiovisual output of the underlying state machine as
comprising some new or additional expression over the
uncopyrightable elements of the system.
146
For instance, a court
may apply the Second Circuit’s abstraction-filtration-comparison
test to determine which aspects of real-time audiovisual gameplay
are actually protected.
147
This test proposes that, in order to
determine which elements of a computer program are
copyrightable, one should: (1) “break down the . . . program into
its constituent structural parts” (i.e., abstraction); (2) examine each
part for uncopyrightable ideas, “expression that is necessarily
incidental to those ideas,” or “elements that are taken from the
public domain” (i.e., filtration); and then (3) compare the
Comput., Inc. v. Formula Int’l, Inc. 775, 780 (C.D. Cal. 1983), aff’d, 725 F.2d 521
(9th Cir. 1984))).
143
See MDY Indus., LLC v. Blizzard Entm’t, Inc., 629 F.3d 928, 942–43 (9th Cir.
2010) (describing, as it pertains to WoW, the “real-time experience of traveling through
different worlds, hearing their sounds, viewing their structures, encountering their
inhabitants and monsters, and encountering other players” as “[the game’s] dynamic non-
literal elements” (emphasis added)).
144
See M. Kramer Mfg. Co., 783 F.2d at 435.
145
See id. (alteration in original) (internal quotation marks omitted) (quoting Atari, Inc.
v. N. Am. Phillips Consumer Elecs., Corp., 672 F.2d 607, 617 (7th Cir. 1982)).
146
See, e.g., id. at 435–36.
147
See, e.g., Comput. Assocs. Int’l, Inc. v. Altai, Inc., 982 F.2d 693, 706 (2d Cir. 1992).
2018] LET'S PLAY 409
expression that remains with “the allegedly infringing program”
(i.e., comparison).
148
Particularly, this inquiry focuses on which
expressive elements survive the filtration step.
149
Specifically,
courts should look to see if using a system—which merely dictates
responses to inputs—to produce audiovisual displays comprised of
these responses is expressive, in sum, when such responses are
carried out by discrete, expressive elements. For example, consider
a sand-box game that comprises: an expressive, surreal world; an
expressive, alien-like character; and the application of impeccably
realistic, earth-like physics. Looking at each independently, the
first two are obviously copyrightable, while the latter is not.
150
But
what about the real-time interactions of the first two, as dictated by
the latter—the earth-like physics? Currently, courts seem reluctant
to preclude particular expressions in the presentation of even more
functional
151
software from copyrightability.
152
Therefore, it seems
likely that courts will continue to maintain that the audiovisual
output of a video game system is simply a “particular expression of
[the] system,” allowing real-time gameplay to continue to qualify
as copyrightable expression.
153
However, this analysis may grow
more complicated, as even the elements of video games that may
be perceived as expression—such as maps and environments—are
increasingly created using elaborate systems of rules to enable
unfathomably large universes.
154
148
See id.
149
See id.
150
The underlying portions of the code might be, but in a non-literal sense it is not.
151
To distinguish from the more recreational software that are video games.
152
See Am. Dental Ass’n v. Delta Dental Plans Ass’n, 126 F.3d 977, 980 (7th Cir.
1997) (“A dictionary cannot be called a ‘system’ just because new novels are written
using words, all of which appear in the dictionary. Nor is word-processing software a
‘system’ just because it has a command structure for producing paragraphs.”).
153
See Oracle Am., Inc. v. Google Inc., 750 F.3d 1339, 1366 (Fed. Cir. 2014) (citing
Toro Co. v. R & R Prods. Co., 787 F.2d 1208, 1212 (8th Cir. 1986)).
154
See Simon Parkin, No Man’s Sky: The Game Where You Can Explore [Eighteen]
Quintillion Planets, G
UARDIAN (July 12, 2015), https://www.theguardian.com/
technology/2015/jul/12/no-mans-sky-18-quintillion-planets-hello-games
[https://perma.cc/Z7FR-ZT24] (describing a game featuring “a universe created by
mathematical rules rather than an artist’s eye and imagination”). It is true this game
suffered issues at launch associated with claims that the number of planetary variations
was wildly overstated. See Sam Machkovech, No Man’s Sky Creator Describes Issues
with Launch, Crashes, Money, A
RSTECHNICA (Mar. 2, 2017), https://arstechnica.com/
410 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
D. Fixation
The question of whether these particular expressions are
sufficiently fixed still remains.
155
Copyright extends only to those
works “fixed in [a] tangible medium of expression.”
156
A common
argument in the early arcade cases closely tracked the arguments
involving authorship and originality: contending that the player
interactivity and the differing sequences of audiovisuals essentially
demonstrated that there was no “fixed” audiovisual work eligible
for protection.
157
Specifically, the alleged infringers argued that
because “there is no set or fixed performance” and “the video
game generates or creates ‘new’ images each time,” the game is
“transient, and cannot be ‘fixed.’”
158
However, courts did not agree
with this reasoning.
159
For example, the Second Circuit noted that,
while “some of [a video game’s] sights and sounds will not be seen
and heard during each play of the game[,] . . . the images remain
fixed, capable of being seen and heard each time.”
160
Consequently, courts generally agreed that a video game
constitutes an “audiovisual work [that] is permanently embodied in
gaming/2017/03/sean-murray-unveils-hello-labs-will-incubate-more-procedural-tech-
games/ [https://perma.cc/M7AY-NGZR]. Nonetheless, it illustrates the underlying idea
that games may be increasingly relying on mathematical content-generation systems.
155
As defined by the Copyright Act:
A work is “fixed” in a tangible medium of expression when its
embodiment in a copy or phonorecord, by or under the authority of
the author, is sufficiently permanent or stable to permit it to be
perceived, reproduced, or otherwise communicated for a period of
more than transitory duration. A work consisting of sounds, images,
or both, that are being transmitted, is “fixed” for purposes of this title
if a fixation of the work is being made simultaneously with
its transmission.
17 U.S.C. § 101 (2012).
156
Id. § 102(a).
157
See, e.g., Williams Elecs., Inc. v. Artic Int’l, Inc., 685 F.2d 870, 874 (3d Cir. 1982);
Stern Elecs., Inc. v. Kaufman, 669 F.2d 852, 855–56 (2d Cir. 1982).
158
Williams Elecs., Inc., 685 F.2d at 874.
159
See, e.g., id.; Stern Elecs., Inc., 669 F.2d at 856; Midway Mfg. Co. v. Dirkschneider,
543 F. Supp. 466, 480 (D. Neb. 1981) (“[I]t is clear that the plaintiff’s audiovisual works
are fixed in the printed circuit boards. The printed circuit boards are tangible objects from
which the audiovisual works may be perceived for a period of time
more than transitory.”).
160
Stern Elecs., Inc., 669 F.2d at 856 (emphasis added).
2018] LET'S PLAY 411
a material object, the memory devices, from which it can be
perceived with the aid of the other components of the game.”
161
As with the discussions surrounding the authorship argument,
the courts seemed to focus on the “[t]he repetitive sequence of a
substantial portion of the sights and sounds” that allowed video
game audiovisuals to qualify for copyright protection.
162
Therefore, as with authorship, the increased complexity of newer
video games
163
may cause courts to reconsider their previous logic
that a “substantial” portion of the audiovisuals recur with each
play, allowing a game to be sufficiently fixed.
164
Nevertheless,
there is a more technical issue unique to fixation that may
supplement this discussion. Previously, “memory devices,”
165
which enabled the audiovisual displays to be sufficiently fixed,
were a part of printed circuit boards that were the pervasive
method of distributing arcade games.
166
In early arcade games, the
game was physically designed into the hardware, and, as the
technology matured, was later coded into read-only memory
present on the program boards.
167
Today, most video games are
played on devices with volatile, random-access memory (“RAM”).
161
See, e.g., Williams Elecs., Inc., 685 F.2d at 874 (quoting Stern Elecs., Inc., 669 F.2d
at 856) (internal quotation marks omitted); Dirkschneider, 543 F. Supp. at 480 (“The
printed circuit boards are tangible objects from which the audiovisual works may be
perceived for a period of time more than transitory. The fact that the audiovisual works
cannot be viewed without a machine does not mean the works are not fixed.”).
162
Stern Elecs., Inc., 669 F.2d at 856 (“Nevertheless, many aspects of the sights and the
sequence of their appearance remain constant during each play of the game.”).
163
Compare Klaus Scholz, Arcade - Scramble 1981 (HD), YOUTUBE (Oct. 28, 2010),
https://www.youtube.com/watch?v=m-PDf1Su6gA [https://perma.cc/2Q3E-9CZN]
(showing the specific game at issue in Stern Elecs., Inc., which is an arguably simplistic,
two-dimensional space shooter), with KingofCasual, World of Warcraft Gameplay 2014 -
Better Quality | Level 90 Boost, Y
OUTUBE (Mar. 17, 2014), https://www.youtube.com/
watch?v=_uCG5bkprOc [https://perma.cc/RA9D-THYW] (showing three-dimensional
gameplay with intricate graphics and greater player interaction in a large,
open-world format).
164
See supra discussion in Section II.B.
165
See Stern Elecs., Inc., 669 F.2d at 856.
166
See, e.g., ATARI, ASTEROIDS: OPERATION MAINTENANCE AND SERVICE MANUAL 24,
fig. 16 (1979), https://www.mikesarcade.com/arcade/manuals.html [https://perma.cc/
3TFG-QYP6] (portraying the printed circuit board (PCB) schematic of the video game,
Asteroids, as it was permanently printed onto the hardware that was distributed inside the
arcade console).
167
See id.
412 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
Moreover, many video games involve extensive use of servers to
enable multiplayer capability, adding further complexity to the
question of fixation.
168
This latter fact adds a level of complexity
for a copyright analysis, specifically as it pertains to multiplayer
games such as RTSs or MMORPGs.
It is true that, with any game, all of the possible discrete sights
and sounds are stored in some manner in a fixed form on a disc or
hard drive. Still, with a MMORPG such as WoW, potential
defendants may argue that the perceived audiovisual work exists
merely in RAM and across various servers, as the players’
movements and interactions are communicated to a server and vice
versa. The Ninth Circuit approached the complexity of RAM in
MAI Systems Corp. v. Peak Computer, Inc., finding that a
temporary copy of a program existing in RAM was sufficiently
fixed to constitute infringement.
169
However, this had to do with
whether a copy in RAM was sufficiently fixed to infringe a work
that was already fixed and copyrighted—meaning the literal copy
in RAM was an entire duplicate of the fixed, literal work, and
would persist ad infinitum until the program was closed.
170
Here,
the question is whether the dynamic, non-literal elements of real-
time video game play are sufficiently fixed to be
eligible for copyright.
It is possible that courts may not view new games any
differently than precedent, noting that, as before, all of the
potential sights and sounds that form a sequence of images making
up an audiovisual work are stored within the fixed medium through
which the game is distributed, and the experience is substantially
similar from play to play.
171
Moreover, in the age of the internet,
168
See, e.g., Cartoon Network LP v. CSC Holdings, Inc., 536 F.3d 121, 125, 129–30
(2d Cir. 2008) (noting how the fact that the technology at issue involves “a complex
system requiring numerous computers, processes, networks of cables” complicates the
fixation analysis (quoting Twentieth Century Fox Film Corp. v. Cablevision Sys. Corp.,
478 F. Supp. 2d 607, 612 (S.D.N.Y. 2007))).
169
See MAI Sys. Corp. v. Peak Comput., Inc., 991 F.2d 511, 518 (9th Cir. 1993)
(holding that a representation of a computer program “created in the RAM is ‘sufficiently
permanent or stable to permit it to be perceived, reproduced, or otherwise communicated
for a period of more than transitory duration’”).
170
See id.
171
See, e.g., Stern Elecs., Inc., v. Kaufman, 669 F.2d 852, 856 (2d Cir. 1982).
2018] LET'S PLAY 413
courts may still find that all parts of the work are sufficiently
fixed—whether locally on the gaming device or remotely on
servers—such that the work in total is eligible for protection.
172
Undoubtedly, today’s games are significantly more complex,
particularly in light of the fact that much of the interactive
experience hinges upon the performances of competing players.
Therefore, “many aspects of the sights [of a game] and the
sequence of their appearance” may no longer be viewed as
“remain[ing] constant during each play.”
173
Rather, the ever-
changing interactions between the multiple players prevent these
games from containing such “repetitive sequence[s] of . . . sights
and sounds.”
174
The U.S. Court of Appeals for Second Circuit, in
Stern Electronics, Inc. v. Kaufman, referred to audiovisual displays
that were “capable of being seen and heard”—specifically,
portions of the game that you could eventually experience if you
made it that far into the level.
175
Today, there is a virtually limitless
series of sights and sounds capable of being portrayed, depending
on the countless interactions with the large quantity of other player
characters. In light of this, one could argue that the sets of sights
and sounds ultimately experienced merely exist in a buffer on the
RAM, and are thereby ineligible for copyright.
176
This would mean
that these massively multiplayer online (“MMO”) games are not
necessarily fixed at the outset, with the actual gameplay being
quite fleeting—in stark contrast with gameplay that was fixed in an
arcade machine’s printed circuit board.
172
See id. at 855 n.4 (“Whether located in the PROM prepared for this particular game
or elsewhere in the total assembly, all portions of the program, once stored in memory
devices anywhere in the game, are fixed in a tangible medium within the meaning
of the Act.”).
173
Id.
174
Id.
175
See id. at 856 (emphasis added) (“[T]he images remain fixed, capable of being seen
and heard each time a player succeeds in keeping his spaceship aloft long enough to
permit the appearances of all the images and sounds of a complete play of the game.”).
176
See Cartoon Network LP v. CSC Holdings, Inc., 536 F.3d 121, 129–30 (2d Cir.
2008) (declining to extend MAI, and holding that a video stream buffer existed on a
computer for too transitory of a period to qualify as a directly infringing copy).
414 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
III. POTENTIAL CONSEQUENCES
A. Copyright Registration
Notwithstanding this fixation argument, a particular instance of
gameplay becomes fixed once uploaded or, possibly, transmitted
via a live stream.
177
Similarly, even if the system is treated such
that copyright cannot attach at the outset to the entirety of the
audiovisuals capable of being produced, a discrete instance of
gameplay recorded as a single audiovisual may be eligible for
copyright protection.
178
However, there remains the issue of
copyright registration for these fixed streams, and the benefits
conferred to registered works—such as the ability to sue for
infringement
179
or, more significantly, the ability to issue a DMCA
takedown request.
180
Even if the publishers held copyrights in
audiovisual works deemed fixed by the content creators,
registering every single stream a publisher wished to monetize or
take down could incur large transaction costs. Consequently, as a
practical matter, they would have far less ability to
control their dissemination.
177
See 17 U.S.C. § 101 (2012). Therefore, if publishers began to, in concert with
hosting the game, permanently store data relating to player movements and gameplay
(such that the audiovisuals could be reproduced) for a particular instance of play, they
could argue that they were effectively simultaneously fixing all instances of gameplay.
Alternatively, they could physically store the audiovisual displays, but this would require
a lot of storage.
178
Assuming the player contribution does not amount to authorship, the rights could
vest in the publisher under the theory that the publisher-author is implicitly authorizing
the fixation of the gameplay. See id. (providing that a work must be sufficiently fixed “by
or under the authority of the author” for the fixation to qualify the work for copyright
eligibility (emphasis added)).
179
See id. § 411(a) (“[N]o civil action for infringement of the copyright in any [U.S.]
work shall be instituted until preregistration or registration of the copyright claim has
been made in accordance with this title.”).
180
See, e.g., Schneck v. Orosz, No. 3:13-CV-0294, 2013 WL 5963557, at *10 (M.D.
Tenn. Nov. 7, 2013) (“Under the circumstances presented, and in the absence of a
persuasive alternative construction of the DMCA and [section] 411(a), the court finds
that the DMCA does not displace [section] 411(a)’s registration requirement or the
registration approach.”).
2018] LET'S PLAY 415
B. Derivative Works
While fixation is ultimately resolved when the content creator
uploads a stream, what if publishers failed to maintain
copyrightability under the other two theories—i.e., authorship or
idea/expression dichotomy? In that case, publishers would likely
still seek to continue control of these markets by arguing that these
streams constitute derivative works.
181
In narrowing the
“overbroad” language of the statute, the Ninth Circuit held that “in
order to qualify as a derivative work,” a work “must exist in a
‘concrete or permanent form,’” and “must substantially incorporate
protected material from the preexisting work.”
182
There is
disagreement over whether this requirement is actually
necessary,
183
but the Ninth Circuit’s analysis is the more stringent
one, and is therefore, important for publishers to consider when
looking to maintain control under a derivative work theory. While
the streams contain none of the literal, copyrighted code
underlying the game, they are still made up mostly of the discrete
copyrightable audiovisual elements.
184
Because it is likely these
181
According to the Copyright Act:
A “derivative work” is a work based upon one or more preexisting
works, such as a translation, musical arrangement, dramatization,
fictionalization, motion picture version, sound recording, art
reproduction, abridgment, condensation, or any other form in which a
work may be recast, transformed, or adapted. A work consisting of
editorial revisions, annotations, elaborations, or other modifications
which, as a whole, represent an original work of authorship, is a
“derivative work.”
17 U.S.C. § 101. Further, under section 106(2), the right to prepare derivative works is
one of the exclusive rights enjoyed by a copyright holder. See id. § 106(2). Such an
argument, however, similarly presents the issues addressed in Section III.A regarding
registration. Nonetheless, if the theory is that the gameplay is a derivative work of the
underlying, registered code, then there is no registration issue. Alternatively, publishers
could still selectively register and enforce the copyrights of the derivative works.
182
Micro Star v. FormGen Inc., 154 F.3d 1107, 1110 (9th Cir. 1998) (quoting Lewis
Galoob Toys, Inc. v. Nintendo of Am., Inc., 964 F.2d 965, 967 (9th Cir. 1992)).
183
See, e.g., The Family Movie Act of 2004: Hearing on H.R. 4586 Before the
Subcomm. on Courts, the Internet, and Intellectual Prop. of the H. Comm. on the
Judiciary, 108th Cong. 14 (statement of Marybeth Peters, Register of Copyrights, U.S.
Copyright Office) (“I believe that fixation should not be required in order to infringe the
derivative work right in cases where there is a derivative public performance.”).
184
See, e.g., jackfrags, BATTLEFIELD 1 ASSAULT GAMEPLAY - Insane Graphics!,
Y
OUTUBE (June 13, 2016), https://www.youtube.com/watch?v=X8UB9LVhh6A
416 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
streams substantially incorporate protected material from the
preexisting work, the question of permanence of the derivative
work is the more interesting one.
Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. originally
articulated this question of permanence. The Ninth Circuit found
that the augmented audiovisual displays arising from a hardware
kit that sped up a video game system’s gameplay were not
sufficiently concrete or permanent to qualify as a derivative
work.
185
In contrast, uploaded video streams of gameplay are more
clearly concrete and permanent. Less clear, however, is how
concrete and permanent courts would view a live stream.
186
If courts were to look to the fixation element of section
102(a)
187
to determine the permanence of a potentially infringing
derivative work—as the Ninth Circuit has when applying a fixation
element to directly infringing copies
188
—a transmission with
simultaneous fixation would certainly be concrete and permanent
enough to qualify as a derivative work, assuming it substantially
incorporates protected material.
189
Without simultaneous fixation
of the transmission, live streaming may be too “transitory” in
nature to incorporate the original work in enough of a “concrete or
permanent” form to qualify as a derivative work if it only exists in
a series of computer buffers.
190
Because public performance and
derivative works are separate rights within section 106, it is not
entirely clear if this unfixed public performance derived from the
original work would be infringing.
191
Due to the explicit lack of a
“fixation” requirement for derivative works, it is likely that courts
would be unwilling to extend the judicially created “concrete or
permanent form” requirement so far as to permit unauthorized
(displaying the artfully created map as well as other, discrete, expressive elements that
comprise an instance of gameplay).
185
Lewis Galoob Toys, Inc. v. Nintendo of Am., Inc., 964 F.2d 965, 969
(9th Cir. 1992).
186
See supra note 178 and accompanying text.
187
See 17 U.S.C. § 102(a) (2012).
188
See, e.g., MAI Sys. Corp. v. Peak Comput., Inc., 991 F.2d 511, 518 (9th Cir. 1993).
189
See supra note 161 and accompanying text.
190
See Cartoon Network LP v. CSC Holdings, Inc., 536 F.3d 121, 129–30
(2d Cir. 2008).
191
See 17 U.S.C. § 106.
2018] LET'S PLAY 417
public performances of a work that, while unfixed, substantially
incorporates protected material.
192
Moreover, any argument
attempting to argue that these derivative works are implicitly
authorized is easily rendered moot by noting the ToSs often
explicitly preclude the content creators from having any control
over uses of the output of the game.
193
IV. POLICY CONSIDERATIONS
One driving factor behind the Ninth Circuit’s holding in
Galoob was that “technology often advances by improvement
rather than replacement,” noting that the alleged derivative work
does not supplant demand for the preexisting work.
194
Much debate
in copyright law, as with all areas of intellectual property, centers
on the competing utilitarian concerns of promoting creativity,
while at the same time not unduly impinging the ability of others to
build upon this creativity. Such considerations will likely be at the
center of any discussions involving the downstream rights of video
game audiovisual displays. Specifically, policy implications may
be important because, while there is a concern of under-
incentivizing creativity by precluding publishers’ rights in
unforeseen or downstream uses of their works, it does not
necessarily follow that the mere existence of these markets
automatically allows rights to vest in the publisher.
195
It becomes necessary, therefore, to weigh these competing
concerns. On one hand, publisher control over these downstream
uses of video games may not just benefit the game creators, but
may also have positive externalities for the end-users as well. For
example, perhaps in part due to the ability for publishers to control
192
See generally Tyler T. Ochoa, Copyright, Derivative Works and Fixation: Is Galoob
a Mirage, or Does the Form (GEN) of the Alleged Derivative Work Matter?, 20 S
ANTA
CLARA COMPUTER & HIGH TECH L.J. 991 (2004) (discussing contradictions inherent in
the question of whether derivative works must be fixed to be infringing).
193
See League of Legends Terms of Use, supra note 64.
194
Lewis Galoob Toys, Inc. v. Nintendo of Am., Inc., 964 F.2d 965, 969
(9th Cir. 1992).
195
See Int’l News Serv. v. Associated Press, 248 U.S. 215, 246 (1918) (Holmes, J.,
dissenting) (“Property, a creation of law, does not arise from value, although
exchangeable—a matter of fact.”).
418 FORDHAM INTELL. PROP. MEDIA & ENT. L.J. [Vol. XXVII:381
their ecosystems and profit from a game after the initial sale, a
tremendous rise in free-to-play games has emerged.
196
Many
popular games such as Dota 2, LoL, and Hearthstone, are
distributed free of charge,
197
which is probably a utility that would
not exist if publishers were unable to capitalize on these
downstream uses. This is likely why publishers and gamers enjoy a
symbiotic relationship—at least with regards to many of the games
discussed in this Article. Moreover, with video games and
uploaded gameplay, there is less concern over lock-in effects than
there is with the audiovisuals of more utilitarian software—such as
the user interface of a word processor.
198
Conversely, the primary impetus for copyright law in the first
place is to promote creativity and progress.
199
Overprotection of
audiovisual displays may run afoul of these utilitarian purposes.
Further buttressing this concern, there is a related policy argument
that could be instrumental in shaping the landscape of video game
streaming. The pervasive use of contracts of adhesion to contract
away fair use—to the extent that these clauses will not be
preempted by federal copyright law—could lead to an
impingement of uses that are fair yet still violate a clause in a
contract of adhesion.
200
Therefore, greater concerns regarding
preempting the contracting away of fair uses generally, not just in
the context of video games, may lead to a shift favoring
content creators.
CONCLUSION
Given the recent developments in video game consumption,
copyright law, as applied to video game audiovisual displays, is
ripe for revisiting. If courts were to apply precedent from litigation
in the 1980s to video games as they exist today, the idea that
196
See Eva-Maria Scholz, Business Models for Digital Goods: Video Games (Free-to-
Play Games), IP
DIGIT (Mar. 18, 2015), http://www.ipdigit.eu/2015/03/business-models-
for-digital-goods-video-games-free-to-play-games/ [https://perma.cc/REQ2-X365].
197
See id.
198
See supra note 27 and accompanying text.
199
See U.S. CONST. art. I, § 8, cl. 8.
200
See supra Section II.A.
2018] LET'S PLAY 419
copyright protection automatically attaches to any and all
audiovisual displays generated by a game may not hold true. The
strongest argument potential defendants have is that their
interaction with the game precludes copyrightability for the
audiovisual displays due to a lack of “original authorship” on the
part of the publishers. Moreover, defendants could also argue that
games are uncopyrightable systems. However, it is likely that the
audiovisuals created by publishers constitute enough expression
beyond the underlying system to defeat this argument.
Nonetheless, potential defendants would further note that, given
their complexity today and their dispersed nature in light of the
internet, video games are not sufficiently fixed to allow for
copyright. This argument appears similarly ineffective because,
notwithstanding registration issues, the individual instances of
gameplay are sufficiently fixed in video-on-demand, and could be
simultaneously fixed with regard to live streaming.
201
If either of the latter two theories work in favor of potential
defendants—meaning the copyright does not attach to audiovisuals
at the outset—then there is additionally the issue of registration for
those later-fixed audiovisual displays, which is necessary for the
use of DMCA takedowns. Nonetheless, publishers could still have
considerable control through a derivative work theory. Ultimately,
because potential defendants in this case often contract away their
fair use rights, publishers will likely retain a significant amount of
control over most types of games under current precedent. The
authorship/originality argument is the most capable, at the
moment, of disrupting this status quo.
201
See supra note 178 and accompanying text.