Owning E-Sports: Proprietary Rights in Professional Computer Gaming

IF 2.5 2区 社会学 Q1 Social Sciences
D. Burk
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引用次数: 31

Abstract

Among the most significant commercial activities to emerge on the Internet, both in terms of revenue generated and numerical participation, has been multi-player gaming. Such Internet gaming increasingly includes professional play. These "e-sports" feature the structure of team owners, sponsorships, leagues, prize money, and star players that have long been familiar in physical sport competitions. But because these competitions are played in a virtual environment, control of rights to the matches is anything but familiar. E-sports play is typically mediated by proprietary software, raising a set of difficult issues regarding the licensing and control of professional matches and tournaments. As e-sports become increasingly established around the world, unsettled questions of copyright, right of publicity, and neighboring rights will need to be resolved among players, team owners, and developers of e-sports platforms.
拥有电子竞技:专业电脑游戏的所有权
在互联网上出现的最重要的商业活动中,无论是从产生的收入还是数字参与来看,都是多人游戏。这种网络游戏越来越多地包括职业游戏。这些“电子竞技”的特点是团队所有者、赞助、联盟、奖金和明星选手的结构,这些都是长期以来在体育比赛中所熟悉的。但由于这些比赛是在虚拟环境中进行的,所以对比赛版权的控制一点也不熟悉。电子竞技游戏通常是由专有软件调解的,这引发了一系列关于职业比赛和锦标赛的许可和控制的难题。随着电子竞技在全球范围内的发展,玩家、团队所有者和电子竞技平台开发商之间需要解决版权、宣传权和邻接权等悬而未决的问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.90
自引率
0.00%
发文量
1
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