{"title":"Owning E-Sports: Proprietary Rights in Professional Computer Gaming","authors":"D. Burk","doi":"10.17605/OSF.IO/BRMV7","DOIUrl":null,"url":null,"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.","PeriodicalId":48012,"journal":{"name":"University of Pennsylvania Law Review","volume":"161 1","pages":"1535-1578"},"PeriodicalIF":2.5000,"publicationDate":"2014-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"31","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"University of Pennsylvania Law Review","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.17605/OSF.IO/BRMV7","RegionNum":2,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
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.