O. Woznica
{"title":"Video game streaming: how poor licensing undermines creators*","authors":"O. Woznica","doi":"10.4337/ielr.2022.01.03","DOIUrl":null,"url":null,"abstract":"This article tackles the phenomenon of video game streaming amidst a regulatory shift in the European Union towards the DSM Directive framework. The article offers a new perspective on a specific and economically significant industry fuelled by the growing exploitation of copyright-protected content amplified by the COVID-19 pandemic and global lockdowns. European scholars have previously studied video game streaming, however, this article offers a new approach focused on the licensing aspects. The article, thus, presents an attempt to capture the unique characteristics of the European digital market framed by the video game industry. The article discusses three separate topics, Article 17 of the DSM Directive, authorization practices, and the impacts of the DSM Directive framework on the video game streaming industry. First, the article analyses the legal shift and its implications on the video game streaming industry. Secondly, it seeks to identify broader ten-dencies in the video game streaming industry and particularly licensing practices. Finally, it analyses the position of video game streamers and possible room for improvement. The presented conclusions focus predominantly on identified licensing insufficiencies in the video game industry that put creators in a vulnerable position. Article 17 of the DSM Directive, subsequently, could bring about improvements to licence terms due to a shift in enforce-ment consequences from take-down to stay-down. © 2022, Edward Elgar Publishing Ltd.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Interactive Entertainment Law Review","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4337/ielr.2022.01.03","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0
电子游戏流媒体:糟糕的授权如何削弱创作者*
本文将讨论在欧盟向DSM指令框架的监管转变中电子游戏流媒体现象。这篇文章提供了一个新的视角来看待一个特定的、具有重要经济意义的行业,该行业受到COVID-19大流行和全球封锁加剧的对受版权保护内容的日益利用的推动。欧洲学者之前曾研究过电子游戏流媒体,但本文提供了一种专注于授权方面的新方法。因此,本文试图抓住欧洲电子游戏产业所塑造的数字市场的独特特征。本文讨论了三个独立的主题,DSM指令的第17条,授权实践,以及DSM指令框架对视频游戏流媒体行业的影响。首先,本文分析了法律的转变及其对视频游戏流媒体产业的影响。其次,它试图确定视频游戏流媒体行业更广泛的趋势,特别是授权实践。最后,分析了电子游戏流媒体的地位和可能的改进空间。所呈现的结论主要集中在电子游戏行业中已确定的授权不足,这使创作者处于弱势地位。随后,DSM指令第17条可能会改善许可证条款,因为执法后果从删除到保留。©2022,爱德华·埃尔加出版有限公司
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