创造电子游戏历史:电子游戏保护和版权法

Q3 Social Sciences
Yin Harn Lee
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引用次数: 3

摘要

老式视频游戏的持续可访问性受到其操作的硬件和软件平台过时以及存储它们的物理介质退化的威胁。这使得电子游戏保护成为文化遗产机构日益关注的话题。然而,现有的保护技术,如迁移和模仿,在版权法下引发了许多问题,因为它们涉及权利持有人的排他性权利以及对规避TPM的保护。由于很难找到特定视频游戏的版权持有者,这种情况更加严重。尽管如此,文化遗产机构仍然可以利用当前版权框架内的一些灵活性,特别是与逆向工程、反编译、文化保护和孤儿作品有关的例外情况,开始电子游戏保护工作。从长远来看,该行业可能有必要与视频游戏行业进行更密切的合作,并为立法改革进行游说。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Making videogame history: videogame preservation and copyright law
The continued accessibility of older videogames is threatened by the obsolescence of the hardware and software platforms on which they operate and the degradation of the physical media on which they are stored. This has made videogame preservation a topic of increasing concern to cultural heritage institutions. However, established preservation techniques, such as migration and emulation, raise numerous issues under copyright law, as they implicate rightholders' exclusive rights as well as protections against the circumvention of TPMs. This is exacerbated by the difficulty of locating the rightholders for a given videogame. Notwithstanding this, cultural heritage institutions may still take advantage of some flexibilities within the current copyright framework, in particular the exceptions relating to reverse engineering, decompilation, cultural preservation and orphan works, in order to begin the work of videogame preservation. In the longer term, it may be necessary for the sector to collaborate more closely with the videogame industry and to lobby for legislative reform.
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