{"title":"拥有电子竞技:专业电脑游戏的所有权","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":"{\"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}","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}
Owning E-Sports: Proprietary Rights in Professional Computer Gaming
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.