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電子競技游戲直播的著作權(quán)問題研究

發(fā)布時間:2018-04-15 03:34

  本文選題:電子競技游戲直播 + 著作權(quán) ; 參考:《廣東財經(jīng)大學(xué)》2017年碩士論文


【摘要】:伴隨著我國近幾年電子競技游戲的火熱發(fā)展,我國電子競技游戲直播異軍突起,經(jīng)濟效益和規(guī)模迅速增長,并積極帶動了相關(guān)的游戲產(chǎn)業(yè)的繁榮。其中,以電子競技游戲直播最為顯著,因游戲直播屬于新興起產(chǎn)業(yè)模式,引發(fā)了較多的爭議與糾紛。現(xiàn)行的著作權(quán)法對此亦缺乏相關(guān)的規(guī)定,使得實務(wù)中遇到的大量問題難以有效解決,許多與此相關(guān)的版權(quán)問題亟待法律法規(guī)予以明確。本文首先從現(xiàn)有的市場數(shù)據(jù)出發(fā),揭示近年電子競技游戲直播的火爆以及其產(chǎn)業(yè)經(jīng)濟效益的規(guī)模的基礎(chǔ)上,引出對電子競技游戲直播的著作權(quán)保護以及界定等相關(guān)問題的必要性與重要性。充分論述認定以動態(tài)畫面即視頻的形式存在的電子競技游戲直播視頻屬于著作權(quán)法上的作品,在此基礎(chǔ)上,從游戲作品本身固定的和臨時呈現(xiàn)的內(nèi)容的角度,對電子競技游戲直播視頻所歸屬的臨時呈現(xiàn)的內(nèi)容進行著作權(quán)法上的作品歸類以及相關(guān)權(quán)利的歸屬的劃分及對游戲玩家的角色與行為進行界定。最后,在充分論述以上問題的基礎(chǔ)上,對電子競技游戲直播的侵權(quán)問題進行初步探索和論述,并在最后提出電子競技游戲直播著作權(quán)保護的困境與完善的建議。本文試圖通過以上角度對電子競技游戲直播進行具體分析,希望能對于界定電子競技游戲直播相關(guān)權(quán)利和保護提供一些新的思路,促進游戲市場與產(chǎn)業(yè)的繁榮發(fā)展,同時對于我國知識產(chǎn)權(quán)立法的完善提出一些有益的參考與建議。
[Abstract]:With the hot development of electronic competitive games in China in recent years, the direct broadcast of electronic sports games in China has suddenly emerged, the economic efficiency and scale has increased rapidly, and has actively promoted the prosperity of the related game industry.Among them, live broadcast of electronic sports games is the most obvious, because it belongs to the newly emerging industry mode, it has caused more disputes and disputes.Due to the lack of relevant regulations in the current copyright law, a large number of problems encountered in practice are difficult to solve effectively, and many related copyright problems are urgently needed to be clarified by laws and regulations.Based on the existing market data, this paper first reveals the popularity of direct broadcast of electronic competitive games in recent years and the scale of its industrial economic benefits.This paper introduces the necessity and importance of copyright protection and definition of direct broadcast of e-sports games.It is fully discussed that the live video of electronic competitive games in the form of dynamic picture, that is, video, belongs to the works of copyright law. On this basis, from the angle of the fixed and temporary content of the game work itself,In this paper, the author classifies the content of the temporary presentation of the live video of the e-sports game in the copyright law, classifies the relevant rights, and defines the role and behavior of the gamer.Finally, on the basis of fully discussing the above problems, this paper makes a preliminary exploration and discussion on the infringement of direct broadcast of electronic competitive games, and finally puts forward the difficulties and suggestions for the protection of the copyright of live broadcast of electronic sports games.This paper attempts to make a concrete analysis of the direct broadcast of e-sports games from the above angles, hoping to provide some new ideas for defining the rights and protection of direct broadcast of e-sports games, and to promote the prosperity and development of the game market and industry.At the same time, some useful references and suggestions are put forward for the perfection of intellectual property legislation in China.
【學(xué)位授予單位】:廣東財經(jīng)大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2017
【分類號】:D923.41

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