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網(wǎng)絡(luò)游戲直播平臺的游戲視頻版權(quán)問題研究

發(fā)布時間:2018-05-08 00:21

  本文選題:游戲直播視頻 + 合理使用 ; 參考:《寧波大學》2017年碩士論文


【摘要】:伴隨著我國網(wǎng)絡(luò)游戲產(chǎn)業(yè)的飛速發(fā)展,熊貓、虎牙、龍珠等游戲直播平臺如雨后春筍般涌出,并形成了相對完善的產(chǎn)業(yè)體系。隨之而來的是網(wǎng)絡(luò)游戲直播產(chǎn)業(yè)在法律保護上出現(xiàn)了許多問題,主要是因為網(wǎng)絡(luò)游戲直播產(chǎn)業(yè)主體比較復雜,我國著作權(quán)法上對此并無明確規(guī)定,并且我國對于作品獨創(chuàng)性的認定上沒有統(tǒng)一有效的標準。我們認為有必要去論證網(wǎng)絡(luò)游戲直播平臺的游戲視頻是否是著作權(quán)法意義上的作品以及此類視頻傳播是否具有合理性與合法性;對網(wǎng)絡(luò)游戲視頻根據(jù)其特點進行分類并分類論證其權(quán)利屬性,并厘清不同類型網(wǎng)絡(luò)游戲直播過程中所產(chǎn)生的游戲視頻權(quán)利歸屬,通過法律來保護網(wǎng)絡(luò)游戲平臺游戲視頻的相關(guān)權(quán)益,以促進其產(chǎn)業(yè)蓬勃發(fā)展。筆者將對上述問題進行討論。第一部分,探尋網(wǎng)絡(luò)游戲直播平臺游戲直播視頻的發(fā)展脈絡(luò),講述游戲平臺的起源,提出網(wǎng)絡(luò)游戲平臺直播視頻這一概念;其次,以游戲視頻的發(fā)展為核心,拓展出世界幾個發(fā)達國家網(wǎng)絡(luò)游戲直播平臺直播視頻的發(fā)展現(xiàn)狀,以期為后文的進一步論述明確方向。第二部分,探討網(wǎng)絡(luò)游戲平臺游戲直播視頻的主播是否構(gòu)成對游戲作品的合理使用。筆者認為對游戲直播視頻涉及的版權(quán)的保護,可以借鑒美國《版權(quán)法》中的原理,來完善我國《著作權(quán)法》修訂草案送審稿第四十三條之規(guī)定;對網(wǎng)絡(luò)游戲直播視頻作者在網(wǎng)絡(luò)游戲平臺直播視頻是否是對于游戲軟件的合理使用,關(guān)鍵在于其直播的網(wǎng)絡(luò)游戲視頻是否具有“轉(zhuǎn)換型使用”,網(wǎng)絡(luò)游戲視頻作者的對于其權(quán)利主體地位的取得,要建立在該游戲視頻是對游戲軟件的合理使用以及游戲視頻具有獨創(chuàng)性的基礎(chǔ)上。筆者認為如果在網(wǎng)絡(luò)游戲平臺的主播沒有侵害網(wǎng)絡(luò)游戲軟件的著作權(quán)人受保護的利益的情況下,適當?shù)膶⑦@些行為納入到合理使制度中去。不能用“為個人學習、研究或者欣賞”的規(guī)定將合理使用的范圍固定,對于玩家在網(wǎng)絡(luò)上相互交流學習,就不需要游戲版權(quán)人的許可,甚至可以超出我國合理使用制度中對于適當性規(guī)定的范圍。第三部分,對網(wǎng)絡(luò)游戲直播視頻進行分類,具體分為:大型網(wǎng)絡(luò)游戲直播視頻、單機游戲直播視頻、對戰(zhàn)類游戲直播視頻。筆者從游戲軟件作者給予玩家游戲自由創(chuàng)作空間的大小入手,結(jié)合我國以及美國版權(quán)法制度分析了游戲視頻主播在著作權(quán)法地位。在第三部分中筆者著重分析了對戰(zhàn)類游戲直播視頻,將對戰(zhàn)類游戲視頻分為兩類,可將對戰(zhàn)類游戲視頻分為兩類分別進行討論。第四部分通過前文的分析,對各種不同類型的網(wǎng)絡(luò)游戲平臺直播視頻的分類討論,探索我國對于網(wǎng)絡(luò)游戲平臺直播視頻的保護困境。結(jié)合我國的實際情況進行分析,明確法律應保護的具體范圍,以及調(diào)整方向。
[Abstract]:With the rapid development of the online game industry in China, the Panda, Tiger teeth, Dragon Ball and other game broadcasting platform sprang up, and formed a relatively perfect industrial system. What follows is that there are many problems in the legal protection of the online game direct broadcast industry, mainly because the main body of the online game direct broadcast industry is relatively complex, which is not clearly stipulated in the copyright law of our country. And there is no uniform and effective standard for the originality of the works in our country. We think it is necessary to prove whether the video of the online game live broadcast platform is a work in the sense of copyright law and whether the dissemination of this kind of video is reasonable and legitimate; This paper classifies the online game video according to its characteristics, classifies and demonstrates its right attribute, and clarifies the right attribution of the game video generated during the live broadcast of different types of online games. To protect the rights and interests of online game platform video through the law, to promote the development of its industry. The author will discuss the above problems. In the first part, the author explores the development of the online game live video, narrates the origin of the game platform, and puts forward the concept of the online game platform live video. Secondly, the development of the game video as the core, This paper develops the current situation of the live video on the online game broadcasting platform in several developed countries in order to clarify the direction of the further discussion. In the second part, the author discusses whether the anchorman of the online game platform constitutes a reasonable use of the game works. The author believes that the protection of copyright involved in live video games can be used for reference from the principles of the United States copyright Law to improve the provisions of Article 43 of the revised draft of the copyright Law of China; Whether the author's live video on the online game platform is a reasonable use of the game software, the key lies in whether the live video of the online game has a "transformational use". The author of the online game video should be based on the rational use of the game software and the originality of the game video. The author thinks that if the anchorman of the online game platform does not infringe the interests of the copyright owner of the online game software, it should properly bring these behaviors into the reasonable system. You cannot use the "study, Research or appreciation for an individual" rule to fix the scope of reasonable use. For players to communicate with each other on the Internet, there is no need for the license of the game copyright owner. It can even exceed the scope of the proper provisions in the system of rational use of our country. In the third part, live video of online games is classified into three parts: live video of large-scale online game, live video of single game and live video of war game. The author starts with the size of the free creation space given by the author of the game software, and analyzes the position of the game video anchor in the copyright law combined with the copyright law system of our country and the United States. In the third part, the author focuses on the analysis of the live video of the war game, and divides the video of the war game into two categories, which can be divided into two categories respectively. The fourth part discusses the classification and discussion of different types of live video on the online game platform through the analysis above, and explores the protection dilemma of the live video on the online game platform in our country. According to the actual situation of our country, this paper clarifies the specific scope of legal protection and the direction of adjustment.
【學位授予單位】:寧波大學
【學位級別】:碩士
【學位授予年份】:2017
【分類號】:D923.41

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