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電子競技視頻直播著作權(quán)問題探析

發(fā)布時(shí)間:2018-08-22 16:06
【摘要】:電子競技游戲由游戲素材構(gòu)成的靜態(tài)電子競技和基于玩家操作形成的動態(tài)游戲畫面兩部分構(gòu)成。靜態(tài)電子競技是游戲開發(fā)者對不同游戲要素整體和部分的獨(dú)創(chuàng)性表達(dá),宜采取計(jì)算機(jī)軟件與藝術(shù)類作品雙重保護(hù)模式。玩家操作形成的游戲畫面相對于它所呈現(xiàn)的靜態(tài)電子競技不具有額外的獨(dú)創(chuàng)性,不構(gòu)成《著作權(quán)法》保護(hù)的"作品"。用戶不是游戲畫面的作者,不享有獨(dú)立的著作權(quán)。雖然動態(tài)游戲畫面不構(gòu)成作品,但包括動態(tài)游戲畫面、靜態(tài)游戲素材在內(nèi)的整個(gè)電子競技游戲具有區(qū)別于其他電子競技游戲的獨(dú)創(chuàng)性,應(yīng)受《著作權(quán)法》保護(hù)。根據(jù)錄制主體不同,電子競技直播視頻有專門機(jī)構(gòu)錄制的官方賽事和游戲玩家、主播自行錄制的游戲視頻兩種類型。大型電子競技賽事類似于電影作品,受《著作權(quán)法》保護(hù);游戲主播、玩家自行錄制的直播視頻獨(dú)創(chuàng)性不足,但對電子競技游戲的傳播發(fā)揮重要作用,受鄰接權(quán)保護(hù)。電子競技直播視頻對電子競技作品的使用符合《著作權(quán)法》第22條第2項(xiàng)規(guī)定的合理使用情形,將電子競技直播視頻中對整個(gè)電子競技作品的使用納入合理使用的范圍,更有利于促進(jìn)電競產(chǎn)業(yè)的發(fā)展。
[Abstract]:The electronic competitive game is composed of two parts: static electronic game which is composed of game material and dynamic game picture based on the player's operation. Static e-sports is the original expression of different game elements by game developers. It is appropriate to adopt the dual protection mode of computer software and art works. The game screen formed by the player's operation has no extra originality compared with the static electronic competition it presents, and does not constitute the "work" protected by the copyright Law. The user is not the author of the game screen and does not enjoy independent copyright. Although the picture of the dynamic game does not constitute a work, the whole e-competitive game, including the picture of the dynamic game and the material of the static game, has the originality which is different from other electronic competitive games, and should be protected by the copyright Law. According to the main body of recording, there are two types of video recorded by the host, such as the official games and game players recorded by the specialized agencies, and the game videos recorded by the anchors themselves. Large-scale e-sports events are similar to movie works and protected by the copyright Law. The game anchorman and the live video recorded by players themselves are not original enough, but they play an important role in the dissemination of e-sports games and are protected by neighboring rights. The use of electronic sports live video in electronic sports works is in accordance with the reasonable use of article 22, item 2, of the copyright Law, and the use of the entire electronic sports works in the video of direct broadcast of electronic sports is included in the scope of reasonable use. More conducive to promoting the development of e-sports industry.
【作者單位】: 南開大學(xué)法學(xué)院;
【分類號】:D923.41
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本文編號:2197616

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