Jeremy Guenette 10/17/2013
IP Theory
DRAFT_v1.2
Vicarious
Gaming :: The Legal Implications of Self-Published Gameplay Footage Online
//WORKING TITLE
TO
DO: Legal Citations/Authorities, Draw Conclusions/State Position, History?,
Judicial Policy/Recommendations
Introduction
1 Recent
years have seen an enormous growth in the availability of and demand for video
footage of video game gameplay online and in a variety of contexts.
2 The
popularity of video games has seen enormous growth over the past two decades
(//reference), creating communities and sub-communities interested in very specific gameplay elements.
3 The
dramatic rise in popularity of unauthorized publication of video footage
obtained from
4 The
popularity of Youtube and live-streaming services creates a number of
unresolved legal issues concerning the publication of video game footage
online.
//explain
terms? Footage/gameplay -> video
footage, NOT piracy.
Factual
Background
Forecasts predict the global market for video
games is expected to grow from $63 billion in 2012 to $78 billion in 2017.[i] PC games such as League of Legends and
World of Warcraft have ingrained themselves into popular culture to a degree
unseen since the likes of Pong and Pac-Man, generating enormous communities of
active players.[ii] In addition, the explosive growth of
mobile platforms such as smartphones and tablets, fueled by rapid hardware
improvements in handheld devices, have made video games available to entire
populations – and generations – that have never been video game
consumers in the past. And the
availability of broadband internet access, market demand, and adaptation by
commercial publishers mean that as much as 75% of game software revenue will be
delivered via digital distribution by 2018.[iii]
//need more/better numbers ::
http://www.google.com/trends/;
http://store.steampowered.com/stats/;
http://www.esrb.org/about/video-game-industry-statistics.jsp;
http://www.theesa.com/facts/;
https://minecraft.net/stats;
Within
this context a number of significant legal questions emerge surrounding the
application of traditional intellectual property law. Some of these questions tread familiar
territory – the usefulness or effectiveness of software licenses, the
nature of electronic copies as fixed expressions, and liability for contributory
infringement. Because many of these
issues affect the World Wide Web, theyÕre recognizable – courts have been
struggling for years to answer some of these questions, though only with
varying levels of success.[iv] Other questions are new, and have not been
directly addressed in the judicial context. One of these inquiries concerns the increasingly
popular practice of self-publication by players of video gameplay footage
obtained from copyrighted software.
The
appearance of this footage varies dramatically both in the methods of distribution
and character of the content.
Distribution
Techniques
There are two general categories of self-publication
of gameplay footage – live streaming commercial platforms, and
traditional recording-to-upload services.
Live streaming platforms allow individuals to act as broadcasters by
using ordinary computer and electronic equipment to record the visual and audio
output of software programs being run on a personal computer or video game
console. Using a mixing application[v]
and a web-based casting service[vi],
the broadcaster captures footage of a game being played locally, and viewers
are able to watch and communicate in real-time (or with a set delay) with the
individual playing the game via a chat-service. Although still a relatively niche
market, streaming sites like Twitch.tv, an offshoot of Justin.tv which has now
far surpassed its predecessorÕs success, are increasingly popular.[vii] These sites generate revenue by
displaying ads periodically during the broadcasts, and split this revenue with
the individual broadcaster (the ÒcasterÓ).[viii]
Broadcasters
themselves fall into one of two general categories – professional players
who earn income independently by playing video games competitively, and
hobbyists who stream content either for their own enjoyment or to supplement
other means of income.
Alternatively, a player can record footage of
themselves playing a game, and then upload that footage to media-serving
websites, the most common being Youtube.
This has several advantages over live-streaming. First, access to a larger audience of
potential viewers; YoutubeÕs popularity means a popular uploader has access to
a much larger potential audience.
On the other hand, there is significantly more competition for that
audience, and it can be very difficult for an uploader to distinguish
themselves from potentially thousands of others uploading similar content.
Secondly,
Youtube offers monetization options that are more accessible and firmly
established than whatÕs available from streaming sites like Twitch.tv. Although Twitch allows users to generate
some revenue by displaying commercials, the number of commercials a broadcaster
can display is limited in the interest of protecting the viewing experience (as
well as ensuring the value of the advertisements – who would presumably
be unimpressed by broadcasters who did nothing but run commercials while
knowing or even encouraging their audiences to mute them and allow them to run
continuously in the background).
Youtube, on the other hand, has partnership agreements which are more
proven and stable means of earning ad revenue. Although Twitch offers certain
broadcasters the opportunity to sell ÒsubscriptionsÓ to their viewers, and
rewards subscribers by not displaying commercials, this opportunity is only
available to broadcasters who reach a certain level of sustained popularity,
which can be more difficult to do considering TwitchÕs smaller audience.
Lastly,
Youtube allows for on-demand playback – a viewer does not need to Òtune
inÓ to a live broadcast, and can access the content at their convenience. Although Twitch automatically records
broadcasts, it does not offer the same tools that are available to Youtube
uploaders in the form of playlists, on-screen annotations, and granular quality
options.
Character of
the Footage
The
character of the footage being published either via a live-streaming site or a
traditional recording-to-upload service is enormously diverse. In most cases, the uploader will overlay
their own commentary on top of the visual and audio footage from the game while
theyÕre playing. This commentary
could be a simple audio recording of their voice, or it could include a video
of themselves recorded while playing the game. This commentary varies between humorous
comments about the game, criticisms about design choices, explanations about
in-game decisions, tutorials about how to achieve objectives, updates about
personal lives, or general topics of interest that have nothing at all to do
with the specific game being played.
One
category of content is commonly referred to as a ÒLetÕs Play.Ó This involves playing through either a
portion of a game, or the game in its entirety, and allowing a viewer to Òplay
alongÓ with the uploader and experience the game as if they are playing it
themselves. Obviously, watching
someone else play through a game is a substantially different experience than
playing through it yourself – but there is an enormous emerging demand
for the kind of entertainment LetÕs Plays provide. This entertainment can be instructional,
especially if the player is particularly skilled at a particular game, or has
an unusual level of experience with it.
Or it can entertaining for the complete opposite reason – a
particular player might be completely inexperienced with a game, or have a lot
of trouble completing it, and the viewer is invited to share in the playerÕs
frustration or learning process.
Again, a large part of securing a viewing audience is ensuring that the
playerÕs attitude, bias and mindset is effectively communicated to the viewer
– in many cases, viewers are far more attracted to the personality of the
player and his commentary than the qualities of the game actually being played.
The
analysis of this paper will focus on the copyright issues facing LetÕs Plays
and their creators. Although the
proliferation of LetÕs Plays has led to the recording and broadcasting of
virtually every popular game ever published, including many open source games
and games no longer being sold or marketed by their creators (often referred to
as ÒabandonwareÓ) and therefore unlikely to be subject to any kind of
infringement claim, many of the most popular LetÕs Plays are full-playthroughs of
modern, blockbuster titles. //reference __> examples
Different publishers and game developers have
taken very different approaches towards players uploading content of their
games. Although each publisher has
its own legal policies, there are three general categories: publishers who
allow players to upload gameplay footage virtually free of restrictions
(although often with restrictions regarding Òcommercial useÓ), publishers who
require permission prior to uploading, and publishers who attempt to maintain
full control of footage of their games online. Publishers in the first and second
category can be seen as benefitting from the increased exposure popular LetÕs
Plays provide (the Òfree advertisementÓ argument); popular uploaders can
generate millions of unique views[ix],
create excitement around the game theyÕre playing, facilitate player
communities, and convince viewers to purchase games they would otherwise
disregard, misconstrue or otherwise pass on.
On the other hand, some viewers might arguably
watch a LetÕs Play as an alternative to purchasing the game themselves. The genre of the game could be a
significant factor – a full playthrough of a strictly narrative game that
relies on plot devices or offers little replay value might discourage a viewer
if he or she feels the story has been spoiled or simply offers them little
beyond what theyÕve already experienced vicariously through the LetÕs Play.
Publishers who fit the third category, and
attempt to control virtually all footage of their software property online, are
very rare. Ordinarily, the backlash
and bad publicity associated with removing content can be enough to discourage
this approach.[x]
In virtually all cases, the web services
providing the footage rely on the section 512 Safe Harbor clause of the DMCA,
and will respond as required when notified by a copyright holder that
infringing material has been uploaded.[xi]
Infringement
Analysis
While
publishers are almost unanimous in claiming gameplay footage as property,[xii]
the nature of the product raises some interesting questions about whether the
act of recording or broadcasting gameplay is a violation of the publisherÕs
exclusive rights under section 106 of the Copyright Act. The relevant exclusive rights at issue
would include authorization to: 1) reproduce in copies, 2) prepare derivative
works, 3) distribute to the public, and 4) perform the copyrighted work
publically.
Reproduction
A copyright holder has an exclusive right to
reproduce copies of the protected work.
In order to constitute a Òcopy,Ó the reproduction must be fixed in a
tangible medium sufficiently permanent to be perceived, reproduced or otherwise
communicated for more than a transitory period.[xiii] Courts have struggled to consistently
apply this standard to electronic goods, but have often found the act of
loading content into RAM to constitute a ÒcopyÓ for the purposes of examining
whether an infringement of the right of reproduction has occurred.[xiv] This complicates the legal analysis, and
potentially expands copyright liability to encompass a large amount of normal,
everyday behavior of users online.
In
the case of an uploader capturing gameplay footage, there are at least two
potential claims related to infringement – direct infringement associated
with copying the audio and visual output of a program and either streaming it
or recording it for upload to Youtube or other service provider, and a claim of
contributory or vicarious infringement if they are encouraging viewers to view
their channel or other publishing source and load the copyrighted material into
their own RAM to watch the player and therefore create copies. The claim of direct infringement is more
straightforward – that without authorization from the copyright holder,
the player recorded and published a ÒcopyÓ in the form of a digital file which
contained the copyrighted resources (images, sounds, design, etc). Alternatively, if the End User License
Agreement (EULA) acts as a valid contract, and contains restrictions regarding
the softwareÕs use, and the player installs the software for a purpose
prohibited by the EULA, the very act of installation could be interpreted as a
ÒcopyÓ of the protected software.
Ordinarily, the installation ÒcopyÓ would not be infringing, as the
player would have permission under the license agreement – but if an
enforceable term of the agreement is violated, that permission can be read as
withdrawn.
The
question of contributory infringement is more complex. In Grokster,
the Supreme Court explains that one could be liable for contributory
infringement by inducing or encouraging direct infringement by others, or
vicarious infringement by profiting from it while declining to exercise a right
to stop it.[xv] If an uploader encourages viewers to
watch protected content, either by direct persuasion or even the act of
uploading the content itself, and those viewers create unauthorized ÒcopiesÓ on
their own machines by loading the video into RAM, the video uploader
potentially becomes liable for contributory infringement every time someone watches the video. In addition, the uploader enjoys none of
the safe harbor provisions of the DMCA, since they are not a service provider.
Derivative Works
Copyright
owners have an exclusive right to create derivative works based on the
protected work. These works are
new, original products that contain protected elements of preexisting
copyrighted material. ThereÕs a
strong argument that if the gameplay footage recorded by uploaders or
broadcasters isnÕt a ÒcopyÓ as required to find infringement of reproduction,
it does nonetheless constitute a derivative work. Similar to a film adaptation of a book,
a player takes the copyrighted work contained within a game, and communicates
to the viewer the new, specific story of that particular playthrough. Without the original source material,
the copyrighted game, there is no story to tell. The player would still be free to tell
viewers his opinion of the game, or describe his experience playing it, but the
nature of the product is changed; without the game itself running
simultaneously with the commentary, the viewer is unable to play along and
share the experience in the same way.
Distribute
to the Public
The
copyright holder also has the exclusive right to distribute copies of the
protected work to the public by sale or other transfer of ownership.[xvi] If captured footage constitutes a copy,
then uploading and distributing that copy to the public is arguably a violation
of this exclusive right. Again, the
question of what constitutes a copy is potentially difficult to answer. A video game is inherently
participatory, not a passive consumption.
If an uploader takes a protected film and distributes it online, the
entire value of the film is uploaded; nothing is ordinarily lost in terms of
content, unless the quality is insufficient to convey the same experience. Uploading an image or installer for a
video game is similar; downloaders would be able to play the game just as if
they were legitimate purchasers, no value is lost between the original and the
distributed copy. But capturing
gameplay footage of just the output of a specific playthrough or portion of a
game is not the same as uploading the game itself. The only portion being distributed is
the output of the game, the reaction of the software to choices made by a
single player – the original uploader. WhatÕs lost in distributing this to
viewers is the actual experience of playing the game, the input, which is the
primary value contained in the product – the sense of accomplishment or
entertainment that comes from directing the game, and managing its
consequences.
Perform the Copyrighted
Work Publically
The copyright holder has an exclusive right to
perform an audiovisual work publically.[xvii] An audiovisual work is defined as one
consisting as a series of related images which are intrinsically intended to be
shown by the use of machines or devices together with accompanying sounds. Additionally, to Òperform publicallyÓ includes
performing or displaying Òat a placeÓ open to the public. At least two questions are applicable
here – first, whether a video game is an Òaudiovisual work,Ó and second,
whether a website constitutes a ÒplaceÓ open to the public. Certainly, a videogame contains images
and accompanying sounds, but again, this is not the exclusive content of the
work, and the particular arrangement of images and sounds might change
dramatically depending on a playerÕs decisions.
The
second question is more difficult.
A website is certainly open for access by the public, but the statute
seems to be referring to actual, physical locations where copyrighted works
might be performed or projected.
Whether that distinction is significant is not altogether clear –
why would the interest in restricting public performance in a physical place be
different from the interest in restricting public performance online? If the goal is to protect the copyright
holderÕs exclusive right to perform the work publically, then allowing it to be
performed online has even more severe consequences, since huge populations
would be able to view it with very little effort and expense compared to the
logistical and material restrictions on showing a work in a physical park or
other public space.
Fair Use
Analysis
The exclusive rights held by copyright owners
is subject to certain limitations found in sections 107 through 118 of the
Copyright Act. One of these
limitations is the doctrine of Fair Use, which has developed through various
court cases and been codified in section 107. Fair Use provides an affirmative defense
to an infringement claim, in the interest of protecting against excessively
broad protection which would Òstifle, rather than advance, the objectiveÓ of
copyright law – to encourage original, creative works of authorship.[xviii] Because the distinction between what is
fair use and what is infringement isnÕt always clear, the Supreme Court has
interpreted in broad terms the factors defined in section 107.
Purpose and
Character of the Work
The
first factor to be considered is the purpose and character of the accused
work. Section 107 provides examples
of what some proper uses of copyrighted material might look like: Òcriticism,
comment, news reporting, teachingÉ scholarship, or research.Ó While certain uses of gameplay footage
would qualify more clearly as fair use under this factor, such as game reviews
or critical commentary, other uses are less clear. A LetÕs Play series might contain
significant criticism of the game being played, but whether general complaints
or an attitude towards a game would fall into the same category as professional
criticism is more difficult to say.
Certainly, a playerÕs natural reaction to a game theyÕve never played
before, a first impression, could be very valuable to viewers, and might be
more effective at providing them with guidance and information they can use to
make a purchasing decision than professional, journalistic critique.
Courts
have also looked at the Òcommercial natureÓ of the use in determining its
character. If a player is uploading
footage in order to generate revenue, as part of a Youtube partnership or
Twitch broadcaster agreement, there is arguably a commercial element. Although this would not be
determinative, Òthe fact that a publication [is] commercial as opposed to
nonprofit is a separate factor that tends to weigh against a finding of fair
use.Ó[xix] In the context of web-based publishing,
the question of whether the use is commercial or not is often complicated
because we are not dealing with individual, discrete publishing actions. Many players use gameplay footage in
LetÕs Plays or other forms of entertainment to build their brand name, or
attract subscribers to media organizations they write or work for. In that case, the use itself may not be
commercial in nature, and it may not be the strict purpose of the use to
exploit the copyrighted material, but there is nonetheless a secondary
commercial value the uploader receives.
The
transformative nature of the work is also relevant to the discussion of its
purpose or character. Parody is
often guarded by fair use doctrine, even when the footage being used lies at
the heart of the protected work.
Players who upload footage of a game in order to comment on its
absurdity, or failure of design, or poorly written code might be considered
parodies, especially if an element of humor is involved. A serious LetÕs Play, where a player
plays through an entire game start to finish, is clearly less transformative. But the addition of a running commentary
does change the nature of the product in significant ways – viewers tune
in just as much for the playerÕs reaction and feedback as they do for the
content of the game itself.
Nature of
the Copyrighted Work
The second factor to be considered is the
nature of the copyrighted work. Of
primary purpose here is whether the copyrighted work is published or
unpublished. In the vast majority
of cases, the gameplay footage comes from published games available for
purchase, although at times publishers may require uploaders to restrict their
viewers to certain global regions. ItÕs
not uncommon for publishers to grant special authorization to popular players
to upload footage prior to publication for promotional purposes, and to issue
takedown notices for footage uploaded in violation of nondisclosure agreements
associated with beta tests and other restrictive arrangements. In those cases, even without the
contract claims, a fair use argument would be difficult to make, since the
scope of fair use is narrower with regards to unpublished works in the interest
of protecting the right of first publication.
In
addition, the nature of the protected work as either inherently creative or
substantially factual is a consideration.
Generally speaking, itÕs safe to say that the vast majority of video
games are designed to be entertaining and imaginative, limiting to some extent
the applicability of fair use.
Amount and
Substantiality of the Portion Used
The
third fair use factor is the amount and substantiality of the portion of the
copyrighted content used. Game
reviews, news, and other secondary purposes for the use of copyrighted material
tends to be relatively short and only displayed in the amount necessary to
convey specific point about the software.
A game reviewer might use portions of the game to explain an element he
particularly enjoyed, or to criticize some aspect he disliked. Reviewers and journalists have a strong
interest in keeping themselves in front of their viewers, to build popularity
and recognition across a wide range of potential uploads.
LetÕs
Plays and other kinds of entertainment donÕt share that interest to the same
degree. The appeal of a LetÕs Play
is usually found in watching the playerÕs experience with the game; the game
itself is the primary material, even if the playerÕs attitude and commentary is
the primary charm. This distinction
is often apparent in the way that the footage is presented. A reviewer will arrange the frame so
that the majority of the video is focused on the reviewer themselves, and use a
smaller frame within that picture to display relevant clips of gameplay or
other information. A LetÕs Play
does the exact opposite; the frame is arranged so the player can see as much of
the gameplay as possible, and the video of the player who is actually playing
the game will be arranged in a corner of the frame as unobtrusively as possible
(if it appears at all – many times only an audio track of the playerÕs
commentary will accompany the video).
Effect of
the Use on Potential Market or Value of the Protected Work
The
last and perhaps most important fair use factor is the effect on the potential
market or the value of the copyrighted work. This bears serious consideration if
there is evidence to suggest LetÕs PlayÕs or other playthroughs act as
substitutes for the copyrighted work.
Certainly, competition itself is not undesirable or inappropriate, but
when the competition arises solely through the unauthorized use of the copyrighted
material itself, an argument for fair use is difficult to make.
However,
itÕs significant that under this analysis the commentary and its effects are
not relevant. The concern is only
whether the use of the copyrighted material alone has an impact on the
potential market or value of the game. The test might be roughly articulated as:
if the playerÕs commentary was removed from the video, would passively watching
the playthrough damage the value of the game? Again, genre may be a concern – if
there is only one way to play through the game, culminating in a cinematic
experience that is really only effective once, then perhaps the answer is often
yes. On the other hand, many of
those viewers might never have had any intention of purchasing the game
//Parody/De
Minmis/Ease of obtaining permission online/Market failure?
EULA
Implications
Commercial
publishers have increasingly turned to contract law to extend their control and
establish boundaries around the uses of their copyrighted products. In the contemporary context, virtually
all video game software is licensed rather than sold, and that license is
government by an End User Licensing Agreement requiring an affirmative click-through
agreement by the player. Courts
have not always been consistent in determining when a license agreement is formed,
if its terms are enforceable, and to what extent such a license can prevent
uses which would otherwise fall into the fair use category in the absence of an
agreement.
Beginning
with Bowers v. Baystate, courts have
found that valid license agreements, so long as theyÕre freely negotiated, can
preclude otherwise fair use uses.[xx] In other cases, traditional contract
doctrines have been used to find contract formation in the absence of explicit
agreement.[xxi]
//Contracting
Away Fair Use?
Conclusions/Policy
Recommendations
-
Importance of
objective reality in acknowledging the popularity of content considered ordinary
and legally unremarkable online (in other words, the popularity of LetÕs Plays
and other similar kinds of entertainment have reached the point where a strict
ruling that they constitute infringement isnÕt going to be taken well by large
numbers of gamers)
-
Use of copyright
law to enforce private interest that isnÕt really in copyright (Ticketmaster, Atari v. Nintendo). Patent-like protection without
patent limitations???
-
Importance of
availability of reverse engineering to technological advancement – can
this interest be curtailed simply by using a license?
[i] DFC Intelligence, DFC Intelligence Forecasts Worldwide Online Game Market to Reach $79 Billion by 2017. Available @ http://www.dfcint.com/wp/?p=353, published June 4, 2013. Forecast includes revenue from dedicated console hardware and software, portable hardware and software, PC games, and other mobile devices capable of playing games as a secondary feature.
[ii] Forbes, Riot GamesÕ League of Legends Officially Becomes Most Played PC Game In The World. Available @ http://www.forbes.com/sites/johngaudiosi/2012/07/11/riot-games-league-of-legends-officially-becomes-most-played-pc-game-in-the-world/, published 7/11/2012. Extrapolation of real time usage data tracked from July 1, 2011 to June 30, 2012 via the DFC GamePulse Matrix database provided by Xfire, a proprietary instant messaging service and game server browser for Microsoft Windows, found League of Legends Players logged 1.292 billion hours of gameplay.
[iii] DFC Intelligence, available @ http://www.dfcint.com/wp/?p=353, published June 4, 2013.
[iv] //reference (ACLU v. Reno, Specht v. Netscape, Intel v. Hamdi, Grokster, Ticketmaster).
[v] //reference XSplit, Wirecast, Flash Media Encoder, Open Broadcaster Software
[vi] //reference twitch.tv (Justin.tv), video.gamecreds.com (Dailymotion), youtube.com/live
[vii] Twitch.tv recently broke 300 for the first time on Alexa, ranking as one of the 300 most popular websites in the United States. http://www.alexa.com/siteinfo/twitch.tv
[viii] http://www.prnewswire.com/news-releases/english-releases/cbs-interactive-expands-into-esports-category-with-exclusive-live-gaming-video-and-league-partnerships-147725445.html
[ix] See, for example, some of the Minecraft footage published by the ÒYogscastÓ channel on Youtube: http://www.youtube.com/watch?v=4UdEFmxRmNE
[x] See, for example, SegaÕs removal of footage related to their ÒShining ForceÓ game franchise in late 2012: http://www.techdirt.com/articles/20121206/17321021296/sega-goes-nuclear-youtube-videos-old-shining-force-game.shtml. This policy was eventually reversed about three months later: http://forums.sega.com/showthread.php?426790-Freaking-seriously&s=040b8404eba563f376b9a8b208fc38de&p=7888976&viewfull=1#post7888976
[xi] See
Youtube.comÕs notification system here: http://www.youtube.com/yt/copyright/copyright-complaint.html;
Twitch.comÕs notification guidelines here: http://www.twitch.tv/user/legal?page=dmca
[xii] Need examples
[xiii] Copyright
Act
[xiv] Ticketmaster
[xv] Grokster
[xvi] 17 U.S.C. 106(3)
[xvii] 17 U.S.C. 106(4)
[xviii] Leval, Toward a Fair Use Standard, 103 Harv. L.
Rev. 1105 (1990).
[xix]
Harper & Row
Publishers, Inc. v. Nation Enterprises, 471 U.S. 539, 562 (1985).
[xx] Bowers v. Baystate Technologies, Inc., 320 F.3d 1317 (Fed. Cir. 2003).
[xxi] Ticketmaster, using a browserwrap agreement to form a license.