Edited by Tanya Aplin
Chapter 3: Copyright and gaming
Despite the economic and cultural importance of videogames, the copyright issues they raise under UK and European copyright law have yet to be the focus of sustained legal enquiry. As a response to this, the present chapter aims to highlight those areas of copyright law that are most significant for legal scholars with an interest in videogames, to provide an overview of the existing literature within each of these areas and to suggest avenues for further research. It focuses on the following six areas: the protection and classification of videogames as copyright subject matter; ‘game cloning’, or the replication of a videogame’s design and gameplay using different software, graphical and sound elements; the resale of ‘used’ digital copies of videogames; technological protection measures applied to videogames; issues surrounding the preservation of videogames; and videogame-related user-generated content.
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