Research Handbook on Intellectual Property and Digital Technologies
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Research Handbook on Intellectual Property and Digital Technologies

Edited by Tanya Aplin

This Handbook provides a scholarly and comprehensive account of the multiple converging challenges that digital technologies present for intellectual property (IP) rights, from the perspectives of international, EU and US law. Despite the fast-moving nature of digital technology, this Handbook provides profound reflections on the underlying normative legal dilemmas, identifying future problems and suggesting how digital IP issues should be dealt with in the future.
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Chapter 3: Copyright and gaming

Yin Harn Lee

Abstract

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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