ip rights in the video gaming industry: protecting and...

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The audio portion of the conference may be accessed via the telephone or by using your computer's speakers. Please refer to the instructions emailed to registrants for additional information. If you have any questions, please contact Customer Service at 1-800-926-7926 ext. 10. Presenting a live 90-minute webinar with interactive Q&A IP Rights in the Video Gaming Industry: Protecting and Defending Your Game's IP Leveraging Trademarks, Copyrights and Patents to Protect Product Development to Marketplace Delivery Today’s faculty features: 1pm Eastern | 12pm Central | 11am Mountain | 10am Pacific WEDNESDAY, AUGUST 9, 2017 Steven M. Cohen, Senior Intellectual Property Counsel, Open Text, Boston Mitchell S. Feller, Partner, Gottlieb Rackman & Reisman, New York Andrew J. Ungberg, Esq., Frankfurt Kurnit Klein & Selz, New York

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Page 1: IP Rights in the Video Gaming Industry: Protecting and ...media.straffordpub.com/products/ip-rights-in-the-video-gaming-indus… · 09/08/2017  · • Trademarks can be used to protect

The audio portion of the conference may be accessed via the telephone or by using your computer's

speakers. Please refer to the instructions emailed to registrants for additional information. If you have any questions, please contact Customer Service at 1-800-926-7926 ext. 10.

Presenting a live 90-minute webinar with interactive Q&A

IP Rights in the Video Gaming Industry:

Protecting and Defending Your Game's IP Leveraging Trademarks, Copyrights and Patents to

Protect Product Development to Marketplace Delivery

Today’s faculty features:

1pm Eastern | 12pm Central | 11am Mountain | 10am Pacific

WEDNESDAY, AUGUST 9, 2017

Steven M. Cohen, Senior Intellectual Property Counsel, Open Text, Boston

Mitchell S. Feller, Partner, Gottlieb Rackman & Reisman, New York

Andrew J. Ungberg, Esq., Frankfurt Kurnit Klein & Selz, New York

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Tips for Optimal Quality

Sound Quality

If you are listening via your computer speakers, please note that the quality

of your sound will vary depending on the speed and quality of your internet

connection.

If the sound quality is not satisfactory, you may listen via the phone: dial

1-866-570-7602 and enter your PIN when prompted. Otherwise, please

send us a chat or e-mail [email protected] immediately so we can

address the problem.

If you dialed in and have any difficulties during the call, press *0 for assistance.

Viewing Quality

To maximize your screen, press the F11 key on your keyboard. To exit full screen,

press the F11 key again.

FOR LIVE EVENT ONLY

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Continuing Education Credits

In order for us to process your continuing education credit, you must confirm your

participation in this webinar by completing and submitting the Attendance

Affirmation/Evaluation after the webinar.

A link to the Attendance Affirmation/Evaluation will be in the thank you email

that you will receive immediately following the program.

For additional information about continuing education, call us at 1-800-926-7926

ext. 35.

FOR LIVE EVENT ONLY

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Program Materials

If you have not printed the conference materials for this program, please

complete the following steps:

• Click on the ^ symbol next to “Conference Materials” in the middle of the left-

hand column on your screen.

• Click on the tab labeled “Handouts” that appears, and there you will see a

PDF of the slides for today's program.

• Double click on the PDF and a separate page will open.

• Print the slides by clicking on the printer icon.

FOR LIVE EVENT ONLY

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IP RIGHTS IN THE VIDEO GAMING INDUSTRY: PROTECTING AND DEFENDING YOUR GAME’S IP

Andrew Ungberg Mitchell S. Feller Steven M. Cohen

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IP Rights in the Video Gaming Industry: Protecting and Defending Your Game's IP

I. GAMES AS IP – INTRO TO RIGHTS PROTECTION

A. Copyright

B. Trademark

C. Patent

II. COMMON PITFALLS FACING NEW DEVELOPERS

A. Licenses, ownership and selling a game – defects in chain of title and scope of rights

B. Open source considerations

C. The problem with a handshake deal–ownership issues among contractors and employees

III. LEGAL CHALLENGES FACING VIDEO GAME INDUSTRY

A. Lessons from Oculus

B. Game Cloning

C. Data Privacy

IV. QUESTIONS AND ANSWERS

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GAMES AS IP – INTRO TO

RIGHTS PROTECTION

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Copyright – Nuts and Bolts

Grants Author of a Creative Work the Exclusive Rights to:

Copy, Modify, Display or Perform, Distribute

Duration: Life of the author + 70 years, else 95/120 year

Procedure: All works protected automatically upon creation

Federal Registration: Low cost, substantial benefit

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Copyright in Games

“Even so, BREAKOUT would be

copyrightable if the requisite level

of creativity is met by either the

individual screens or the

relationship of each screen to the

others and/or the accompanying

sound effects.”

Atari Games Corp. v. Oman, 979 FC.2d

242 (Fed. Cir. 1992) (Ginsberg, J.)

9

Early Games Fought for Recognition and Protection under Copyright Law

Breakout VI, Atari 1978

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Copyright in Games

Games are

Copyrightable Audiovisual Works

Game Elements Protected as . . .

• Literary Works

Software Code

Script & Spoken Dialogue

• Musical Works

Music & Score

Sound Effects

• Pictorial, Graphic Works

Art Direction

Character & Level Design

• Derivative Works

Unique Characters

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L.A. Noire, Rockstar Games 2011

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Copyright – Scope of Protection

Protectable Non-Protectable

• Text of Instructions

• Game Rules or Mechanics

• Basic Game Board Layouts

• Point Systems

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Copyright Applies to Expression, Not Underlying Ideas

• Graphical Appearance of Game

• Design of Unique Characters

• Mario, Lara Croft

• Plot and Narrative

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Copyright – Scope of Protection

Common Gameplay and Narrative Tropes

- Player Health Bar

- Generic Power-Ups / Health Packs

- Martial Arts Moves, “Bullet Time”

- Shields, Teleportation, Laser Guns

- Zombies, Pirates, Ninjas, Mechs

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Copyright Does Not Protect “Scenes a Faire”

Stock expression standard or indispensable

in the treatment of a given idea.

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Copyright – Scenes a Faire in Games

Dawn of the Dead, 1978 Dead Rising, 2006

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Capcom Co., Ltd. v. MKR Grp., Inc., No. C 08-0904, 2008 WL 4661479, at *10

(N.D. Cal. 2008) (finding zombies, improvised weapons, mall setting all scenes a

faire for zombie-survival horror genre )

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Copyright: Risks for Software

― Oracle v. Google – Java software APIs and Fair use

― Registration requirements – disclosure of source code

― Copyright circular 61

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Trademark

• What is a Trademark?

― “Any word, name, symbol, or device … used to identify and distinguish

someone’s goods (including a unique product) or services, from those

manufactured or sold by others and to indicate the source of the goods

or services...” (15 U.S.C. § 1127)

• Trademark Rights protect against likelihood of consumer confusion about

the source or sponsorship of goods or services.

• Establishing Trademark Rights

― Common law rights

― Federally-registered marks

• Conflict – rights go to the earlier user of the mark in commerce

― Intent-to-use application

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Trademark

• Trademarks can be used to protect the name of the game company, the name

of the game (even if not a series), the game logos, characters, other features

that serve as identifiers of the source of the game or services / products

associated with the game (game engines, game distributors, etc).

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Trademark

• Trademark Infringement

― Cease and Desist letters

– Obligation to police your marks

– Opportunity to negotiate

― Legal remedies

– Injunction

– Money damages (profits from the infringement) and attorney fees in exceptional cases

― Commercial remedies

– Desisting of application from distribution / hosting company

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Trademark

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• Game Names are common grounds for infringement assertions and

cases are typically resolved without a lawsuit.

changed to

Præy For the

Gods”

• Beware of overreach!

King.com Ltd.’s CANDY CRUSH SAGA - any game with “CANDY”

Lima Sky Doodle Jump – any game with “DOODLE

changed to

Action Alien

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Trademark

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Use of third-party trademarks in games

• Games are expressive works and subject to the first amendment

(Brown v. Entertainment Merchants Ass'n, 131 S.Ct. 2729 (2011).

• Rogers test balancing trademark rights with first amendment rights:

Use of a trademark is infringing if:

(1) the use of the mark has “no artistic relevance to the

underlying work whatsoever,” or

(2) it has some artistic relevance, but “explicitly misleads as to

the source or the content of the work.”

(Rogers v. Grimaldi, 875 F.2d 994 (2d. Cir. 1989)

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Trademark

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― E.S.S. Entertainment 2000 v. Rock Star Videos – (547 F.3d 1095 (9th Cir. 2008)

Grand Theft Auto / “The Play Pen”

― Mil-Spec Monkey, Inc. v. Activision Blizzard, Inc - (75 F. Supp.3d 1134 (N.D.Ca

2014)) Call of Duty / Angry Monkey mark.

― But see - Electronic Arts, Inc. v. Textron, Inc. - Battlefield 3 / Bell helicopter

names and trade dress. (2012 U.S. Dist. LEXIS 103914 (N.D.Ca 7/25/2012)

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Patent

• What is a Patent?

― A patent is a limited monopoly that gives its owner the right to prevent

others from practicing a patented covered invention.

• Two types of patents

― Utility Patent – covers ideas embodied in a machine, a process

(software), a composition of matter, or a manufactured item.

― Design Patent - cover ornamental design (shape or ornamentation) of an

object.

• Getting a patent can be time consuming and expensive but it can be very

valuable where the covered invention can applied across many different

products and applications.

• Common game related areas where patents are sought include hardware

platforms and accessories, software engines that drive game features,

technology for distributing games and updates, for hosting multi-player

games, etc.

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Patent

• Establishing Patent Rights

― A Patent application is submitted to the USPTO. The application must

disclose the details of how the invention works (hardware design;

software algorithms, etc.)

― Patent examiner evaluates the application to determine if the claims

being sought meet the various criteria for patentability.

― Statutory bar for prior public use or sale of the invention.

― U.S. has 1 year grace period. Most countries have none

― Beware of beta testing / early access.

― Average pendency of an application is about 2 years. Software patents

frequently take longer.

― Utility patents publish by default 18 months after filing. This is

frequently before the fist substantive examination. No enforceable

patent rights until patent is issued (if at all).

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Patent

• Real world examples of some recent game-related utility patents:

― “Overlaying interactive video game play with real-time chat sessions

with game switching”

― “Method and system for granting access to system and content”

― “Anti-cheat facility for use in a networked game environment”

― “Method and system for preloading resources”

― “System and method for detecting moment of impact and/or strength of

a swing based on accelerometer data”

― Video game system and toy with RF antenna

― “System and method for playing a music video game with a drum system

game controller”

― “Systems and method for making gameplay changes based on social

networking poll”

― “Systems and methods for reproduction of shadows from multiple

incident light sources”

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Patent

• Examples of some recent game related design patents:

Game Controller Game Console

Guitar shaped game Gaming display screen with

controller fret board multiple arrays of reels

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Patent

• Criteria for patentability: The claimed invention must be

― Directed to patent eligible subject matter:

“Whoever invents or discovers any new and useful process,

machine, manufacture, or composition of matter, or any new and

useful improvement thereof, may obtain a patent therefor. (35

U.S.C. § 101)

― Excludes laws of nature, natural phenomena, abstract ideas,

including mental processes and mathematical algorithms

― Novel (35 U.S.C. § 102) (Not known) and

― Non-obvious (35 U.S.C. § 103) (Not something a person of

ordinary skill in the art would be expected to come up)

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Patent

Patentable Subject Matter, Software and CLS Bank v. Alice (2014)

• Supreme Court decision expanded the scope of unpatentable

“abstract ideas” to cover many previously patentable aspects of

software.

• Two part test: (1) is the claim directed to an abstract idea? (2) if so,

is there significantly more?

― Many broader aspects of software are considered to be

“abstract” concepts. Does the invention automate an existing

real-world problem or address an issue that exists only in the

computer realm?

― “Significantly more” requires going beyond using the hardware

for its intended purpose. Look for a technical solution /

improvement to the underlying technology itself

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Patent

Line between Abstract unpatentable idea and a patent-eligible one can

be hard to draw.

• McRO, Inc. v. Bandai Namco Games America, Inc. (Fed. Cir. Sept. 13,

2016) (Reyna)

― Patent directed to a rules-based method for automating

matching the motion of an animated face to audio dialog. The

rules linked facial changes to transitions between phonemes (a

“morph target” approach)

― 2014 -- McRo sued dozens of major companies in the gaming

industry for patent infringement

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Patent

• McRO, Inc. v. Bandai Namco Games America, Inc. (con’t)

― DC held the patent invalid under Alice as claiming the abstract idea of

rule-based lip synchronization based on the general “morph target”

approach and because it covered all such rules. Case dismissed for

failure to state a claim.

― Federal Circuit reversed, holding that the claimed invention was limited

to rules with specific characteristics, and the claimed invention did not

simply automate existing conventional activity.

― Currently on remand where the parties are addressing claim

construction, infringement, and validity.

• Compare with Recognicorp, LLC v. Nintendo (Fed. Cir. 2017) – improved

method of making a composite image where facial features are represented

by element codes. Affirmed invalidity under Alice. Claim directed to

abstract idea of encoding and decoding image data. No technical solution.

Just data manipulation.

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II. COMMON PITFALLS FACING

NEW DEVELOPERS

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Licenses, ownership, and sale

• Game is large bundle of rights encompassing copyrights, trademarks,

patents, and possibly other rights (trade secrets etc.)

• Many rights develop when work is created and ownership doesn’t

always transfer to the company.

• Need reliable process to track of all rights that end up in your work,

whose they are, and any limitations on use of the rights.

― Are all of the needed rights assigned / licensed?

― Do not rely on work for hire. Does not always apply (software)

― If you licensed third party content, what restrictions come with

that license?

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Open Source Software

• Open source software licenses allow covered software to be freely used, modified,

and/or shared. Use of open source code is common but can be risky because different

types of licenses impose different obligations on the user

• Types:

― Copyleft – requires derivative software have the same or equivalent license as

the original work

― Strong Copyleft –requires the entire derivative work (including larger

works) to remain open-source in the future. (Example – GNU GPL license)

― Weak Copyleft – does not necessarily apply reciprocally to all derivative

works. Larger work can be distributed without source code / under

different terms for added files (Example – Mozilla public license; GNU

Lesser GPL license)

― Permissive – a non-copyleft open source license. Can use, modify, and

redistribute the code. Permits proprietary derivative works. (Example - MIT

license)

• Terms of the license typically are included in the open source code itself.

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The Pitfalls of a Handshake Deal

Freelance Software Coder Hired by Email:

Hey Rob,

Steve said you might be interested in doing some work for us. We need someone

to restructure old code, fix bugs, make tools, etc. I’m looking for someone

focused, who can do that for 8 hours a day, 6 days a week for like the next

5months. You seem like that type of person. The job is $2500 per month to start.

If we like what we see, that can increase.

Eventually, I want to be in a position where you might be developing full games

with us, which we’d sell on the appstore or whatever, and once it clears costs you

can get a 30% cut (maybe more, tbd). We invest in our people. Does that sound

like something you’d be interested in?

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The Pitfalls of a Handshake Deal

Issues

• Freelancer’s Work Not Work for Hire

— Freelancer is an independent contractor, not an employee

— Software is a literary work, not eligible for commissioned work for

hire

• Licensing Exposure

— (Possible) Implied License

— . . . But no specified term, bar on termination, vague on payment

• Risk of Joint Ownership on Future Projects

— Vague promise of profit share on future work

— Joint owners enjoy all rights under Copyright Act, subject only to

duty to share resulting profits

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The Pitfalls of a Handshake Deal

If Client Believes in Project, Prepare for Success

• IP Ownership Agreements as Important W-9 Forms

— Assignments, not form work for hire agreements

• Digital Distribution Can Mean Change Everything Overnight

— Basement startup to $50 million in sales over 18 months

• Can’t Rely on Personal Relationships or General “Understanding”

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III. LEGAL CHALLENGES FACING

VIDEO GAME INDUSTRY

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LEGAL CHALLENGES FACING VIDEO GAME INDUSTRY

36

• Lessons and considerations from ZeniMax v. Facebook

― Copyright, trade secrets, and liability lurking with new employees

― Replacing licensed software and reverse engineering

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LEGAL CHALLENGES: GAME CLONING

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LEGAL CHALLENGES: GAME CLONING

Tetris Holdings, LLC v. Xio Interactive, Inc.,

863 F. Supp. 2d 394, 410 (D.N.J. 2012)

• Key Facts

• Xio admitted to copying Tetris, but claimed only “rules and mechanics” were taken.

• In short: alleged Tetris not protected

• Visual Design of Tetris Protected

• Use of “Garbage” Lines

• Use of “Ghost” Images

• Display of Upcoming Piece

• Court Specifically Contrasted Mino

with Dr. Mario

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Tetris Mino

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Tetris

39

Dr. Mario

LEGAL CHALLENGES: GAME CLONING

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LEGAL CHALLENGES: GAME CLONING

DaVinci Editrice S.R.L. v. Ziko Games, LLC, 183 F. Supp. 3d. 820 (S.D.

Tex. 2016)

• Key Facts

• Card Games Bang! and Legend of Three Kingdoms shared virtually identical rules, mechanics and gameplay.

• Wild West vs. Martial Arts Theme

40

Legend of Three

Kingdoms

Bang!

• Likely No Infringement

• Ziko took rules,

not expression

• Unique Characters

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LEGAL CHALLENGES: GAME CLONING

Spy Fox LLC v. LOLApps, Inc., No. 12-cv-00147 (W.D. Wash. 2012)

41

Yeti Town, 6Waves Triple Town, Spry Fox

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Riot Games, Inc. v Shanghai Montoon et al. (Filed July 6, 2017

C.D.Ca)

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• Alleges copying of visual aesthetic, characters, powers, maps

• Added component: Trademark Infringement

LEGAL CHALLENGES: GAME CLONING

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LEGAL CHALLENGES: PRIVACY

• UNITED STATES

― Federal Children’s Online Privacy Protection Act (“COPPA”)

– Broad protections for minors under 13 years old

– Requires notice and verified parental consent

– Up to $40k per violation

― California (“CalOPPA”)

– Requires “conspicuous” notice of privacy policy

– AG and private rights of action

• EUROPEAN UNION – General Data Protection Regulation (GDPR)

― Extremely Broad: Applies to processing data of subjects in EU if

processing relates to (a) offering of goods or services to subjects; or (b)

the monitoring of the subjects takes place in the EU.

― Right to Erasure / Right to be Forgotten: social media, search engines

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Thank You

Steven M. Cohen

Open Text

[email protected]

Mitchell S. Feller

Gottlieb Rackman & Reisman

[email protected]

Andrew J. Ungberg

Frankfurt Kurnit Klein & Selz

[email protected]

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