当前位置:主页 > 法律论文 > 民法论文 >

电子游戏的著作权保护问题研究

发布时间:2018-02-21 21:50

  本文关键词: 电子游戏 著作权 保护模式 侵权判定方法 出处:《华东政法大学》2015年硕士论文 论文类型:学位论文


【摘要】:随着计算机科学的发展,电子游戏也得到进一步发展。从19世纪60年代的无声电子游戏到有声电子游戏,再到现在大型网络游戏,电子游戏中所包含的内容与日俱增,而这些元素都是设计者辛勤创作的智力成果。随着电子游戏的繁荣发展,电子游戏著作权侵权问题也与日俱增。若对此类问题得不到有效的解决,将影响我国电子游戏产业的健康发展。因此本文通过以下几个部分对该问题展开讨论。第一章提出因电子游戏抄袭而引发的著作权问题,主要包含两个问题:第一,电子游戏著作权保护模式模糊;第二,电子游戏著作权保护标准不清楚。在本章节,笔者首先对电子游戏基本概念及类型进行简单介绍,分析电子游戏本质,将本文讨论的重点放置于电子游戏中呈现于屏幕上的部分。其次,笔者针对存在问题进行简单介绍,其中针对第一个问题,目前我国是将电子游戏作为计算机软件保护,同时对其附属物按所属作品类型分别予以相应的著作权保护。但现在电子游戏往往可以构成一个完整故事,若未能将其从整体上进行保护,将会使对情节的充分描述不能受到法律保护。针对第二个问题,目前在审理电子游戏著作权侵权案时,一般都采取的是“接触+实质性相似”的侵权判定标准。但该标准对于审理较为复杂的电子游戏而言过于粗略,且在具体适用时存在操作不当的情形。第二章分析电子游戏著作权保护模式。基于上文对电子游戏类型划分,本文将对这两种类型进行区分讨论。针对视听类电子游戏,首先从作品独创性入手,分析其在满足一定程度独创性后才可能作为视听作品得到著作权法上进行保护;其次从作品类型入手,分析视听类电子游戏在符合视听作品的基本要求后才可以作为视听作品从整体上获得保护。针对非视听类电子游戏,分析其进行拆分保护的理论依据,其中电子游戏各要素在整体上独创性程度不高情况下,但在其分别可以满足独创性要求前提下应当分别获得著作权法保护。上述两种保护模式的确立也为后文建立相应侵权判定方法奠定基础。第三章分析电子游戏的著作权侵权判定方法。针对视听类电子游戏,目前我国尚未有将电子游戏从整体上进行保护的案例。因此有必要引入对国外案例的探讨,分析和研究国外案例中所采取的侵权判定方法,结合我国具体司法实践,判断我国应采取何种侵权判定方法。针对非视听类电子游戏,目前我国虽也对电子游戏进行拆分保护,但是其依赖的理论基础存在一定问题,应当予以纠正。通过对国内司法案例探讨,分析在司法实践中所存在问题,指出其中存在的不足。第四章得出结论。在建立电子游戏多重保护模式的基础上,结合我国具体司法实践,形成符合我国司法实践著作权侵权判定方法。
[Abstract]:With the development of computer science, video games have been further developed. From the silent video games in 1860s to the audio video games, and now to the large-scale online games, the contents of the video games are increasing with each passing day. These elements are the intellectual achievements of designers' hard work. With the prosperity of video games, the copyright infringement of video games is also increasing. If this kind of problem can not be solved effectively, It will affect the healthy development of the video game industry in China. Therefore, this paper discusses the problem through the following parts. Chapter one puts forward the copyright problem caused by plagiarism of the video game, which mainly includes two problems: first, In this chapter, the author first introduces the basic concepts and types of electronic games, and analyzes the essence of electronic games. The focus of this paper is placed on the screen of the video game. Secondly, the author briefly introduces the existing problems, aiming at the first problem, at present, our country regards the electronic game as the computer software protection. At the same time, their appendages are protected according to their respective types of works. But now video games can often form a complete story, if they are not protected as a whole, The full description of the circumstances will not be protected by law. In view of the second question, in the current case of copyright infringement of video games, Generally speaking, the criterion of "contact material similarity" is adopted. But the criterion is too rough for the more complicated video games. The second chapter analyzes the mode of copyright protection of electronic games. Based on the classification of the types of video games above, this paper will distinguish the two types. First of all, starting with the originality of the works, the author analyzes that they can be protected as audio-visual works by copyright law only after they satisfy a certain degree of originality; secondly, it starts with the types of works. This paper analyzes that audio-visual video games can only be protected as a whole after meeting the basic requirements of audio-visual works. In view of non-audio-visual video games, the theoretical basis for splitting and protecting them is analyzed. Among them, all the elements of video games are not so original as a whole, However, under the premise that they can meet the requirements of originality, they should be protected separately by copyright law. The establishment of the above two protection modes also lays a foundation for the establishment of the corresponding tort judgment methods in the following articles. Methods for determining copyright infringement. For audio-visual video games, So it is necessary to introduce the discussion of foreign cases, analyze and study the methods of tort judgment adopted in foreign cases, and combine the concrete judicial practice of our country. Judging what kind of tort judgment method should be adopted in our country. In view of non-audio-visual video games, although China also has split protection for video games at present, there are certain problems in the theoretical basis on which they depend. By discussing the domestic judicial cases, analyzing the problems existing in the judicial practice, pointing out the shortcomings, the conclusion is drawn in Chapter 4th. On the basis of establishing the multi-level protection model of video games, Combining with our country's specific judicial practice, it forms the judgment method of copyright infringement in accordance with our judicial practice.
【学位授予单位】:华东政法大学
【学位级别】:硕士
【学位授予年份】:2015
【分类号】:D923.41

【共引文献】

相关期刊论文 前4条

1 赵海燕;;我国电影作品归属缺陷及完善探讨[J];学理论;2014年29期

2 王太平;;商标侵权的判断标准:相似性与混淆可能性之关系[J];法学研究;2014年06期

3 胡滨斌;;定牌加工商标侵权认定若干问题之反思——以“无锡艾弗公司诉香港鳄鱼恤公司”案为例[J];交大法学;2015年03期

4 于连超;;标准的著作权法保护问题探析[J];山东师范大学学报(人文社会科学版);2014年06期

相关硕士学位论文 前10条

1 武汉;商标侵权行为构成要件研究[D];中国政法大学;2010年

2 郭建强;我国专利侵权与确权纠纷解决机制及其衔接研究[D];中国政法大学;2010年

3 陈辉宇;商标域外抢注问题分析及相应对策[D];吉林大学;2011年

4 季玮;避风港原则探析[D];中国社会科学院研究生院;2011年

5 张红霞;在先使用商标保护研究[D];华东政法大学;2012年

6 吴奕;欧盟一体化进程中商标权制度探析[D];上海师范大学;2012年

7 肖维;反垄断法实施中商业秘密保护制度研究[D];中南大学;2012年

8 刘怡;中法著作权法律制度比较研究[D];中南民族大学;2013年

9 范雪芹;新疆知识产权保护地方立法问题研究[D];新疆师范大学;2013年

10 于圣厶;计算机软件反向工程的合理利用界限[D];黑龙江大学;2013年



本文编号:1522947

资料下载
论文发表

本文链接:https://www.wllwen.com/falvlunwen/minfalunwen/1522947.html


Copyright(c)文论论文网All Rights Reserved | 网站地图 |

版权申明:资料由用户bbef9***提供,本站仅收录摘要或目录,作者需要删除请E-mail邮箱bigeng88@qq.com