美国电子游戏版权保护历史演进及其启示
发布时间:2018-11-14 09:00
【摘要】:电子游戏从产生至今,经过几十年的发展已经成为重要的经济产业,对电子游戏的版权保护关系着这一经济产业的健康、长远发展。美国作为判例法国家,电子游戏的版权保护情况直接反映在司法判例确立的规则上,本文采用历史研究方法、案例分析方法研究美国电子游戏版权保护的历史演进及其对我国可能具有的启示。全文共五章。第一章为概述,首先对电子游戏的概念、特征和分类进行了论述;其次介绍了美国电子游戏的发展概况,依据不同时期的主要运行平台、主导技术和市场支配地位将电子游戏的历史发展划分为1970年至1982年的街机时代、1982年至2000年的主机时代和2000年至今的网络时代;最后对电子游戏版权保护一般理论进行了梳理。第二章研究美国电子游戏街机时代的版权保护。通过对这一时期相关侵权保护判例的分析,得出了美国电子游戏版权保护制度已初具格局的结论。首先,电子游戏的视屏图像、音像等作为视听作品受到版权法保护的观点成为主流,其原创性、固定性要求不再受到争议;其次,电子游戏思想与表达二分法使得游戏规则、机制等属于游戏思想的元素落在版权法保护范围之外,落入混同原则和场景原则范围内的表达几乎不受版权法保护;最后,认定电子游戏版权侵权的“接触+实质性相似”检验法和实质性相似的认定方法——“普通观察者”测试法得到了确立。第三章研究美国电子游戏主机时代的版权保护。通过对空手道格斗游戏和纸牌游戏判例的分析,总结了这一时期判例法对电子游戏版权保护制度三个方面的发展和完善:第一,版权法对建立在公有领域的运动、棋牌等题材上的电子游戏的保护较之于对纯粹虚构的电子游戏的保护程度为低;第二,法院在确定电子游戏的版权保护范围时,除了排除属于思想的部分和落入混同原则、场景原则的部分外,还需要排除属于公共领域的内容,这使得法院在确认电子游戏版权保护范围时更具有可操作性;第三,除了延续前一时期判例法对电子游戏版权保护的处理思路之外,第九巡回上诉法院引入了“外部/内部”检验法,使电子游戏实质性相似的判断方法得到丰富。第四章研究美国电子游戏网络时代的版权保护。通过对2012年之后出现的三个移动游戏、纸牌游戏版权判例的分析,论述了这一时期判例法在电子游戏版权保护上的转变——受保护的表达范围扩大、混同原则和场景原则的适用范围变窄。对于判例法上的这些转变,存在以下质疑:只是在地方法院出现而没有得到更高级别法院的认可、可能从保护侵权人利益过度转变成保护版权人利益过度因而扼杀创新,但本文认为有理由相信新的电子游戏版权保护制度不会有碍于创新并且将会得到进一步认可。第五章是对全文的总结。总结了美国电子游戏版权保护的历史演进,在此基础上探讨了其对我国电子游戏版权保护的借鉴意义:首先,应当明确电子游戏的视听作品属性,在修改后的《著作权法》下将其作为视听作品进行保护;其次,我国法院可以适当借鉴美国法院所依循的若干原则来确定电子游戏版权保护范围;最后,我国法院可以引入美国的“普通观察者”测试法,以及“外部/内部”检验法来判断电子游戏的版权侵权,如果产生成功的案例,最高法院可以将其作为指导案例发布。
[Abstract]:The video games have become an important economic industry since the generation to the present, and the copyright protection of electronic games is related to the healthy and long-term development of the economic industry. As a case law country, the copyright protection of video games is directly reflected in the rule of the establishment of the judicial precedent. This paper uses the historical research method and the case analysis method to study the historical evolution of the copyright protection of the American video games and its possible enlightenment to our country. The full text is five chapters. In the first chapter, the concept, characteristics and classification of video games are discussed, and the development of video games in the United States is introduced. The dominant technology and the dominant position of the market divide the historical development of electronic games into the times from 1970 to 1982, the host age from 1982 to 2000 and the network age of 2000 to present; and finally, the general theory of the copyright protection of electronic games is analyzed. The second chapter is to study the copyright protection in the American video game. Through the analysis of the case of the relevant tort protection in this period, the conclusion that the copyright protection system of the American video game has been set up has been drawn. First, the video game's view-screen image, audio-video and so on are the mainstream of the copyright law protection of the audio-visual work, and the original and fixed requirements of the video game are no longer subject to the dispute; secondly, the video game thought and the expression dichotomy make the rules of the game, the elements belonging to the game thought fall outside the scope of the copyright law protection, and the expression that falls within the scope of the blending principle and the scene principle is hardly protected by the copyright law; and finally, The method of determining the contact of the copyright infringement of the video game + the substantive similarity test method and the substantive similar test method _ ordinary observer test method is established. The third chapter studies the copyright protection of the American video game host. This paper sums up the development and perfection of the case law in the three aspects of the copyright protection system of the electronic game through the analysis of the case of the empty-handed and the card game, the first, the copyright law is the movement of the establishment in the public domain, the protection of the electronic games on the subject matter such as the chess and the like is lower than that of the electronic game which is pure fiction; and secondly, when the copyright protection range of the electronic game is determined, it is also necessary to exclude content belonging to the public domain, which makes the court more operational in the recognition of the scope of copyright protection of electronic games; and thirdly, in addition to the handling of the copyright protection of electronic games by the case law of the previous period, The Ninth Circuit Court of Appeal introduced the 鈥淓xternal/ internal鈥,
本文编号:2330720
[Abstract]:The video games have become an important economic industry since the generation to the present, and the copyright protection of electronic games is related to the healthy and long-term development of the economic industry. As a case law country, the copyright protection of video games is directly reflected in the rule of the establishment of the judicial precedent. This paper uses the historical research method and the case analysis method to study the historical evolution of the copyright protection of the American video games and its possible enlightenment to our country. The full text is five chapters. In the first chapter, the concept, characteristics and classification of video games are discussed, and the development of video games in the United States is introduced. The dominant technology and the dominant position of the market divide the historical development of electronic games into the times from 1970 to 1982, the host age from 1982 to 2000 and the network age of 2000 to present; and finally, the general theory of the copyright protection of electronic games is analyzed. The second chapter is to study the copyright protection in the American video game. Through the analysis of the case of the relevant tort protection in this period, the conclusion that the copyright protection system of the American video game has been set up has been drawn. First, the video game's view-screen image, audio-video and so on are the mainstream of the copyright law protection of the audio-visual work, and the original and fixed requirements of the video game are no longer subject to the dispute; secondly, the video game thought and the expression dichotomy make the rules of the game, the elements belonging to the game thought fall outside the scope of the copyright law protection, and the expression that falls within the scope of the blending principle and the scene principle is hardly protected by the copyright law; and finally, The method of determining the contact of the copyright infringement of the video game + the substantive similarity test method and the substantive similar test method _ ordinary observer test method is established. The third chapter studies the copyright protection of the American video game host. This paper sums up the development and perfection of the case law in the three aspects of the copyright protection system of the electronic game through the analysis of the case of the empty-handed and the card game, the first, the copyright law is the movement of the establishment in the public domain, the protection of the electronic games on the subject matter such as the chess and the like is lower than that of the electronic game which is pure fiction; and secondly, when the copyright protection range of the electronic game is determined, it is also necessary to exclude content belonging to the public domain, which makes the court more operational in the recognition of the scope of copyright protection of electronic games; and thirdly, in addition to the handling of the copyright protection of electronic games by the case law of the previous period, The Ninth Circuit Court of Appeal introduced the 鈥淓xternal/ internal鈥,
本文编号:2330720
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