LEVEL UP:
A LEGAL GUIDE TO THE
VIDEO GAMES INDUSTRY
CONTENTS
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LEVELS
Foreword: Greetings Weary Traveller 3
Level 1: Creation and Development 6
Level 2: AI-Generated Content 12
Level 3: User-Generated Content 15
Level 4: Third-Party IP 18
Level 5: IP Licensing Arrangements 22
Level 6: Financing and Investment 25
Level 7: Marketing, Advertising and Content Ratings 31
Level 8: Consumers – Rights and Protections 34
Level 9: Monetisation 37
Level 10: In-Game Purchases 40
Level 11: Esports 44
Level 12: Gambling and Esports 54
Level 13: Data Protection and Cybersecurity 58
Level 14: Litigation & Dispute Resolution 62
Key Players 67
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LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
FOREWORD
GREETINGS WEARY TRAVELLER…
Welcome to the 1
st
Edition of our “Level Up” series.
Video games have been a popular form of entertainment since their creation and have played a key role in shaping pop culture
across the world. In recent years, video gameshave dominated entertainment retail sales, with the global video games market
estimated to be worth in excess of US$174 billion in 2020 and predicted to exceed US$300 billion by 2025.
1
Global Games
Market Value 2020
2
The explosion in sales is in part due to advances in technology and the accessibility ofonline gaming, which have allowed for the
globalisation of video games on an unprecedented scale. Improved internet speeds, mobile gaming and free-to-play models have
made video games accessible to groups of gamers that may not otherwise have had access to a gaming platform. In addition,
technological advances (in particular, the emergence of major streaming platforms such as Twitch) combined with a cultural shift
have facilitated the rise of the esports industry, with elite esports professionals commanding significant salaries, securing personal
sponsorship deals and competing for multimillion dollar prize pools.
1 https://www.gminsights.com/industry-analysis/cloud-gaming-market
2 https://www.gamesindustry.biz/articles/2020-12-21-gamesindustry-biz-presents-the-year-in-numbers-2020 and Newzoo
49%
43%
6%
20%
22%
29%
29%
Mobile
*25.6% YoY
PC
*6.2%Y oY
Consol e
*21.0% YoY
Smartphone
Game s
*29.0% YoY
Br owser
PC Game s
*8.7%Y oY
Boxed &
Downloaded
PC Game s
*7.9%Y oY
2%
2020 Tota l
*19.6% YoY
Tablet Games
*23.0% YoY
US$ 86.3b
US$ 11.4b
US$ 74.9b
US$ 37.4b
US$ 3.2b
US$ 34.2b
US$ 51.2b
US$ 174.9b
4
LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
While, due to the global COVID-19 pandemic, 2020 was a challenging year for many industries, it was, however, a watershed year
for the gaming industry. There are now more developers, content creators and new games coming to the market than ever before,
and the new generation of gaming consoles and the advent of 5G mobile connectivity offers new opportunities for stakeholders
across the industry. Moreover, reports of increased online purchases and gaming activity in the market coincided with the lockdown
measures put in place by governments across the world in response to the COVID-19 pandemic.
Physical vs. Digital Game Sales 2020
3
Total Market Revenues: 9.4% Physical Sales 90.6% Digital Sales
With this in mind, we wanted to create an all-in-one legal guide for those that currently operate in or are considering entering the
video games industry with the purpose of providing an overview of the life cycle of a video game – from the early stages of
development, past the grind of regulatory compliance, through to the final stages of monetising the product.
We have had the privilege of working closely with several clients in the video gamesand entertainment industry,
includingdevelopers, content creators and investors. This has allowed us to gain valuable insight into key legal and commercial
issues that stakeholders regularly face, ranging from ownership of content, licensing ofworks and enforcing proprietary rights
against unscrupulous third parties. Wewantedto bring our specialists together to share their knowledge and expertise with the
videogames industry and to help those that are facing glitches that require fixing. Thisguide is the result.
3 https://www.gamesindustry.biz/articles/2020-12-21-gamesindustry-biz-presents-the-year-in-numbers-2020 and Newzoo
Alex Walker
Editor
Global
physical gam e
revenue
Global
digital game
revenue
Global
in-game spending
(included in digital)
US$ 14.9b US$ 158b US$ 128b
5
LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
LEVEL 1
CREATION AND
DEVELOPMENT
6
LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
LEVEL 1
CREATION AND DEVELOPMENT
The start of every great adventure begins with the first footstep
and the video games industry is no different. The concept of the
game needs to be conceived and it falls to developers, designers
and artists to take the first steps in the development of a
video game.
Key Characters
Developers come in all shapes and sizes, from the long-established titans in the
industry with an army of workers at their fingertips, to the one-man band indie
developers working from their home studios. Regardless of origin, developers will
needto have a team of talented specialists with the skills to be able to create
gamecontent, including:
Programmers
Designers
Artists
Musicians
Writers
Actors.
The creation and development of certain content might be outsourced to other
specialised developers or contractors. Regardless, it will be important for the developer
to ensure that all IP and proprietary works subsisting in works developed are properly
managed. In particular, developers will want to ensure that any underlying agreements
contain appropriate provisions ensuring that any works created by an employee or
contractor are transferred to the developer.
IP and Proprietary Rights in Video Games
There are a number of different IP and proprietary rights that exist to protect different
elements of a video game. These protective rights can be used by the proprietor (and
potentially its licensees) to prevent infringement, misuse or misappropriation by third
parties of the video game (either in part or as a whole). We list some of these rights in
the table below:
“...it will be
important for the
developer to
ensure that all IP
and proprietary
works subsisting
inworks
developedare
properly
managed.”
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LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
Right of Protection What is it? What can it protect?
Copyright Copyright grants the owner the exclusive right to make
copies of original creative works. Copyright protects the
expression of ideas rather than ideas per se. For instance,
the concept of a ‘battle royale’ game is not protectable in
itself; however, the manner in which the game format is
expressed (e.g., characters, weapons, gameplay, map
design) can be protectable.
In particular, under English copyright law, a video game’s
code may be protected as a “literary work” provided it
isoriginal.
Video games are made up of a large number of different
copyright works, each of which will be created by different
designers, artists and authors. It will be important that the
developer has the right to use each copyright work, either
by having each creator assign or license the copyright.
Computer program (e.g., source code),
text (e.g., storyline and narrative),
graphics (e.g., character; level designs;
artwork), sound recordings (e.g., in game
sounds and musical recordings), musical
compositions and film (e.g., cut scenes).
Database Rights In the EU and the UK, sui generis database rights protect
the collection of independent works, data or other
materials arranged in a systematic or methodical way.
The database must be the author’s own intellectual
creation and involve substantial investment in obtaining,
verifying or presenting its contents. However, ‘obtaining’
does not include the resources used to create the
materials (the data). The database right, therefore, does
not protect a database comprised of data collected by a
company which is simply added to the database with no
additional investment.
For example, certain online video games (e.g., huge
multiplayer online games (MMOs)) use collected player
data (e.g., player rankings) which has been inserted into a
database. Such data is continuously updated and is used
to match players of a similar calibre in order to ensure a
fair game.
Player data (e.g., rankings; location); and
sales data (e.g., retail and online sales;
DLCs; add-ons; lootboxes and skins).
Trademarks Trademarks provide protection for brand names and logos
used on certain goods and services.
Trademarks are territorial IP rights and their scope of
protection will vary depending on a) which territory they
are registered in; and b) the goods and services in respect
of which they are registered.
Video game developers may want to register a trademark
to protect certain elements of the video game (e.g., title,
logo, characters). Similarly, developers will need to
consider obtaining licences to use third-party trademarks
in the video game.
Brand names; product and service
names; logos; colours; shapes; motions;
and sounds.
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LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
Right of Protection What is it? What can it protect?
Patents Patents provide protection for certain “inventions” and
grant the patent holder the right to take enforcement
action against such invention being copied or used
without permission. Patents are a territorial right and often
have a protective term of up to 20 years.
In the UK, it is not usually possible to obtain a patent for a
“video game” as such; however, certain elements of the
video game may be patentable if a “technical effect” can
be demonstrated.
Inventive elements of the video game
and/or console (e.g., controller,
semiconductors, graphics cards, virtual
and augmented reality technology).
Designs Design rights protect the aesthetic appearance of a
product. The right is territorial and in the UK and EU gives
the holder a protective term of up to 25 years.
Design rights are often used by developers to protect the
“look and feel” of hardware, but can also be used to
protect certain elements concerning the visual appearance
of the game’s user interface or characters.
The shape and configuration of hardware
(e.g., controller, console, VR equipment),
surface/decorative patterns, graphic
symbols, graphic user interfaces (GUIs),
product packaging and character
designs.
Passing-Off The right of “passing-off” exists to protect the goodwill
attached to an individual, a business, and/or goods and
services. It exists to prevent competitors from unfairly
using that goodwill for their own gain.
For instance, using a celebrity’s image without their
consent to misrepresent that a video game has been
endorsed by that celebrity, or a company falsely claiming
that its products or services make use of technology
licensed from another company.
Personality, image and name rights;
company names, brand names; product
and service names; logos; and the
appearance and presentation of
products and packaging.
Trade Secrets /
Confidential
Information
Trade secrets and obligations of confidentiality can be
used to protect confidential information that has value to
the business.
Leaks in the video games industry are a regular
occurrence and can have a significant adverse impact on
the commercial value of a game. Developers will want to
protect commercially sensitive information (e.g., gameplay,
story lines, technical information) from being disclosed to
third parties. Accordingly, it is not uncommon for all
parties of the development process to have some form of
confidentiality obligation either in their commercial contract
(e.g., in an employment contract or distribution agreement)
or as a stand-alone non-disclosure agreement.
Confidential information (e.g., character
designs; gameplay; story lines; technical
information).
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LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
Video Game Characters
Video game characters are some of the most important IP assets in the industry and
can be the unique selling points for games, franchises or even consoles and
merchandise; think of mascots such as Nintendo’s Mario that may even become the
‘face’ of theme parks and films.
4
Ensuring characters are adequately protected is
essential. Under English law there are various ways of protecting a character’s name or
likeness. Instead, they may be protected by copyright as well as registered or
unregistered trade marks and design rights.
Copyright may protect a character’s image as an original “graphic work”. Under
Englishcopyright law, it has been established that the graphics of video games may
beprotected as individual frames.
5
This provides a base level of protection, although
generic characters may be considered unprotectable ideas and characters which are
sufficiently adapted by a third party may not be infringing. Traditionally, the courts have
held that there is no copyright in a name under English law as names are too short to
constitute “literary works” in and of themselves.
6
Recent case law on newspaper
headlines has, though, suggested that this may now have changed and names may be
protectable.
7
Copyright under English law has the advantage of not requiring any
registration, however, it may be advisable to also rely on other rights when considering
protecting your video game characters’ names and images.
Registered trademarks may also offer an avenue for protection for video game
character names and images. Whilst the cost associated with such an application may
not make it practicable to trade-mark every character, it may be a useful way of
protecting particularly important iconic characters or mascots, especially if they will be
used in other games and/or merchandise as part of a wider franchise arrangement.
Trade-marks may be perpetual provided they are renewed and are used in each five-
year period. Also, recent changes to trad mark law have provided for a greater range of
trademarks, including 3D and motion marks.
In the absence of a registered trade-mark, English law provides for some protection of
unregistered trade-marks through “passing-off”. A passing-off action is more difficult to
establish, however, as it requires that your brand (here a video game character) has a
reputation (goodwill) within the market and that the infringing party has made damaging
misrepresentations deceiving/to the public regarding the origin of the goods.
4 https://www.ft.com/content/04ffe0ec-43fe-11ea-a43a-c4b328d9061c
5 Nova Productions Limited v Mazooma Games Limited [2007] EWCA Civ 219
6 E.g., see Mirage Studios and others v Counter-Feat Clothing Co Ltd and another [1991] FSR 145
7 Newspaper Licensing Agency Ltd and others v Meltwater Holding BV and others [2010] EWHC 3099 (Ch)
and Infopaq International A/S v Danske Dagblades Forening (Case C-5/08) [2009] ECR I-6569
“Video game
characters are
some of the
most important
IP assets in the
industry...”
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LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
Similarly, designs may be registered to protect the design of a character. These last for
10-15 years, depend on when the design was first sold or created. As with
trade-marks, there are also unregistered design rights, which provide lesser protection.
Due to the multiple avenues for protection, it is important that if you own IP in video
game characters you have an IP strategy that best suits your needs. Such a plan
should consider:
Are any of your characters potentially infringing third-party rights?
E.g., other video game characters, celebrities’ likenesses or characters from films,
books or TV shows. This can be conducted via internal discussions with design
teams and searches of relevant registers.
Which characters are your most important mascots and brands?
This should inform what avenues of protection you pursue for each character.
Where are your most important markets / jurisdictions?
This should inform in which jurisdictions you must/should register rights.
How your characters will (or may in the future) be used for merchandising,
franchising etc.?
This could inform what type of protection you seek as well as what categories of
protection you apply for when registering trade marks e.g., you may need protection
for goods such as clothing and toys as well as for electronic games).
“...it is important
that if you own
IP in video game
characters you
have an IP
strategy that
best suits
yourneeds”
67
LEVEL UP: A LEGAL GUIDE TO THE VIDEO GAMES INDUSTRY
October 2021
Vanessa Marsland
Partner
London
T: +44 207006 4503
E: vanessa.marsland@
cliffordchance.com
Stephen Reese
Partner
London
T: +44 207006 2810
E: stephen.reese@
cliffordchance.com
Alex Walker
Senior Associate
London
T: +44 207006 1188
E: alex.walker@
cliffordchance.com
Rory Scott
Lawyer
London
T: +44 207006 2303
E: rory.scott@
cliffordchance.com
Jamie Andrew
Senior Associate
London
T: +44 207006 1367
E: jamie.andrew@
cliffordchance.com
Elliot Hirst
Senior Associate
London
T: +44 207006 5044
E: elliot.hirst@
cliffordchance.com
Leigh Smith
Senior Associate
London
T: +44 207006 6235
E: leigh.smith@
cliffordchance.com
KEY PLAYERS
Stavroula Vryna
Senior Associate
London
T: +44 207006 4106
E: stavroula.vryna@
cliffordchance.com
Jonathan Coote
Lawyer
London
T: +44 207006 1910
E: jonathan.coote@
cliffordchance.com
Jennifer Mbaluto
Partner
London
T: +44 207006 2932
E: jennifer.mbaluto@
cliffordchance.com
2104-000829
This publication does not necessarily deal with every important
topic or cover every aspect of the topics with which it deals.
It is not designed to provide legal or other advice.
www.cliffordchance.com
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© Clifford Chance 2021
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