Comparative Law Researches

Comparative Law Researches

An Analysis on Video Game Creators’ Rights through Literary and Artistic Property Law in Iran and United States of America

Document Type : Original Research

Authors
1 Professor in Private Law, Faculty of Law, Tarbiat Modares University, Tehran, Iran
2 Master’s Student in Intellectual Property Law, Faculty of Law, Tarbiat Modares University, Tehran, Iran
Abstract
Video game has one of the biggest markets compared to other literary and artistic works. Therefore, it’s crucial to take effective steps for its protection. Of course, the intellectual property law, especially the literary and artistic property law plays the main role in protecting it. In this research we aim to introduce video game and its characteristics as an intellectual phenomenon; In the meantime, we try to find the best classification in order to protect video games through literary and artistic property law in Iran and the United States. This article is a desk research written using Descriptive and Analytical method with library and online resources. Despite video games not being directly mentioned in Iran and the United States statutes, video games are protected as audiovisual works in the United States; however, in Iran, classification of video games is a matter of debate. The result of this research is that in Iran, the clause 12 of article 2 of the Authors, Composers and Artists Rights Protection Act of 1970 can be implemented to protect video games as combinatorial works; also, video games can be protected as software using the Protection of Creators of Computer Software Rights Act of 2000. In any case, distributive classification of video games can be used as a supplementary option. In the end, we suggest the judiciary system of Iran to publish video game cases in order to form case law; Meanwhile, Intellectual Property statutes such as both of the mentioned acts, need to be revised.
Keywords

Subjects


6. منابع:
1-6. منابع فارسی:
الف) کتاب‌ها
1- آیتی، حمید. (1375). حقوق آفرینشهای فکری با تاکید بر حقوق آفرینشهای ادبی و هنری‌. تهران: حقوقدان.
2- زرکلام، ستار. (1398). حقوق مالکیت ادبی و هنری. (چاپ پنجم) تهران: سمت.
3- زرکلام، ستار؛ محوری، محمدحسن. (1394). حمایت‌های حقوقی از پدیدآورندگان نرم‌ افزار. تهران، سمت.
4- شورای عالی انفورماتیک. (1373). حقوق پدیدآورندگان نرم افزار. تهران: سازمان برنامه و بودجه‌ی کشور.
5- مائورا، فرانس. (1398). مطالعات بازی: بازی و فرهنگ از آغاز تا امروز. ترجمه حمیدرضا سعیدی. تهران، فرهنگ نشر نو.
ب) مقالات
6- شبیری زنجانی، سید حسن؛ سلطانی وشاره، رضا. (1400). «مطالعه‌ی تطبیقی حمایت از نرم افزارهای سرگرم کننده (بازی‌های ویدیویی)، با تأکید بر حقوق ایران و ایالات متحده»، حقوق خصوصی. شماره 18. صص 71-94.
7- حبیبا، سعید؛ حسین زاده، مجید. (1392). «بررسی فرایند حمایت حقوقی از بازیهای رایانه ای در نظام مالکیت فکری». فصلنامه تحقیقات حقوقی. دوره 16. شماره 63. صص 37-68.
ج) پایان نامه‌ها
8- سلطانی وشاره، رضا. (1399). مطالعه‌ی تطبیقی حمایت حقوقی از بازی‌های ویدیویی از دیدگاه حقوق مالکیت فکری. پایان نامه برای اخذ مدرک کارشناسی ارشد. دانشکده حقوق. دانشگاه قم.
2-6. منابع انگلیسی:
A) Books
9- Chandler, Daniel & Munday, Rod. (2019). Videogame. In V, A Dictionary of Media and Communication, (3rd Ed.) London, Oxford University Press.
10- Jack, Keith & Tsatsoulin, Vladimir (2002). Dictionary of Video and Television Technology, Amsterdam, Newnes Press.
11- Juul, Jesper (2011). Half-Real: Video Games Between Real Rules and Fictional Worlds, Cambridge, MIT Press.
12- Ramos, Andy; Lopez, Laura; Rodriguez, Anxo; Meng, Tim & Abrams, Stan (2013). The Legal Status of Video Games: Comparative Analysis in National Approaches, Geneva, WIPO Publications.
B) Articles
13- Alpert, F. (2007). “Entertainment software: Suddenly huge, little understood”, Asia Pacific Journal of Marketing and Logistics, Vol. 19, Iss. 1, pp. 87-100.
14- Erskine, C. (1988). “AFTER PONG”, ACE Magazine. Iss. 6, pp. 29-32.
15- Grabowski Jr. T. J. (1983). “Copyright Protection for Video Game Programs and Audiovisual Display; and - Substantial Similarity and the Scope of Audiovisual Copyrights for Video Games”, Loyola of Los Angeles Entertainment Law Review, Vol. 3, Iss. 1, pp. 140-146.
16- Groffe-Charrier, J. (2021). “Diversity of works in video games – some thoughts on the difficulties inherent in placing rights on a secure footing”, RIDA Revue internationale du droit d'auteur, Iss. 267, pp. 47-81.
17- Hunter, D. A. D. (1991). “Protecting the Look and Feel of Computer Software in the United States and Australia”, Santa Clara Computer & High Tech, Vol. 7, Iss. 1, pp. 95-155.
C) Websites
18- Friedlander, J. P. “YEAR-END 2020 RIAA REVENUE STATISTICS”, (2021 February 26), RIAA. Retrieved from: https://www.riaa.com/wp-content/uploads/2021/02/2020-Year-End-Music-Industry-Revenue-Report.pdf (Visited on: 2023, April 29)
19- Rogers, C; Lyons, B. “2020 Year In Review: Digital Games and Interactive Media”, (2021 January 13), SUPER DATA. Retrieved from: https://www.superdataresearch.com/reports/2020-year-in-review (Visited on: 2021 January 20)
20- Statista Research Department. “Theatrical market revenue worldwide from 2002 to 2020”, (2023 January 5), Statista. Retrieved from: https://www.statista.com/statistics/260198/filmed-entertainment-revenue-worldwide-by-region/ (Visited on: 2023, April 19)
D) Case Law
21- Stern Electronics, Inc. v. Kaufman, (1981) Dist. Court, ED New York.
22- Stern Electronics, Inc. v. Kaufman, (1982) United States Court of Appeals, 2nd Circuit.
23- Williams Electronics, Inc. v. Artic Intern., Inc., (1982) United States Court of Appeals, 3rd Circuit.