What should I be careful about when creating distribution guidelines? Current status and problems of live gaming from a legal perspective [CEDEC 2024]

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Release: 2024-08-26 16:10:58
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게임 개발자용 컨퍼런스 「CEDEC 2024」로부터, 2024년 8월 22일에 개최된 세션「게임 실황에 있어서의 「전달 가이드 라인」의 이용·작성상의 법적 문제점」을 소개하자.
등단한 것은, 실황 전달의 여명기부터 머니타이즈에 임해 온 oldsport 대표의 콘도 사이치 씨 와, 게임이나 엔터테인먼트, e스포츠 등의 법무 및 M&A를 전문으로 하는 TMI 종합 법률 사무소 소속의 변호사 , 오치아이 이치키 씨다.

oldsport 대표의 콘도 사이치(왼쪽)와 변호사 오치아이 이치키(오른쪽)
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]

세션에서는, 우선 오치아이씨가 전달 가이드라인의 문제점을 정리하는 곳으로부터 스타트했다. 실황 전달은 이미 일반적인 게임을 즐기는 방법의 하나가 되어 있어 각 메이커가 자사 타이틀을 전달 플랫폼상에서 이용하는 조건을 정한 전달 가이드라인을 널리 공개하는 것도 또 드문 일이 없어져 왔다 .
그러나 이 전달 가이드라인이 법적으로 어떤 의미를 가지는지는 충분히 논의가 이루어지지 않았다고 오치아이씨는 지적한다. 이 세션에서는 그것을 밝히는 것으로, 메이커 측에 그 리스크를 이해하게 해, 동시에 게임 실황 문화가 보다 퍼질 것을 기대하고 있다고 한다.

配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]

계속해서 콘도씨로부터, 전달 가이드라인의 현상에 관한 보고가 행해졌다. 씨는 이번 세션을 위해 국내외 배포 가이드라인 총계590건(국내 437건/국외 153건)의 조사를 실시했다고 한다. 그 결과, 국내와 국외에서는 유저측의 권리 의식의 차이도 있었는지, 국내용의 가이드라인 쪽이, 비교적 세세하게 조건이 정해져 있는 경향에 있었다고 한다.

配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]

가이드라인의 내용을 잘 살펴보자.
우선 전달의 가부 그 자체로는, 전 590건 중 98.4%에 해당하는 581건이, 전달을 허가하는 내용이었다고 한다. 원래 가이드 라인이 없으면 배포가 불가능한 것으로 해석되는 것이 일반적이기 때문에이 결과는 필수적입니다.
굳이 불가로 하고 있는 것은, 「수수께끼 풀기 요소가 있기 때문에」 「미플레이의 사람에게의 배려 때문에」 「사적 사용의 범위를 넘기 위해」등이 이유로서 들려지고 있었다고 한다.

配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]

Next, the feasibility of monetization was analyzed by dividing it into five levels according to Mr. Kondo's classification.
It is best to check the slides for the details of the level classification, but a little additional information about level 2 and level 3 may be necessary. Level 2 is a pattern in which monetization using the functions provided by the platform is permitted, but restrictions are placed on some functions. Specifically, there is a tendency to ban things such as so-called super chats and limited access to members. Also, level 3 means that anything that uses the functionality of the specified platform is OK, but anything else is not allowed. In other words, for example, YouTube is fine, but other platforms are not allowed.
Of these, Level 3 was the most common, with almost 70% falling under this category.

In terms of distribution scope, 80% were those that could be distributed without any special notes. In some cases, there were restrictions, such as specifying specific parts that would not be accepted, or setting a fixed period. In addition to the above-mentioned question of monetization, users will also need to check this carefully.
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]



配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024] Regarding the presence or absence of a page related to distribution guidelines, approximately 90% had a dedicated page. In cases where the page does not exist, there have been cases where it has been listed in the product overview on Steam, or in rare cases, permission has been granted through posting by an official X account.



配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024] Finally, they also conducted an analysis using text mining, but apparently there were not many interesting discoveries from this. However, he felt sad that there were fewer mentions of Twitch, which is where Kondo's main activities are, compared to other platforms.





Thinking about distribution guidelines from a legal perspective


From here, Mr. Ochiai analyzed the distribution guidelines from a legal perspective.
First of all, the significance of formulating distribution guidelines is easy to understand. If you distribute without guidelines, it will be copyright infringement, and in the worst case scenario, you could be arrested and face criminal penalties. In other words, clearly stating the guidelines will help stabilize the legal status of distributors. If manufacturers want to use distribution for sales promotion, it is necessary to prepare guidelines. Mr. Ochiai said that although not all manufacturers have the same idea, this idea is included in the base.


 
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]
The legal nature of the guidelines
was also considered. Since distribution guidelines are widely published to general distributors, most of the text is composed of plain sentences that do not use legal terminology. According to him, the majority of cases were written in such a way as to ``support the activity'' or ``do not claim infringement of rights,'' and there were very few cases in which they clearly stated ``permission.'' It seems that they are deliberately avoiding this, but what kind of effect will it have if these guidelines are viewed legally? Since there are no explicit documents or precedents, this is just Mr. Ochiai's opinion, but if a judicial decision were to be sought, even if this method of writing was used, the legal effect would be the same as if it were ``permission''. His conclusion was that it would. Please check the slides to find out why, but in the end I think it would be easier to understand if it said "I consent."



Next is a discussion about the establishment of usage rights. A license contract is usually established through the agreement of both the right holder and the user (joint action). However, the distribution guidelines only allow rights holders to make public announcements unilaterally, and do not assume a process of agreement (unilateral action). Will a usage rights contract still be possible?
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]

The conclusion is that there are many cases in which this is recognized as a sole act. However, it is true that some doubts remain, and he said that it would be legally clearer if the rights of use were established through agreement between both parties.



配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]


分发指南有什么法律效力?


基于以上三点,对分配指引可能产生的法律效力进行了新的总结。他认为,分配指引主要有两个作用:

  1. 通过白名单(权限列表)删除有关使用受版权保护的材料的禁止权利。
  2. 通过创建黑名单(禁止名单)来全面预防犯罪行为。

配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]

由于如何像白名单一样使用很容易理解,所以这里详细介绍一下黑名单。其想法是预先指定完全不可接受的使用方法,从而阻止会降低公司版权作品商业价值的行为。
例如,不久前成为热门话题的“快电影”问题,以及涉及分发视频游戏剧透的诉讼,都可以通过制定此黑名单来防止(或更容易谴责)。

配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]

由于本案涉及多项版权侵权行为,似乎很难简单地将其解释为违反指南的法律先例。不过,有人表示,指南的存在可能对法院的判决起到了一定的作用。

那么,如果指南发布后被撤回或更改,会发生什么情况? 落合先生的意见是对此会加以限制。请检查幻灯片以了解理由,但如果撤回或更改构成滥用权利,经销商可能会被起诉。此外,在仅针对内部所有权的处理而授予许可的情况下,以及在其他背离著作权法精神的情况下,有可能适用反垄断法。


无论权利人是谁,并不意味着允许任何变更。落合先生在会议结束时表示,如果有必要进行更改,则应由专家进行审查。
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]



配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]
配信ガイドラインを作るとき気をつけることは? 法的な観点から考える,ゲーム実況の現状と問題点[CEDEC 2024]

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source:4gamer.net
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