Business and Legal Issues For Video Game Developers: A Training Tool
Business and Legal Issues For Video Game Developers: A Training Tool
DISCLAIMER
NOTES ACCESSED
DOI 10.34667/tind.45851
1 Mastering The Game
TABLE OF CONTENTS
EXECUTIVE SUMMARY 12
1.1 – The Current Video Game Industry Landscape: The Numbers Behind
The Industry 17
1.2 – Demographics 22
2.2 – Copyright 60
2.2.1 – What Can Be Protected By Copyright? 61
2.2.2 – What Rights Are Conferred By Copyright? 64
2.2.3 – Some Examples Of Copyright 65
2.2.4 – US Copyright Filing Information 66
2.2.5 – Term Of Protection 67
2.2.6 – Protecting Copyright 68
2.2.7 – Penalties For Infringement 69
2.2.8 – Derivative Works 70
2.2.9 – The Public Domain 72
2.2.10 – US Scènes à Faire Doctrine 75
2.2.11 – US Fair Use 75
2.2.12 – EU Copyright Exceptions And Limitations 76
2.2.13 – Moral Rights 78
2.2.14 – Copyright Ownership, Licenses And Chain of Title 78
3 Mastering The Game
2.3 – Trademark 80
2.3.1 – What Can Be Trademarked? 81
2.3.2 – Is It Necessary To Register A Trademark? 82
2.3.3 – Picking A Good Trademark 82
2.3.4 – Examples Of Trademarks 84
2.3.5 – Term Of Protection 86
2.3.6 – Registration Process And Cost In The United States 86
2.3.7 – Registration Process And Cost In The EU 87
2.3.8 – Madrid System For The International Registration Of Marks 87
2.3.9 – Protecting Trademarks In The United States 88
2.3.10 – Penalties For Infringement 89
2.3.11 – Unfair Competition 90
2.3.12 – Common Questions About Trademarks 91
Do I Have To Use A Trademark In Commerce? 91
Can I Let Fans Use My Trademark Without A Formal License? 92
Can I Trademark My Game Title? 92
2.4 – Patents 93
2.4.1 – What Can Be Patented? 94
2.4.2 – What Rights Are Conferred By Patents? 95
2.4.3 – Term Of Protection 95
2.4.4 – Process And Cost In The United States 95
2.4.5 – Process And Cost Outside The United States 97
2.4.6 – Protecting Patents 98
2.4.7 – Patent Litigation And Penalties For Infringing Patents 98
2.4.8 – US Patent Pending And Provisional Patent Applications 98
2.4.9 – Patent Invalidity 99
2.4.10 – Anticipation And Obviousness 99
2.4.11 – Timing A Patent Filing 100
2.4.12 – Reasons To File A Patent Application 100
2.4.13 – The European Patent System 101
2.4.14 – Video Game Patents In Europe 102
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5.5 – The Growing Role Of Actors And The Importance Of The Actors
Unions 246
ACKNOWLEDGEMENTS 373
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12
EXECUTIVE SUMMARY
The videogame industry has grown dramatically in the last decade. It continues to
evolve with new technologies, trends, business models, greater accessibility to game
devices and distribution, and consequentially new legal and regulatory challenges.
These significant changes are reflected in the scope and volume of this second edition.
This publication is primarily a guide for developers, legal professionals, students, and
anyone interested in the video game industry to help them understand the many
business and legal issues developers may encounter in the development and eventual
distribution of a video game across numerous platforms. The topics range from
intellectual property (“IP”) and regulatory matters associated with game development to
forming relationships with publishers, platform manufacturers, distributors, and content
owners. In each of these relationships, the developer will need to be familiar with the
specific business and legal issues and contractual terms so that they can negotiate
effectively and identify risks in order to avoid potentially costly mistakes.
While the publication is for educational purposes and cannot replace the expertise of
lawyers and other key personnel in the video game industry in negotiating deals, it
hopefully can offer some guidance and explanations as to the major issues in
developing and distributing a game, why various parties make certain decisions during
negotiations, and the language that may be included in an agreement. Not all topics
and jurisdictions are covered; much of the legal commentary primarily reflects practice
in the United States, the European Union, and the United Kingdom, although many of
the business and legal principles discussed are applicable in other parts of the world. In
addition, these are large markets for video games, and with the ease in distributing a
game worldwide it is important for developers to have a basic understanding of some of
the issues they may come across when dealing with various publishers, distributors,
platform manufacturers, licensors and regulations in these territories. Finally, when
reading the publication, it is important to realize that laws change and every situation is
different and negotiations will vary depending on the unique circumstances between the
parties as well as bargaining power and perhaps past dealings. Some commentary is
reflected a few times in different chapters to underscore the importance of certain
business and legal terms.
The introductory chapter provides an overview of the video game industry, focusing first
on the industry’s size and comparing various numbers such as revenue and audience
to those of other sectors in the entertainment industry, providing a perspective of its
current dominant position. Next, a look at the demographics of game players and the
growing importance of new markets led by China followed by a brief discussion on the
major players, including the platform manufacturers, distributors, and publishers, And
lastly, a snapshot look at the recent economic and gaming trends driven by new
business models, esports, community involvement, influencers and immersive
technologies, and legal trends involving privacy, antitrust, labor and intellectual property
issues.
13 Mastering The Game
Chapter 2 discusses the basic IP issues and strategies associated with game
development. With advances in technology, IP issues have taken on a greater
significance in both the tools used to develop games and the content included in a
game. Without a basic understanding of intellectual property, a developer could find
themselves with a game that cannot be distributed because proper rights were not
obtained correctly.
This chapter examines the historical protection and current coverage for copyrights,
patents, trademarks, trade secret, and the right of publicity. Some significant cases in
the United States, the European Union, and the United Kingdom are discussed in detail
with some references to other jurisdictions and cutting edge legal topics are explored.
The authors also discuss balancing a game company's legal needs to protect IP with
the promotion of innovation and community development.
Chapter 3 examines the increasingly important role of independent developers and the
evolving relationship between developers and publishers, with a primary focus on the
business and contractual issues between the parties, whether the publisher is financing,
marketing, and distributing a game or is just serving as a distributor. The importance of
certain terms and why parties may negotiate them are analyzed, including rights,
ownership, development and delivery issues, payment considerations, and legal
responsibilities and obligations. Included in the chapter are a set of questions the
developer should consider when evaluating whether to enter into an agreement with a
publisher as well as what business issues a publisher may consider when looking at a
developer.
Chapter 4 deals with the major business and legal issues in licensing agreements
whereby the developer obtains rights to incorporate IP into their game ranging from
sports and iconic trademarks to music. In some situations, a game may be based on a
property such as a film, while in other situations, content may be incorporated into the
game to add realism. In both situations, certain rights are required, and this chapter
examines what steps the developer should take and factors to consider before licensing
a property, followed by a discussion on the terms in a typical licensing agreement. In
addition, as video games continue to grow in popularity, more and more IP originating
from video games is crossing-over into other forms of entertainment such as films,
publishing, music, and sports. This chapter discusses some of the contractual and
business issues a developer/publisher needs to consider when licensing out their IP to
other parties, including whether to hire an agent specializing in this field. The chapter
also includes an introductory discussion on music and what options exist for
incorporating music in a game, from the hiring of a composer to licensing or using public
domain music, and what are the main contractual issues when dealing with some music
agreements.
Chapter 5 deals with actor-talent agreements and the key terms typically negotiated
between the parties when hiring talent to appear in a game and marketing materials,
whether using their voice, likeness, or motion capturing them or a combination of any of
the above. The chapter also discusses the growing role of the actor’s union in the United
States and some of the procedures for hiring talent, and the minimum contractual
obligations required when hiring union talent.
Chapter 6 deals with the major terms in a vendor-independent contract agreement, and
some of the legal issues in hiring vendors which has taken on greater prominence as
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David Greenspan has been involved in the video game business for over 25 years
working, independently and in Business and Legal Affairs for some of the most
significant video game publishers at the time in the industry. He has worked for 989
Studios/Sony, THQ, Bandai Namco Entertainment America, and Midway Games.
He has worked on more than 100 video games and has been involved in all aspects of
video game development, publishing, licensing, distribution, marketing, and has
negotiated hundreds of agreements covering these areas. Many of these deals have
involved major game developers, publishers, distributors, motion picture studios,
professional sports leagues, television networks, and advertisers. Although he is
terrible at playing games, he negotiated a favorable royalty rate one time by defeating
a licensor’s lawyer in a sports video game.
David was the lead author of the 1st edition of Mastering The Game: Business and
Legal Issues for Video Game Developers. Mr. Greenspan has taught classes for more
than 20 years covering video games, entertainment law, and licensing with a primary
focus on transactional issues. He has taught at several law schools, including Santa
Clara University School of Law, where he is currently teaching his 14th year, and also
recently at the University of Miami Law School. He was one of the first to teach legal
and business issues covering the video game industry at the university level when he
taught classes in this area at UCLA Extension from 1996-2000.
He has lectured at many conferences and universities about the video game industry
throughout the world, including many countries in Europe, Asia, and Central and South
America.
Gaetano created and organizes the ‘More Than Just a Game’ conference series (MTJG
- https://www.mtjg.co.uk/). a unique series of academic-led conferences on games and
interactive entertainment law attracting an international network of researchers and
legal professionals. MTJG now counts events in London (the flagship two-day
conference), Paris, Madrid, Frankfurt, Maastricht, Milan and Warsaw.
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Gaetano serves as Executive Committee member of the British Literary and Artistic
Copyright Association (BLACA), as Board Member of the National Video Game
Museum (NVM); and as member of the UK IPO Copyright Advisory Council. He is also
a member of Italian Bar Association (Rome), the Video Game Bar Association, the Fair
Play Alliance, and the Higher Education Video Game Association.
Gaetano is a qualified lawyer (Italian Bar Association) and Of Counsel of an Italian Law
firm specialized in video game law, Andrea Rizzi & Partners, advising on Intellectual
Property Law, Licensing and Regulation.
Mr. Boyd focuses on high technology companies in the video game industry,
advertising, and public relations. He has extensive experience negotiating and drafting
all of the operational agreements for these businesses, including software (SaaS),
licensing, employment, and development agreements — for video games and other
digital media across all platforms.
Mr. Boyd is co-author of Video Game Law: Everything You Need to Know About Legal
and Business Issues in the Game Industry (Taylor & Francis/CRC Press, Fall 2018). He
is also the co-author of the textbook Business and Legal Primer for Game Development
(Charles River Media), and wrote the chapter, "Intellectual Property in the Video Game
Industry" in the first edition of Mastering the Game.
He is a founding member and past Board member of the Video Game Bar Association
and a member of the Advisory Board for the NYU Game Center Incubator. He is a
frequent speaker at international media conferences and educational institutions, and
he has been featured in a number of publications, including Fortune, Forbes and
Gamasutra. Greg also taught a seminar on advanced topics in intellectual property for
six years at New York Law School. He is admitted to practice law in New York and is a
registered patent attorney with the USPTO
CHAPTER 1
THE GLOBAL STRUCTURE OF THE VIDEO GAME
INDUSTRY
• More powerful mobile devices will be launched, which can run more content-
intensive games.4
1
These numbers are projected to increase despite some AAA titles pushed back to 2022 releases, and fewer
consoles being manufactured because of a scarcity of some components. Newzoo’s 2021 estimated numbers
include consumer spending on physical and digital full-game copies, in-game spending, and subscription
services (i.e., Xbox Game Pass), but excludes secondhand trade or secondary markets, advertising revenues
earned in and around games, console and peripheral hardware, B2B services and online gambling and
betting. Newzoo, “2021 Global Games Market Report: The VR & Metaverse Edition”, newzoo.com. While
there’s no doubt that recent global revenue figures for the gaming industry are incredibly impressive,
determining an accurate figure is a challenge. Estimates of 2020 revenue in fact vary between $139.9 billion
and $208 billion according to the source. This is due to the different methods of calculation and to reporting
sources not necessarily having the same level of reliability. Additionally, many private companies do not
provide financial figures. Estimates are also complicated and vary widely because the platforms in the
industry, including in the different sectors such as mobile and digital, are not necessarily clearly defined.
2
“List of countries by GDP (nominal)”, wikipedia.org. Figures for 213 countries, compiled by the United Nations
Statistics Division and based on 2020 estimates.
3
Newzoo, “2021 Global Games Market Report: The VR & Metaverse Edition”, newzoo.com.
4
Some games, including AAA titles, were not playable on previous devices because of the amount of memory
required. Currently, more major publishers are beginning to develop specifically for mobile platforms as well
as continuing to port AAA titles to mobile. This should expand their revenue streams, exposing more gamers
to these types of games.
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18
• Games will become more engaging, with more detailed stories and graphics, and
yet at the same time there will be games that are quite simple so anyone can play
them.
• Consumer interest will further increase due to the tremendous growth of streaming
of game content and user-generated video game related videos.
• Virtual reality (VR) will attract a more mainstream audience.
• More games will be localized making them accessible to a greater number of
players.
• The Metaverse.
The current market revenue represents an increase of over 400% since 2007, when the
iPhone was introduced and revenues totaled $35 billion.6 Compared to 1995, when the
PlayStation was introduced in the United States and the worldwide market was about
$4.3 billion, revenue has increased more than 4,000%.7
Extraordinary growth has thus been achieved in a relatively short period, for an industry
that was on the verge of collapse in the 1980s.8 Video games have become the primary
form of entertainment for many people (this is especially true for a younger generation
of players where games have become the center of youth culture). The social and
artistic relevance of video games has become just as influential as other forms of
entertainment – if not more. Video game revenue exceeds that earned in the film,9 book
5
Professional or semi-professional competitions using video games. See Section 1.7.4.
6
Newzoo, “2018 Newzoo Global Game Market Report”.
7
Shapiro, Eben, “Sony, Nintendo’s Partner, Will Be A Rival, Too”, The New York Times, June 1, 1996.
8
It was close to collapse at that time for several reasons: (i) retailers sending back massive stock to companies
(infamously due to the massive failure of the E.T. game for the Atari 2600), (ii) a market saturated with too
many console systems, (iii) a high number of poorly made games, and (iv) unsold games sitting in stores and
warehouses. The Strong Museum, A History of Video Games in 64 Objects, Dey St., 2018, p. 158. See also
“Video Game History”, history.com, June 10, 2019.
9
Film industry figures can vary according to the definition of what is included as revenue. The most reliable
numbers are probably those of the Motion Picture Association (“MPA”), based in the United States, which
serves as an industry trade group. In 2020, the MPA formerly known as the Motion Picture Association of
America ("MPAA") reported that the combined global theatrical and home/mobile market was $80.8 billion
(excluding the pay television subscription market). This represents an 18% decrease from the record-breaking
year of 2019, when worldwide revenue reached $101 billion, in turn an 8% increase over 2018 and the first
time figures surpassed $100 billion. Not unexpectedly, global box office revenue dropped substantially (about
72%) as theaters were closed due to the COVID-19 pandemic. In 2020, global box office revenue accounted
for $12 billion in comparison to $42.2 billion in 2019. In contrast, digital revenue increased to $69.8 billion in
2020 from $48.7 in 2019. The MPA figures on revenue included that of movie theaters; content viewed digitally
or on a disc, both home-based and on mobile devices including electronic sell-through; video on demand and
subscription streaming; and estimates of subscriptions to television and online video services. Revenue from
film-related merchandise and pay-television subscription revenue was not included as part of the study.
Motion Picture Association, “2020 Theme Report”, motionpictures.org.; and Motion Picture Association, “2019
Theme Report”, motionpictures.org.
19 Mastering The Game
publishing,10 and music industries. Moreover, video game revenue far surpasses
revenue generated by the major sports leagues from around the world. Video games
are also growing in importance for other entertainment sectors, as they provide a major
source of Intellectual Property (“IP”) for motion pictures, licensing and television
broadcasting (including esports). They even act as concert venues for musicians.
Not only have video games become the number one source of entertainment, but they
also continue to play a growing role in other aspects of society, including social
interaction, education, health, science and the military.
Revenue Earned In 2019 (Blue) And 2020 (Green) For The Video Game, Book
Publishing, Film And Music Industries
225
180
135
90
45
0
VIDEO GAMES BOOK PUBLISHING FILM MUSIC
Comparing 2019 and 2020 revenue among the various forms of entertainment provides
perspective on the size of the video game industry and why many now consider it the
number one form of entertainment. Prior to the COVID-19 pandemic, revenues were
increasing across the entertainment and sports industries, primarily driven by
accessibility to content, higher ticket prices, streaming, expanded broadcasting rights
and merchandising. But 2020 saw an abrupt reversal of fortune for the traditional
entertainment and sports industries. The film, sports (professional and collegiate) and
music industries saw their revenue drop considerably due to cancellations of live
10
The Book Publishers Global Market Report 2021 noted that the global book publishers’ market was $87.92
billion in 2020, a decrease from the $92.8 revenue generated in 2019. The report indicated that the industry
is expected to reach $92.68 billion in 2021. “Global Book Publishers Market Report (2021 to 2030) – COVID-
19 Impact and Recovery-Research”, businesswire.com, April 13, 2021. See also “Book Publishers Industry
to Decline from $92.8 Billion in 2019 to $85.9 Billion in 2020 – Trends & Implications of COVID-19”,
prnewswire.com, May 27, 2020.
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events11 and of film and television productions.12 As a result, the revenue gap between
the video game industry on the one hand and the film, sports and music industries on
the other grew wider.
The film industry had its most successful year in 2019, reaching $101 billion in
worldwide revenue: in 2020 this figure dropped to $80.8 billion primarily caused by the
closure of theaters which saw a 72% decrease in revenue. The music industry
generated approximately US$57.5 billion in worldwide revenue in 2020 down by about
25% from the previous year.13 Revenues of the National Football League, the most
successful sports league in the United States, reached $16 billion in 2019 and dropped
to a little more than $12 billion in 2020.14 The English Premier League, the most
11
How important are live sports events for the overall revenue stream for the leagues? For the major sports
leagues based in the US, stadium revenue according to Forbes in 2020 accounted for close to 40% of the
league’s revenue with the numbers being substantially higher for the professional hockey league (the NHL
was at 70%). Birnbaum, Justin, “Major Sports Leagues Lost Jaw-Dropping Amount of Money in 2020”,
forbes.com, March 6, 2021. See also Kochkodin, Brandon, “U.S. Pro Sports Prove Big Enough to Handle $13
Billion Sales Hit”, bloomberg.com, November 5, 2020. Of course these numbers can fluctuate especially with
broadcasting fees increasing as traditional and online broadcasters compete for content.
12
The video game industry suffered less economic impact in comparison, primarily due to its remote
development; growth of digital distribution (which was also true for the other sectors); and the small financial
role played by live events, these latter being critical to the sports, music and film industries. But at the same
time, the industry was still impacted from component shortages for new consoles (manufacturers have
lowered their production numbers for their 2021 fiscal year) to graphic cards to delays with the release of
games (this will probably have a greater affect on 2021-22 revenues)This is especially true with AAA titles
because of problems including coordination of development and manufacturing, certification from the platform
holders and production and shipping issues for retail products. The effects of the pandemic on the film industry
appear to have been more severe: when filming did eventually move forward following production suspension,
production companies had to comply with several on-set restrictions that increased costs and filming time.
Video game development was affected to some degree, but its developers, artists, coders, and even
musicians and voice-over artists can work separately, whereas film production relies on people being
physically together on set to make the product. Because of pandemic restrictions, theaters closed or severely
limited the number of theatergoers, thereby reducing a significant stream of revenue. Consequently, the film
industry may need a bit of time before it catches up to its 2019 figures. There are also concerns that many
theaters could close permanently. See Aswad, Jem, “Music Revenue to Drop 25% in 2020, but Long-Term
Outlook is Good: Goldman-Sachs”, variety.com, May 20, 2020.
13
Wang, Amy X., “Goldman Sachs Expects Global Music Revenue to Drop 25% This Year”, rollingstone.com,
May 15, 2020. While music streaming led by Spotify and Apple Music has driven recorded revenues higher
(similar to video games whereby an abundance of content is easily accessible on a mobile device), the
industry suffered from a lack of live events which to date has made up a major source of overall revenue. The
2020 estimated numbers mentioned were provided by Goldman Sachs Music in Air Report 2021, and cover
revenue generated from recorded music, publishing, and live events. Goldman Sachs, “The Music in Air
Report 2021”, goldmansachs.com. See also Ingham, Tim, ”Goldman Sachs: Universal is Worth Over $50BN,
and Global Music Streaming Revenues will Rise $3BN this Year”, musicbusinessworldwide.com, April 29,
2021.
14
In many countries revenue from video games will exceed revenue earned by sports leagues. In the United
States fo example, according to NPD, an analytics company, video game software sales in the United States
reportedly grew to a record $49.9 billion (overall spending was $56.9 billion) in 2020 from $35 billion in 2019.
Entertainment Software Association, “U.S. Video Game Content Generated $35.4 Billion in Revenue for
2019”, theesa.com, January 23, 2020. In comparison, looking at the major sports leagues in the United States,
The NFL earned $16 billion in 2019 dropping to about $12 billion in 2020. NBC Sports, “NFL Revenue Drops
From $16 Billion in 2019 to $12 billion in 2020”, nbcsports.com, March 11, 2021. Major League Baseball
earned $10.7 billion in 2019 and about $4 billion in 2020. Young, Jabari, “Major League Baseball revenue for
2019 season hits a record $10.7 billion”, cnbc.com, December 22, 2019; and Ozanian, Mike, “MLB Teams
Lost $1 Billion In 2020 on $2.5 Billion Profit Swing”, forbes.com, December 22, 2020. The National Hockey
League consisting of teams throughout North America earned $5.09 billion based on the 2018-19 season and
sliding to about $4.4 billion in 2020. Gough, Christina, “National Hockey League – total league revenue from
2005/06 to 2019/20”, statista.com, February 2, 2021; and Birnbaum, Justin, “Major Sports Leagues Lost Jaw-
Dropping Amount of Money in 2020”, forbes.com, March 6, 2021. “The NBA earned -$8.76 billion based on
the 2018-2019 season but dipped to around $8.3 billion for the 2019-2020 season”, statista.com; and
Wojnarowski, Adrian & Lowe, Zach, “NBA revenue for 2019-20 season dropped 10% to $8.3 billion, sources
say”, espn.com, October 28, 2020. Although revenue will vary by source, for a list of sports leagues revenue
as compiled by Wikipedia, see “List of professional sports leagues by revenue” available at
https://en.wikipedia.org/wiki/List_of_professional_sports_leagues_by_revenue.
21 Mastering The Game
15
Garner-Purkis, Zak, “Don’t Be Fooled by the Premier League’s $1 Billion Predicted Revenue Drop”,
forbes.com, June 11, 2020; and Lange, David, “Premier League Football Clubs Revenue in England (UK)
from 2014/15 to 2020/21 by Revenue Stream”, statista.com, September 28, 2020.
16
“Activate Technology & Media Outlook 2020”, slideshare.net, October 22, 2019. A major reason for
professional sports interest in esports is the hope to attract the relatively young demographic groups who
make up their fan base. Many potential young sports fans may now spend their time playing video games
instead of watching and playing sports which clearly concerns sports leagues trying to build their base. One
of the issues with esports attaining a mainstream television audience is that the viewer may not understand
how the game is played, especially with all the nuances that make games unique.
17
Most films involve very time-consuming procedures: acquiring a property or creating an original work,
financing, hiring talent, and dealing with multiple unions covering the various stages of production.
18
The top 10 gaming franchises in the US in 2020 were all established prior to 2020, illustrating how difficult
it can be to crack the top-ten market. See Activision Blizzard, ‘‘2020 Annual Report’, investor.activision.com.
Examples of the significance of major franchises owned by AAA publishers include the FIFA franchise, which
represented approximately 12% of Electronic Art’s net revenue in their fiscal year 2020. Electronic Arts, “2019
EA Annual Report”, ir.ea.com. Call of Duty, Candy Crush, and World of Warcraft collectively accounted for
76% of Activision Blizzard’s consolidated net revenues in 2020. Activision Blizzard, ‘‘2020 Annual Report’,
investor.activision.com. Similarly, for Take-Two, Grand Theft Auto products provided 29.26% of the
company’s net revenue for the fiscal year ending in March 2021. Take -Two Interactive, “Take-Two Interactive
2021 Annual Report”, ir.take2games.com.
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22
1.2 – Demographics
In addition to the impressive economic numbers, the number of people playing video
games and the changing demographics over the years also illustrate the growing
popularity of games throughout the world, regardless of age and gender. According to
a 2021 Newzoo report, approximately 3 billion people throughout the world play video
games with the Asia-Pacific market making up 55% of the world’s players followed by
the Middle East and Africa (Newzoo lists this as one region), Europe, Latin America and
North America. Despite, North America representing 7% of the worldwide market, the
United States was second in revenue earned with Canada ranked eighth.19
Not too long ago, the market was dominated by young males,20 but today games are
played by both men and women of all ages. Women gamers are narrowing the gap with
men in numbers of players, as they now make up close to 46%,21 although men still
spend more time playing games.22 According to a game’s genre, platform and country,
it can happen that more women than men play certain games. In Japan, for example,
two out of three gamers are female.23
Today, the average age of a gamer is approximately 3424 but varies slightly by country.
The age group is very broad, as the range can include, for example, a 5-year-old playing
a simple game which one author cannot figure out on an i-Pad, a teenager playing with
friends, a 45-year-old who grew up playing games in the 1990s and 2000s and who
continues to play, and even a 70-year-old who plays a card game on a mobile device
for 10 minutes at a time. Still, the most important age category is 18-35. They spend the
most time playing and spend the most money on games; which can also include
spending above and beyond their own consumption and on behalf of their children or
family members under 18.
This change in demographics over the years, which led to gaming being played by all
ages, has been driven by the easy access to games (i.e., mobile devices and web portal
games such as Roblox). Another factor is the incredible variety of games at various
price points, from easy-to-play mobile hyper-casual games that are highly advertised,
to elaborate multi-million-dollar console games.
There are a wide variety of video game genres as well. Stories and settings can be just
as varied as movies: sci-fi, action, western, comedy, historical or romantic. Even within
a genre, there can be variety from one title to the next. Some examples are “first-person
shooters”, where shooting is done from a “point-of-view” perspective; “role-playing”,
known as “RPG”, in which the player takes on the role of a character; “casual” or “social,”
in which the objective of the game is to interact with friends; sports games, in which the
end-user controls the athletes and teams; and battle royale games, which are basically
19
Newzoo, “2021 Global Games Market Report: The VR & Metaverse Edition”, newzoo.com; and Wijman,
Tom, “The World’s 2.7 Billion Gamers Will Spend $159.3 Billion on Games in 2020; The Market Will Surpass
$200 Billion by 2023”, newzoo.com, May 8,2020.
20
In 1995, there were reportedly 30 million gamers, and half were 18 or younger. Elrich, David J., “ROAD
TEST; 32-Bit Video Games: Newest Kid on the Block”, nytimes.com, September 14, 1995.
21
The number was based on 33 markets and was a representative sample of the online population aged 10-
65/10-50. Newzoo, “Consumer Insights-Games & Esports”, newzoo.com.
22
“Marketing To Gamers: What To Know About The Ever-Expanding Market”,
insights.digitalmediasolutions.com, June 22, 2020.
23
Ibid.
24
“2021 Gaming Industry Statistics, Trends, Data”, gamingscan.com, June 2021.
23 Mastering The Game
25
Newzoo, “2020 Global Games Market Report”, newzoo.com.
26
Newzoo, “2021 Global Games Market Report: The VR & Metaverse Edition”, newzoo.com.
27
In the last few years, Chinese companies have expanded their game distribution into new countries and,
led by Tencent, have also been investing in established companies. Tencent is the largest game company in
the world; they purchased Riot Games and have acquired varying interests in Supercell (Finland), Epic Games
(US), Glu Mobile (US), Funcom (Norway), Bohemia Interactive (Czech Republic), Bluehole (South Korea),
Marvelous (Japan), Grinding Gear (New Zealand), Activision Blizzard (US), Ubisoft (France), and Paradox
Interactive (Sweden). Frater, Patrick, “Tencent Accelerates Games Company Acquisitions”, variety.com, June
3, 2020.
28
Over the last few years, the Chinese government has approved fewer games and it is even harder to get
approval for international games which must be localized into Chinese. At the end of December 2020, Apple
Mastering The Game
24
removed 39,000 games from their app store for failing to comply with China’s licensing requirements. Li, Pei,
“Apple Removes 39,000 game apps from China store to meet deadline”, reuters.com, December 31, 2020.
Epic Games in November 2021 announced that after two years of beta testing Fortnite in China, they would
stop pursuing distributing the game in China after it failed to obtain regulatory approval. and were prohibited
from introducing microtransactions. Kain, Erik “Fortnite is Calling it Quits in China”, forbes.com, November 2,
2021. It appeared that the economics probably didn’t work with a prohibition on microtransactions and the
limitations imposed on minors that significantly reduced the amount of hours they could play games.
29
In 2018, the government suspended license approval for new games for both Chinese and foreign games
for nine months. This decision reportedly cost the industry billions of dollars, including losses of $1.5 billion
by Tencent. Liao, Shannon, “Apple blames revenue loss on China censoring video games”, theverge.com,
January 29, 2019.
30
Although no official notice was released, China effectively imposed a blanket ban on new games from South
Korea from March 2017 to February 2020, but since then seven games have received ISBN numbers as of
July 2021. Jung-a, Song, “China Approves First Sale of Korean Video Game in Four Years”, ft.com,
December 3, 2020; and Takahashi, Dean, “China is approving more foreign games, but not so many American
ones”, venturebeat.com, February 18, 2020.
31
The Chinese government has introduced a series of regulations over the years restricting the amount of
time children under the age of 18 can play video games. The government has enacted these measures
claiming to protect the physical and mental health of minors by preventing game addition and myopia. Ni,
Vincent, “China Cuts Amount of Time Minors Can Spend Playing Online Video Games”, theguardian.com,
August 30, 2021. For some of the previous restrictions involving minors and gameplay see the following
source for a list of the current National Press and Publication Administration anti-fatigue rules in China:
Pilarowski, Greg et al., “Legal Primer: Regulation of China’s Digital Game Industry”, pillarlegalpc.com,
January 6, 2021. In August 2021, China’s National Press and Public Administration (NPPA) issued what at
the time of writing is its most restrictive measure, which includes lowering the number of hours a minor can
play online games from 13.5 to 3 hours per week, and only from 8 to 9 p.m. on Fridays, Saturdays, Sundays
and other legal holidays. Pilarowski, Greg, Yu, Charles, and Ziwei, Zhu, “China Limits Minor Online Game
Time to Three Hours Per Week”, pillarlegalpc.com, September 14, 2021. Shortly thereafter, the government
announced that live streaming services including those involving games would be prohibited from allowing
anyone under 16 from registering to stream online. Sinclair, Brendan, "China Bans Livestreaming by Children
Under 16”, gameindustrybiz.com, September 27, 2021. South Korea also imposed laws limiting players under
16 from playing games from midnight to 6:00 a.m. According to the government, the law known as the
Shutdown Law, and enacted in 2011, was aimed at preventing game addiction. At the time of writing, the law
was in the process of being revoked. Im Eun-byel, "Korea to ax games curfew”, koreaherald.com, August 25,
2021; and Bahk Eu-ji, “Korea to Lift Game Curfew for Chlldren”, koreatimes.co.kr., August 25, 2021.
Both Tencent and NetEase introduced various limitation practices, including time limits on certain games,
gamer ID checks and facial recognition to confirm a player’s age to deal with myopia and game addiction.
Handrahan, Matthew, “NetEase to impose restrictions on young gamers in China”, gamesIndustry.biz,
January 25, 2019; and Valentine, Rebekah, “Tencent adds ‘digital lock’ to certain games in China”,
gamesindustry.biz, March 1, 2019. Also, in 2021, more Chinese companies agreed to consider using facial
recognition to help enforce governmental time limitations on minors. Batchelor, James, "Over 200 Chinese
Games Firms Reportedly Vow to Self-regulate in Face of New Restrictions”, gameindustry.biz., September
24, 2021. Computer cafes, which are used by a significant portion of the gaming community in China, now
require IDs to verify that customers are age 18 or older.
32
While most countries have some form of restrictions or warnings on content (imposed by the government
or by industry self-regulatory bodies), China imposes some of the most restrictive limitations involving
violence, political content, distortion of history and sexual relationships. Some of the regulations are vague,
difficult to predict what may be allowed, and are constantly changing. In addition China appears to be heading
towards additional content restrictions involving history, religion, and character gender, to name a few.
Rousseau, Jeffrey, “Chinese Government Tightens Video Game Restrictions”, gameindustry.biz, September
30, 2021. For a list of content regulations in China see Pilarowski, Greg et al., “Legal Primer: Regulation of
25 Mastering The Game
China’s Digital Game Industry”, pillarlegalpc.com, January 6, 2021. See also Pilarowski, Greg et al., “China’s
New Game Approval Requirements”, pillarlegalpc.com, May 17, 2019. Some commentators have noted that
a country may prohibit a game in their territory if the government considers the game to include unfavorable
content, no matter where the game is distributed. Therefore, a game can meet a country’s regulations and
still be prohibited because of violent or political, etc., content in the versions of the game distributed outside
that country. See Fahey, Rob, “Gaming will be a frontline in China’s censorship drive | Opinion”,
gamesindustry.biz, October 9, 2020.
33
China legally permitted distribution of PlayStation and Xbox in the country only in 2015. D’Orazio, Dante,
“China officially ends ban on video game consoles”, theverge.com, July 25, 2015. It was the ban on consoles
and software piracy issues that led to the growth of online gaming in China.
34
China implemented in November, 2021, a new privacy law known as the Personal Information Protection
Law (PIPL) to some degree modeled after Europe’s GDPR but more challenging for gaming companies
because many of the restrictions are very vague and difficult to determine at this time what might fall within
the law. The law limits both Chinese and foreign companies from collecting consumer information without
their consent; from storing more personal data than necessary; and restricts Chinese nationals’ personal data
out of the country. Dou, Eva, “In China, escalating cost of business sends some companies to the exits”,
washingtonpost.com. November 25, 2021. See also Creemers, Rogier and Webster, Graham, “Translation:
Personal Information Protection Law of the People's Republic of China-Effective November 1, 2021",
digichina.stanford.edu, August 20, 2021, revised September 7, 2021.
35
Ranking of top ten countries by estimated video game revenue for 2020. “Top 10 Countries/Markets by
Game Revenue”, newzoo.com. See also: “Top 100 Countries by Game Revenues”, knoema.com, August 13,
2019.
36
Newzoo, “2021 Global Games Market Report: The VR & Metaverse Edition”, newzoo.com.
37
Singh, Bhupinder, “Top 20 Countries with Most Smartphone Users in the World”, indiatimes.com, July 20,
2021. Historically, India has not been a major market, possibly due to a hesitant role out of consoles and the
cost of hardware which may have been out of reach for most of the population.
38
Newzoo, “2021 Global Games Market Report: The VR & Metaverse Edition”, newzoo.com.
39
App Annie “2021 Mobile Gaming Tear Down”, appannie.com.
40
See 2019 European Video Games Industry Insight Report written by the European Games Developer
Federation (EGDF) and the Interactive Software Federation of Europe (ISFE) available at
Mastering The Game
26
capacity improves and gaming population increases. Mexico, Brazil, Argentina, Chile
and Colombia are the leaders in revenue there and are home to growing development
communities. Africa and the Middle East are the smallest market but also shows
potential for growth.41
© Newzoo
explanation to be fully understood. This section will provide a general overview of the
industry by outlining the current platforms, distribution channels, major companies,
areas of growth and some of the major new challenges.
© Newzoo
Fast forward, and the industry is now dominated by mobile devices such as
smartphones and tablets (with an 80-20% split). These make up over 50% of the global
market and are projected to reach approximately 52% in 2021.43
Mobile has become the number one platform thanks to easy access to devices and
games, various price points including free-to-play and improved quality. Furthermore,
increasingly powerful mobile devices are covering all types of genres. The console
platform still plays a significant role in some countries, but not as much in markets
dominated by mobile. Nevertheless, consoles sales and distribution of games
associated with that platform, whether retail or digital, generated the second-highest
43
Ibid.
Mastering The Game
28
revenue. In fact, revenue from console sales is expected to grow as a result of the
relatively recent releases of new consoles by Sony and Microsoft, and the continuing
strong sales of Switch. Despite chip shortages and delays in the distribution chain due
to the COVID-19 pandemic, sales numbers, although less than what had been
forecasted, have been relatively strong for the consoles.44
At the same time, the PC platform has bounced back in recent years to likewise play a
prominent role, thanks to digital distributors such as Steam, publisher-developer digital
platforms and the emergence of Epic’s Game Store. For many people, PC has also
become the preferred platform to stream, participate in stream sessions, make and post
video content about games, and play dedicated in-browser games.
Video games can be divided into three distinct platforms: console, PC and mobile.
Console games run on dedicated hardware that connect to a television (e.g., Microsoft
Xbox One Series). PC games run on general-purpose personal computers (with
Windows being the most common operating system), and mobile games run on various
types of mobile devices including smartphones and tablets.45
44
As of October 2021, Sony had sold over 13.4 million PlayStation 5 units. Purslow, Matt, “Sony Has Now
Sold 13.4 Million PlayStation 5 Consoles” gamesindustry.biz, October 28, 2021.
45
For Cloud Gaming see Section 1.5.3.
46
Newzoo, “2021 Global Games Market Report: The VR & Metaverse Edition”, newzoo.com.
29 Mastering The Game
Console hardware entered its ninth generation with the release of PlayStation 5 and
Xbox Series X and Series S in November 2020. While both are reported to have broken
records for units sold at their initial launches,47 previous consoles (e.g., PlayStation 4)
will still play an important role for the next few years as developers continue to produce
games for those platforms, taking advantage of their huge installed base and the
shortage of available new consoles because of manufacturing problems (i.e., chip
shortages) brought about by the COVID-19 pandemic.
PlayStation 4 was released in the United States in November 2013. It had sold over
116 million units worldwide as of July 2021 and became the second-best-selling
PlayStation behind PlayStation 2 while selling the most games for any console.48
Nintendo Switch, which can be used as either a console or portable device, released in
March 2017, has sold a bit more than 89 million units as of June 202149 and enjoyed the
highest number of first-year sales of all other consoles.50 Microsoft comes in a distant
third with Xbox One, released in November of 2013 in the United States. It had sold
about 50 million units as of January 2021.51 In addition, each platform provides various
subscription services at different price points for purchasing downloadable games,
additional content, game demos, multiplayer gaming and cloud storage.
The popularity of each console varies greatly by geographic market, although the United
States is the leader in sales of each console, as well as in sales for software. This can
be clearly seen by the fact that almost 70% of Xbox One sales occur in the United
States, while at the same time its sales are almost non-existent in Japan, which is the
number two country in sales for PlayStation 4 and Nintendo Switch.52
The dominance of premium console game sales in North America and Europe is further
illustrated by a SuperData report that projected sales of such games in those regions
would represent 87% of the worldwide market in 2020 ($8 billion and $4.7 billion
respectively).53 In contrast, Asia was projected to account for only $60 million, which
reflects the region’s reliance on mobile devices and digital sales,54 the lack of Xbox’s
presence in Japan, and China’s previous ban on consoles.
47
Deakin, Daniel R., “PlayStation 5 sales vs Xbox Series X and S: Estimated figures give PS5 the win but
Microsoft’s consoles and the Nintendo Switch are in great demand”, notebookcheck.net, November 27, 2020.
48
Vailshery, Lionel Sujay, “Cumulative Unit Sales of Sony PlayStation 4 Consoles Worldwide from August
2014 to November 2021”, statista.com, September 29, 2021. More than 1.5 billion PlayStation 4 games have
been sold as of April 2021. Croft, Liam, "PS4 Has Sold More Games Than Any Other Console in History”,
pushsquare.com, April 28, 2021.
49
Craddock, Ryan, “Switch Console Sales Hit 89 Million, Has Now Outsold PS3 and Xbox 360”,
nintendolife.com, August 5, 2021. While considered a console in the traditional sense, Switch can also serve
as a portable device and does not have to be hooked up to a television to play.
50
Batchelor, James, “Nintendo Switch Breaks Records for First-Year US Sales”, gamesindustry.biz, March
21, 2018. Until September 2021, Nintendo Switch was the best-selling console in the United States for 33
consecutive months. Craddock, Ryan, “For the First Time in 33 months, Switch Wasn’t the US’ Best-Selling
Console in September”, nintendolife.com, October 18, 2021.
51
William D’Angelo, Switch vs PS4 vs Xbox One Global lifetime Sales-January 2021-Sales”, vgchartz.com,
March 1, 2021.
52
Haigh, Marilyn “Why Japanese Gamers Don’t Buy Xbox”, cnbc.com, October 8, 2019.
53
Super Data, “2019 Year in Review: Digital Games and Interactive Media”, available at
https://direc.ircg.ir/wp-content/uploads/2020/01/SuperData2019YearinReview.pdf. In 2020, 44% of the €23.3
billion spent on gaming in Europe was from console related revenue with smartphones accounting for 40%.
Partis, Danielle, “European Games Market Generated €23.3 Billion in 2020” gameindustry.biz, August 25,
2021. According to a 2021 report from the Consumer Technology Association, over 50% of American
households own a game console. Partis, Danielle, “Over 50% of Households in the US Own a Game Console”
gameindustry.biz, July 20, 2021.
54
Ibid. Outside North America and Europe, mobile gaming generally made up the largest share of revenue.
Mastering The Game
30
55
Newzoo, “Global Games Market Report 2020”, newzoo.com.
56
In-app purchases can involve a wide range of items (i.e., weapons, vehicles), cosmetic enhancements
referred to as “skins” (i.e., in-game costumes), personalities/athletes, and even dance moves known as
“emotes”.
57
Newzoo, ”2021 Global Games Market Report: The VR & Metaverse Edition”, newzoo.com.
58
One of the main reasons mobile has been the platform of choice in China is that consoles were banned
until 2015. Even following their introduction, it has been a very difficult market because of numerous
regulations established by the government involving distribution and manufacturing issues.
59
These estimates were provided by Newzoo which defines revenue to includes in-app purchases,
subscriptions or paid installs for apps that are categorized as games by app stores. The revenue numbers
exclude hardware sales, taxes, advertising revenues earned in and around games, business-to-business
services and online gambling and betting. Newzoo, ”2021 Global Games Market Report: The VR & Metaverse
Edition”, newzoo.com. But see, Iqbal, Mansoor, “App Revenue Data (2021)”, businessofapps.com, August 4,
2021, updated November 2, 2021, where numbers seem to be skewed a little higher although revenue may
have been defined differently.
60
Iqbal, Mansoor, “App Revenue Data (2021)”, businessofapps.com, August 4, 2021, updated November 2,
2021.
31 Mastering The Game
cloned. An additional obstacle is that the top 10 grossing applications have dominated
the revenue stream for many years, as evidenced by the fact that those games still
accounted for close to $10 billion and 15.8% of the market in 2019, and the top 30
games for almost 32%.61
While the number of smartphones may stabilize, there is continuing optimism that the
mobile market will continue to grow. Some of the drivers behind the mobile market’s
potential growth are increased access to games including AAA titles (which will lead to
more players), advancements in technology that will improve graphics and gameplaying
methods (e.g., through augmented and virtual reality), cross-platform play and cloud
computing (which will provide access to more advanced games), and the growth of
esports.
61
Chapple, Craig, “The Mobile Games Market is Getting Bigger-and Not Just For the Top Ten”,
gamesindustry.biz, February 3, 2020.
62
Valentine, Rebekah, “Digital Games Spending Reached $127 billion in 2020”, gamesindustry.biz,
January 6, 2021.
63
Ibid; James Batchelor, “Record $120.1 Billion Earned by Games and Interactive Media in 2019”,
gamesindustry.biz, January 2, 2020.
Mastering The Game
32
In contrast to digital distribution growth, physical video game retailers are closing
branches – perhaps a sign of the times – and a parallel can be drawn with video rental
shops such as Blockbuster that could not keep up with the rising demand and popularity
of online streaming services. Gamestop, for example, the largest video game retailer in
the world, has closed over a thousand stores in the last few years64 and ended
operations in the Nordic countries.65 The evolution and gradual shift of the distribution
chain are also highlighted by hardware variations, such as the all-digital and disc-free
versions of the Xbox One S. This trend can also be seen in the most recent releases of
PlayStation 5 and Xbox One X Series as well as in the new ecosystems being built
entirely around digital distribution and streaming such as Google Stadia and the Quest
Store and Viveport for the Oculus Quest and HTC Vive VR Headsets respectively.
By far the dominant leader in PC digital distribution is Valve’s Stream, launched in 2003.
With over 1 billion registered accounts, over 120 million monthly active users including
62.6 million daily users, and as of February 2021, had more than 50,000 games
available for distribution,66 Steam has the largest user base of any digital distributor. To
put this into perspective, if Steam was a country, it would be the 16th largest country by
population.67
Other independent digital distributors exist, such as GOG’s Galaxy and Humble Bundle,
but one of the biggest challenges to Steam has been the relatively recent launch of the
Epic Games Store. Epic Games, the publisher behind Fortnite, is a relative newcomer
as a distributor in the digital space. It has achieved remarkable success in generating
revenue and building up a fan base since its launch in December 2018, but profitability
may still be years away, illustrating the costs and resources needed to challenge
Steam’s success.68 In 2020, players spent more than $700 million in the Epic Games
Store, and while Fortnite accounted for most of that revenue, $265 million was spent on
third-party games.69 The Epic Games Store had more than 180 million active accounts
and more than 50 million active users as of September 2021, despite lacking a number
of the features Valve had developed on Steam at that time.70 Backed by an aggressive
business model to attract developers and publishers, Epic Games has signed a number
of exclusive deals with major publishers and also takes a fee of 12%, compared to the
industry standard of 30% (this is also typically the same fee taken by console
manufacturers).
64
Gray, Lauren, “This Legendary Chain is Closing Over 1,000 Stores by March”, bestlifeonline.com,
December 12, 2020.
65
Valentine, Rebekah, “GameStop Winding Down Operations in Denmark, Finland, Norway, and Sweden”,
gamesindustry.biz, December 10, 2019.
66
Brendan Sinclair, “Steam Saw 21% More Games Sold in 2020”, gameindustry.biz, January 13, 2021;
Bailey, Dustin, “Steam Just Reached 50,000 Total Games Listed”, pcgamesn.com, February 12, 2021;
Bolding, Jonathan, “Steam Just Broke Its Record Player Count by Nearly 300k”, pcgamer.com, February 2,
2020; and Chalk, Andy “Steam Users Played for Nearly 21 Billion (Yes, Billion) Hours in 2019”, pcgamer.com,
February 5, 2020.
67
“List of countries by population (United Nations)”, wikipedia.org.
68
Albergotti, Reed, Shannon, L., Klimentov, M., “Apple Takes Its Fight with Epic Games over the App Store
to Court”, washingtonpost.com, May 3, 2021.
69
Yin-Poole, Wesley, “The Epic Games Store is Getting a Lot More Popular”, eurogamer.net., January 28,
2021.
70
Epic Games v. Apple Inc., 493 F. Supp. 3d 817 (N.D. Cal. 2020) involving Epic's motion seeking a
preliminary injunction against Apple asking the court to require Apple to reinstate Fortnite to the Apple App
store, and to stop Apple from terminating its affiliates’ access to developer tools for other applications.
33 Mastering The Game
Many AAA publishers also have digital stores that distribute primarily their own games.
Some of these include EA’s Origin,71 Ubisoft’s+ (formerly Uplay+), Bethesda Softwork’s
Launcher, and Activision Blizzard’s Battle.net.
On the console side, digital distribution is handled by the console manufacturers.
PlayStation, Switch, and Xbox have their own digital ecosystems, and many games are
distributed exclusively through their online services.
1.5.2 – Retail
The success of the digital market has taken a huge bite out of the retail market, as more
and more gamers purchase their games online. But retail still plays a role in many
countries despite this trend, and revenue driven from retail sales is relevant.72 As
previously mentioned, there are several reasons why retail sales will remain viable for
at least the next few years. These include limitations on bandwidth, payment options,
amount of memory needed for downloadable games (although becoming less of an
issue with cloud gaming) and the fact that some gamers still like having a physical disc
(e.g., for special editions). However, retail will soon represent a significantly smaller
percentage of the market.
For publishers, retail sales pose challenges. In addition to the costs regularly associated
with retail sales (manufacturing, price protection, returns, shipping, co-op advertising,
warehousing), the trend toward fewer retail stores makes for particular issues, such as
intense competition for space and for promotional support, as well as greater
dependence on a few major retailers, leading to possible uncertainty in the market and
tougher contractual terms.
71
Even though EA has its own digital platform, after an eight-year absence it decided in 2020 to return to the
Steam platform and offer new games. See Orland, Kyle, “So Long, Origin? EA Comes Back to Steam with
New Games”, arstechnica.com, October 29, 2019. EA seemed to recognize the incredible reach of Steam
and acknowledge that the platform provides access to gamers who may have been reluctant to commit to
EA’s platform.
72
Historically, the top retail games have represented a highly disproportionate percentage of retail sales. By
way of example, according to the NPD Group in 2019, the top 10 titles represented almost 33% of retail sales
in the US market. See Activision Blizzard, “2020 Annual Report”, investor.activision.com.
73
Playing games on the cloud involves several different business models, including monthly fees and free
games driven by advertising.
Mastering The Game
34
streaming services similar to Netflix for films and Spotify for music.74 The success of this
type of service will depend on the service providers’ access to quality games,75 ease of
use, cost and the amount of bandwidth required. Despite the obstacles in these areas,
cloud gaming services for various platforms are backed by some of the biggest
companies in the tech and gaming world, including Microsoft (Xbox Cloud Gaming),
Google (Stadia), Sony (PlayStation Now), Tencent (Start), Amazon (Luna) and
Facebook (Facebook Gaming).76 In addition, cloud gaming requires significant
infrastructure to succeed because it needs servers around the world. It was for this
reason that previous cloud service distributors failed.77
The upside for publishers and developers is that cloud gaming provides an additional
distribution channel that can reach a broader audience, exposing consumers to games
they may not have tried in the past. This is especially true for the Asian market, which
relies heavily on mobile devices, and the growing markets in Latin America, the Middle
East and Africa, where hardware such as consoles and high-end PCs may be
unaffordable or unavailable to many consumers. According to the market research firm
Niko Partners, the number of cloud gamers in Asia will grow from 3 million in 2019 to
60 million in 2023 and as high as 500 million by 2028.78 Cloud gaming may also enable
publishers to entice casual gamers playing on mobile devices to new genres and more
sophisticated games that could lead to more revenue. It may also expand development
opportunities through greater processing power and multiplayer server hosting.
One of the main business issues for service providers and publishers will be the
business models used with consumers and how publishers will earn money, especially
when dealing with monthly subscription services. Up to now, some service providers
have been offering various monthly subscription models that provide access to a library
of games, along with additional benefits such as a limited number of free games. Others
are offering a free service that may be ad-supported or limit user time, but they also
offer purchase of individual games. Game subscription services are a relatively
untapped market for the industry. At the time of writing, they represent less than a
74
Sony (PlayStation Now), Microsoft (Xbox Cloud Gaming) and Google (Stadia) launched subscription-based
streaming services offering a library of games. Apple (Apple Arcade), Google (Play Pass) and Microsoft
(Project Cloud for Android devices) also introduced similar services for mobile devices.
75
Success for any cloud gaming service will depend on the quality of the content available to consumers.
Both Microsoft and Sony can build upon their exclusive content through their internal studios and third-party
development deals to attract consumers, but they will still need content from the major publishers that
distribute many of the most popular games. While publishers will most likely offer catalog games, the question
of whether they will do the same for new AAA releases depends on how the publishers will be compensated
if they were to participate in a Netflix-type service. Indeed, they do not want to undermine the premium prices
they charge for original games. An advance and guarantee might justify a deal with a distributor, but perhaps
only for games that are not necessarily AAA titles. Another compensation possibility would be for the publisher
to offer a major title only a certain number of months after its release. Finally, a publisher could have a
separate option to offer their titles on a platform for a separate fee. This would be similar to HBO, which
charges a separate monthly fee as part of a television package.
76
Still others include Nvidia’s GeForce Now, NetEase and Vortex.
77
Some commentators believe that cloud gaming in most countries may be years away from reaching its
potential because of the infrastructure needed to build bandwidth. See “Cloud Gaming: From Niche Play to
Killer App”, nikopartners.com, October 28, 2019. OnLive was the most well-known company attempting to
bring cloud gaming to the market in the 1990s, but it primarily failed because of bandwidth issues. One of the
main reasons why bandwidth is so important is “latency,” which is the time between the user’s inputs and
when they take effect. If the latency is delayed, it ruins the player’s experience as the game reaction is delayed
from the time the player enters their input. This is especially problematic for sports, fighting, and first-party
shooter games. See “Cloud Gaming”, wikipedia.org.
78
Niko Partners, “Cloud Gaming: From Niche Play to Killer App”, nikopartners.com, October 28, 2019.
35 Mastering The Game
quarter of the revenue generated from sales of console and PC games, but the market
continues to grow.79
The other main component for any business model in this market is how content
providers such as publishers are compensated. This will vary by distributor, but
publishers will only be interested if the revenue exceeds other opportunities and there
is potential growth. To entice well-known publishers, service providers may offer
guarantees and/or advances as well as royalties that are either set in advance or based
on the number of times the game is accessed.
Initially, publishers will most likely agree to offer older titles, especially those that are
service-based with new content, but for new releases publishers – and especially the
major ones – will most likely be unwilling to make them part of a subscription service
unless a game is funded by the service provider and/or accompanied by other benefits.
For smaller publishers, this may be an attractive model to earn revenue and build their
portfolio and relationships.
Microsoft
While the Windows operating system was always relevant for PC gaming, games were
not a major part of Microsoft business until it dove into the video game world with the
release of the Xbox in 2001. Microsoft followed up the Xbox with the Xbox 360, the Xbox
One and their latest release, the Xbox Series X. Microsoft has been a leader in digital
distribution and is aggressively focusing on a multi-platform, subscription model.
Microsoft’s Xbox Game Studios is made up of a number of franchises and over 20
development studios spread throughout the world. One of their studios is 343 Industries,
which is responsible for the Halo franchise, and others acquired within the last few years
include ZeniMax (the parent company of Bethesda Softworks), Ninja Theory,
Playground Games and Obsidian Entertainment to name a few.80
79
Microsoft reported that the number of subscribers to its Xbox Game Pass digital subscription service jumped
dramatically, from 10 million in April 2020 to 23 million one year later. Reeves, Brianna, “Xbox Game Pass
Hits 23 Million Subscribers”, screenrant.com, April 21, 2021. Sony’s PlayStation Now cloud subscription
service had about 3.2 million subscribers as of May 2021. Harradence, Michael, “Sony Confirms PS Now Has
Reached 3.2 Million Subscribers, Up 2.2 Million Since Launch”, psu.com, May 27, 2021. Additional revenue
can be generated from gamers via both the purchase of games outside those offered and downloadable
content.
80
Meitzler, Ryan, “Xbox Game Studios-Here Are Microsoft’s 23 First-Party Studios to Date”, . At the time of
publication, Microsoft was in the process of acquiring Activision Blizzard as part of a $68.7 billion deal.
Mastering The Game
36
Nintendo
Nintendo has been a mainstay in the video game industry for almost 40 years. Based
in Kyoto, Japan, Nintendo first launched the Nintendo Entertainment System (also
known as the Family Computer or Famicom) in 1983 and since then has released
several console and handheld gaming platforms. Nintendo is well known for several
iconic game franchises, including Mario, Donkey Kong and Zelda.
Nintendo has a very strong first-party development portfolio, which develops many of
the Nintendo franchise games. Most first-party development is done by the Nintendo
Entertainment Analysis and Development division, but Nintendo also has other first-
party development studios, such as Monolith Soft. It also works with some non-first-
party development studios.
Sony
The Japanese tech giant entered the video game arena in 1994 with the release of
PlayStation. Ironically, it was a collapsed business deal between Sony and Nintendo to
create an optical disc add-on to the Super Nintendo Entertainment System (SNES) that
led Sony to develop their own console, despite internal skepticism at the time.81
PlayStation would become the first video game console to sell over 100 million units82
and has sold over 500 million systems of the various iterations of the original PlayStation
console.83
Sony’s success is partly due to its ability to have a number of exclusive titles, as well as
to its strong first-party development and to agreements with a number of developers for
exclusive partnerships.
Valve
Although not necessarily considered a “first party”, since PC gaming does not have first
parties in the same way as console gaming does, Valve can be considered in the same
category as the above three companies. It is a major source for PC games and now will
once again enter into the hardware arena with a handheld PC gaming device. 84
Like Microsoft and Nintendo of America, Valve is based in the State of Washington, in
the United States. It started out as a development studio, mostly known for its Half-Life
series of games. Steam started in 2002 as a platform for distributing patches and
updates to PC games sold retail. It has since grown to be the largest PC game
81
Mellado, Fabien et al., PlayStation Anthology, Greeks Line, 2015-17, pp.19-39. See “How Intellectual
Property Laws Shaped the PlayStation”, available at either
https://www.wipo.int/sme/en/shaping_your_business/
82
“PlayStation 2 Breaks Record as the Fastest Computer Entertainment Platform to Reach Cumulative
Shipment of 100 Million Units”, Sony Computer Entertainment press release, November 30, 2005.
83
Williams, Callum, “Study Reveals How Many Game Consoles Have Been Sold Globally”, gamerant.com,
May 26, 2020. In July 2000, Sony released a smaller model known as PS One, which was then followed by a
model that included an attached screen. PS One went on to outsell all other systems until the end of the year,
including PlayStation 2. See https://www.giantbomb.com/playstation/3045-22/.
84
At times, Valve has acted similar to the traditional first parties by dabbling in hardware (e.g., Steam Machine,
Steam VR). In February 2022, Valve released a handheld PC gaming devicewith has Steam platform access
built in and allows users to access streaming services, web browsers and game stores (e.g., Epic Games
Store).See Bankhurst, Adam, “Steam Deck: Everything We Know About Valve's Handheld Gaming PC,
ign.com, February 18, 2022.
37 Mastering The Game
distribution platform but also serves as a means for digital rights management, servers
for online play and community features.
1.6.2 – Publishers
Not all games are made by first parties; in fact, only a very small percentage of games
are. The vast majority of games are made by third-party publishers and developers. And
as more development tools become more readily available and at lower costs, an
increasing number of developers are creating games for the various platforms.
Currently, there are many very large third-party publishers that develop and distribute
games for PC, console and mobile platforms. Often, these large publishers have several
in-house development studios and will also contract with independent development
studios to develop games on their behalf, as well as publish and distribute games of
others. Other companies have entered the market and acted as publishers for
independent developers for games that may not be of interest to the major publishers.
According to Newzoo, in 2018, for the first time, the top 25 public game companies
grossed over $100 billion while accounting for nearly 80% of the global market.85
The major difference between a third-party developer and a first party is that often
games are cross-platform. However, that distinction is beginning to change, especially
with PC games. For many years, the list of major publishers had remained relatively
stable, with only the occasional new publisher entering the top 10 thanks to a hugely
successful game. But that picture has changed recently, along with the influx of
companies from China and South Korea that now play major roles.
MAJOR PUBLISHERS
85
Taylor, Haydn, “Top 25 Public Game Companies Grossed Over $100bn Combined Revenue Last Year”,
gamesindustry.biz, April 17, 2019.
Mastering The Game
38
86
“MMORPG” is the abbreviation for “massively multiplayer online role-playing game.”
87
Many of the major publishers are releasing fewer AAA titles and instead focusing more on providing live
services for their successful games. At the same time, publishers most likely are putting more money into the
new games they release with the hope that they can be monetized for many years. This approach can be
risky if a game fails and the publisher is releasing fewer games, but a success can be incredibly lucrative.
88
Microtransactions typically involve in-game purchases, for a small amount of money, of various virtual items.
These may include costumes; weapons; skins; and power-ups, which allow gamers to move through a game
more quickly.
89
In 2020, Asia accounted for 59% of the worldwide free-to-play digital revenue. See SuperData, “2020 Year
In Review: Digital Games and Interactive Media”, digitalmusicnews.com, 2021.
90
Ibid.
91
SuperData, “2019 Year in Review”. Available at https://direc.ircg.ir/wp-content/uploads/2020/01/
SuperData2019YearinReview.pdf
41 Mastering The Game
Worldwide revenue for free-to-play games by platform in 2019 (blue) and 2020
(green) in $ billion92
80.
60.
40.
20.
0.
Mobile PC Console
92
Ibid.
93
“Video Game Industry Statistics, Trends and Data in 2021”, wepc.com.
94
The traditional forms of monetizing games have included retail and digital sales, advertising, subscriptions
that can be for a single game or a library of games, and season passes.
95
This type of monetization is often referred to as a “live service” because the game is continually evolving
with new updates. The key to a live service is the ability of the developer to retain users.
96
Development costs and marketing for all types of games on all the various platforms continue to increase,
especially for AAA titles, many of which rival the costs of Hollywood blockbusters. At the same time, premium
prices of many games have remained relatively stable over the last 15 years, although prices increased for
some games with the release of the new consoles by Sony and Microsoft.
Mastering The Game
42
was generated from live services in 201997 and that by 2020 it had increased to 51%.98
Another advantage to this recurring year-round business model is that it is less reliant
on the importance of seasonal games, especially those released in November and
December.99
97
Electronic Arts, “2019 EA Annual Report”, ir.ea.com. For EA’s fiscal 2020, the company announced that
$2.7 billion (just over half of EA’s total revenue) was generated from in-game content and live services. See
Kenmare, Jack, “The Mind-Blowing Figures Behind EA Sports’ Net Revenue From Ultimate Team”,
sportbible.com, May 21, 2020. One outcome of the growing popularity of live services is that major publishers
might invest less in new AAA properties, especially with the combination of increased development costs and
the uncertainty that accompanies the release of a new title.
98
Electronic Arts, “2020 EA Annual Report”, ir.ea.com.
99
Activision Blizzard, “2020 Annual Report”, investor.activison.com. According to the research company NPD
Group, sales in November and December are two or three times as high as the rest of the year because of
holiday demand. Richter, Felix, “Video Game Sales Are Extremely Seasonal”, statista.com, November 25,
2020. The growth of live services and continual content availability could lead to less reliance on sales in
November and December.
100
Many consider the first major esports tournament to have occurred as early as 1980 when Atari sponsored
a Space Invaders Tournament that attracted over 10,000 participants. See “esports History”,
esportsforgamers.weebly.com. See also Taylor, T.L., Raising The Stakes: E-Sports and the
Professionalization of Computer Gaming, The MIT Press, 2012, pp.1-33.
101
Twitch has entered into deals with a number of professional sports leagues to broadcast games that will
include commentary from Twitch users and provide athletes to stream content to fans. Hsu, Tiffany, “Twitch
Users Watch Billions of Hours of Video, but the Site Wants to Go Beyond Fortnite”, nytimes.com,
September 26, 2019; updated June 29, 2020; and Warren, Tom, “Twitch Launches a New Sports Category
as Amazon Pushes for Sports Dominance”, theverge.com, July 22, 2020. See also Taylor, T.L., Watch Me
Play: Twitch and the Rise of Game Live Streaming, Princeton University Press, 2018.
43 Mastering The Game
102
Live Play involves the playing of games that are streamed live and viewed by others. Typically, these
games will be accompanied by commentary, which may include strategy on how to play the game.
103
Speedrunning involves the completing of a game or a portion of a game as fast as possible. See Woodcock,
Jamie, “The impacts of live streaming and twitch.tv on the video game industry”, jamiewoodcock.net, January
3, 2000.
104
Statista reported 1.2 billion viewers in 2020, an increase of 18% over the previous year. Clement, J.,
“Number of Gaming Video Content (GVC) Viewers Worldwide from 2016-2020”, statista.com, March 17, 2021.
See also Stuart, Keith, “Fights, Camera, Action: The Beginner’s Guide to Streaming Video Games”,
theguardian.com, August 17, 2020.
105
Newzoo, “2021 Global Esports and Live Streaming Market Report”, newzoo.com.
106
Valentine, Rebekah, “78% of Gaming Preteens Also Watch Online Gaming Videos”, gamesindustry.biz,
October 30, 2019.
107
See Stephen, Bijanm “Twitch Just Locked Down Top Streamers DrLupo, TimTheTatman, and Lirik”,
theverge.com, December 10, 2019; Khan, Imad, “Why Twitch is Still the King of Live Game Streaming”,
nytimes.com, December 15, 2019; and Taylor, Haydn, “Twitch Signs Three Exclusivity Deals with Major
Streamers”, gamesindustry.biz, December 11, 2019. In August 2020, the China-based company Bilibili
entered into a $113-million three-year exclusive deal with Riot Games for the broadcast rights to the League
of Legends World Championship, Mid-Season Invitational and League of Legends All Star in China. Esguerra,
Tyler, “Riot Signs 3-Year Deal Granting Bilibili Exclusive Broadcasting Rights in China for International Events,
dotesports.com, August 3, 2020. In 2018, Twitch reportedly paid $90 million to Activision/Blizzard for a two-
year exclusive broadcasting deal to stream Seasons 1 and 2 games of the Overwatch League. Wolf, Jacob,
“Overwatch League to be Streamed on twitch.tv in Two-Year, $90 Million Deal”, espn.com, January 9, 2018.
108
Gittleson, Kim, “Amazon Buys Video-Game Streaming Site Twitch”, bbc.com, August 25, 2014.
109
Sorkin, Andrew Ross and Peters, J., “Google to Acquire YouTube for $1.65 Billion”, nytimes.com,
October 9, 2006.
Mastering The Game
44
hours. Facebook Gaming attracted 15.7% of the market and You Tube Gaming made
up 13.8%.110
In contrast to the dominance of a few companies and games that make up the lion’s
share of streaming platforms, the top five streamers on Twitch reportedly account for
only about 4% of viewing time.111 However, each of those top five has more than
5 million followers.112 Their seemingly small percentage of viewing time may be
attributable to the fact that there are 11 million streamers,113 many of which probably
get only a handful of viewers in an extremely crowded market.
The top streamers can make millions of dollars, and their huge followings allow them to
have tremendous influence on consumer purchases. Consequently, they are highly
sought out by both streaming platforms, publishers/developers and brands. Indeed, a
popular streamer can attract a large audience to the service of a streaming platform,
and they can help promote the games of developers, who will thereby benefit from
additional sales.114
Although the way in which streamers may make money varies slightly by platform, most
do so by sharing in a percentage of subscriptions purchased by fans for their channels,
advertising and donations. Streamers may focus on one game or type of genre or focus
on a wide range of games.
110
Cale Michael, “Facebook Gaming Surpasses YouTube Gaming in Total Hours Watched, Twitch Controls
70 Percent of the Streaming Market”, dotesports.com, October 27, 2021. Viewer numbers have spiked
upwards since the COVID-19 pandemic, as people quarantine at home. According to StreamElements and
Arsenal.gg, overall viewership, which also includes non-related gaming content, jumped to 1.6 billion hours
watched in October 2020. This figure is the highest total to date for Twitch and nearly double the number of
hours of 2019. At the same time, the hours watched in October on Facebook Gaming slightly exceeded 300
million hours, an increase of 118% over the previous year. Chase, “State of the Stream October 2020: Twitch
has biggest month to date, Just Chatting is the most watched category of the year, and HasanAbi dominates
the charts”, blog.streamelements.com, November 18, 2020.
111
“Growth in the Video Gaming Ecosystem: the new role of games as media”, occstrategy.com. A unique
feature of streaming is that the most popular streamers send their viewers to another “live” streamer in the
form of a “raid” when they sign off from their broadcast. This keeps the viewer connected to content that has
been approved by the original streamer they follow and helps the subsequent streamer grow their fan base.
112
“Top 100 Most Followed Twitch Accounts (sorted by Followers Count)”, socialblade.com.
113
Both Sony and Microsoft have added features to their consoles that allow players to stream directly from
their console to Twitch. In addition, many PCs have incorporated software and various features to assist
consumers in streaming their gameplay.
114
According to one study, online videos were the second-most important factor in deciding purchases, after
“what friends are playing”.
45 Mastering The Game
It is the developer who owns the game, and they will either own or have licensed
elements within the game that might be part of a stream. Generally, as the owner of the
copyright, the developer will have the right to control the exploitation and distribution of
their game. That right is enforced pursuant to terms and conditions that must be agreed
upon by a streamer prior to broadcasting.115 There are several business and legal
reasons why a developer will want to limit parts of their game from being distributed.
First, depending on the underlying rights controlled by a third party used in a game, a
developer may be limited in what rights they can allow streamers to use as part of their
broadcast. For example, even though a music publisher may have licensed their music
for a game, that license may prohibit for their music to be streamed. As a result, if the
developer has not secured the rights to third-party content for streaming purposes, then
they cannot license the rights. This is one of the reasons a developer does not want to
give blanket licenses to streamers and wants to make sure that any content that is used
has been properly licensed or is owned by the developer. A developer may also elect
not to provide certain scenes so as not to reveal parts of the game to potential
consumers.116
Ownership or control of the IP by the developer is also a means for them to prevent a
streamer from using their content if the streamer engages in conduct inconsistent with
the developer’s terms of use. This could include misuse of the developer’s trademarks,
unapproved forms of monetization by the streamer, inappropriate conduct, or failure to
obtain approval from the developer. Examples could be the case of the streamer adding
content (e.g., pornography) or commentary (e.g., racist, sexist) that is inappropriate and
the developer therefore choosing to terminate their license with the streamer. In the
United States, however, streamers have the right to use a certain amount of gameplay
to provide game commentary under “fair use” as discussed in Chapter 2. But there are
limits to how much gameplay can be shown, as too much gameplay may put the
commentary outside the framework of fair-use protection.117
Third-party content owners also have IP rights that need to be respected by streamers
to avoid infringement claims as well as removal from a streaming site.118 Unauthorized
use of content may involve the use of unlicensed material added by the streamer or use
of unauthorized gameplay. An example is the case of a streamer adding unlicensed
music as part of their stream. This problem recently came to the fore when music
publishers sent Digital Millennium Copyright Act (DMCA) takedown notices to Twitch,
with the claim that streamers were using unlicensed music.119 Repercussions can be
115
Examples of major publishers’ Terms of Use implemented involving use of content can be found on at the
following sites: https://www.epicgames.com/site/en-US/fan-art-policy, https://square-enix-
games.com/documents/materialusagepolicy, https://www.blizzard.com/en-us/legal/dd76b654-f2c4-4aaa-
ba49-ca3122de2376/blizzard-video-policy,
https://www.nintendo.co.jp/networkservice_guideline/en/index.html.
116
It can be difficult to find a balance, as streamers can provide tremendous marketing opportunities for a
developer. Developers must ask themselves at what point will they lose control of their content and whether
showing too much material will reduce or increase sales.
117
The International Olympic Committee (IOC) served a takedown notice to a streamer, claiming that his
commenting on an Olympic event during broadcasts was unauthorized and in violation of copyright laws. The
notice led to the temporary disablement of the streamer’s Twitch channel. At the time of writing, he is
challenging the IOC under “fair use”. See Grayson, Nathan, “Twitch’s Most Popular Streamer is Taking on
the Olympics, For Better or Worse”, washingtonpost.com, August 6, 2021.
118
In Twitch’s agreement with streamers, if a streamer receives three takedown notifications for violating the
intellectual property rights of owners, their accounts can be terminated, although they have the right to dispute
the claims. See also https://www.twitch.tv/p/legal/community-guidelines/music/.
119
See Aswad, Jem, “Twitch, Amazon Slammed by RIAA and Major Industry Groups for Using Unlicensed
Mastering The Game
46
significant if music publishers pursue such claims aggressively. This is true not only for
the streamers, which could be subject to infringement and potential damage claims from
the content owners as well as removal from Twitch, but also for Twitch, if it can be shown
that under the DMCA’s safe-harbor protection they failed to take the required
appropriate action and knowingly hosted specific and identifiable music that was being
infringed.120
Furthermore, streamers own the copyrights to their own commentary, although this
would exclude any pre-existing ownership rights to the underlying material broadcast,
such as the game and its contents. Consequently, developers should, in some
situations, request as part of their terms and conditions that the streamer license back
to the developer a worldwide, royalty-free license for its use.
1.7.4 – Esports
“Esports” refers to professional or semi-professional competitive gaming in an
organized format. It has grown from humble origins121 to become a big business
currently undergoing evolution and change. Though its relevance to video game
development might not be immediately apparent, it is something any developer should
keep in mind, as any game that can be played competitively can eventually become an
esport (even if the market is currently dominated by very few titles).
Although esports revenue is relatively small compared to the overall industry revenue,
it is attracting much attention. Indeed, in addition to large volumes of avid fanbase,
streaming, broadcasting122 and investments, esports are also standing out for their
Music; Twitch Disputes Claim”, variety.com, October 26, 2020; and Stephen, Bijan, “In Twitch’s Fight with the
Music Industry, Streamers are Paying the Price”, theverge.com, November 12, 2020. In September 2021, the
National Music Publisher's Association entered into an agreement with Twitch, and while the agreement does
not provide licensed music for streamers, it does adopt, according to Twitch a more 'flexible' process than
that imposed by the DMCA in dealing with potential disputes. Gryson, Nathan, "Twitch Makes Deal with
NMPA, but Streamers Still Can't Play Licensed Music", washingtonpost.com, September 21 2021. At the time
of this writing, Twitch has yet to enter into music licensing deals to allow streamers to use music in their
broadcasts unless streamers enter into a separate license agreement with music publishers. In contrast,
Facebook has entered into music license agreements that allow for selected streamers to use agreed-upon
music.
120
To avoid potential copyright infringement claims, music is sometimes muted. In Cyberpunk 2077, the
developers incorporated an innovative streamer mode that removes music that might pose a copyright issue,
although there was an initial problem at launch with some scenes. Kent, Emma, “Whoops, Cyberpunk 2077's
Streaming Mode Still Contains a Copyrighted Song”, eurogamer.net, December 10, 2020. Streamers need to
be conscious not only of copyright issues with the owners of the music but also with rules imposed by the
streaming services such as Twitch. For example, Twitch Terms of Use note that “repeat infringers” of copyright
can have their accounts terminated immediately. This usually occurs in the United States, when the streaming
service receives a DMCA notice that infringing material appears on their service that was downloaded by a
user.
121
The first documented competition dates back to 1972. See Brand, Stewart, “SPACEWAR Fanatic Life and
Symbolic Death Among the Computer Bums”, Rolling Stone, 1972.
122
A report by Syracuse University located in the State of New York discusses the potential value of esports
and predicts that esports audiences will have surpassed all viewership for American professional sports
leagues by 2021 except for American professional football (i.e., the NFL). The estimated numbers of viewers
in millions for American professional sports leagues and esports are as follows: (i) National Football League
(NFL): 141; (ii) e-Sports: 84; (iii) Major League Baseball (MLB): 79; (iv) National Basketball Association (NBA):
63; (v) National Hockey League (NHL): 32; and (vi) Major League Soccer (MLS): 16. The four largest
audiences for sports worldwide are for football (soccer) at 4 billion, cricket at 2.5 billion, field hockey at 2.5
billion and tennis at 1 billion. Of note is that in some years the League of Legends esports tournament attracts
more viewers than the finals of each American professional sport except the NFL’s Super Bowl game. “With
Viewership and Revenue Booming, Esports Set to Compete with Traditional Sports”,
onlinegrad.syracuse.edu, 2021; and Roundhill Team, “Esports Viewership vs. Sports in 2020”,
roundhillinvestments.com, September 25, 2020.
47 Mastering The Game
123
Prize pool amounts of esports tournaments have reached astonishing numbers, e.g., $34 million for the
“International 9” (DOTA 2). See Nordmark, Sam, “The top 10 highest prize pools in esports”, dotesports.com,
2021. The top five esports games paid out over US$400 million and top players can earn over one million
dollars per year. Hoppe, David, Esports in Court, Crimes in VR, and the 51% Attack, Vision 2020 Press, 2020,
pp. 14-15.
124
Over 175 American universities/colleges have esports teams. For a list of schools in the US, see:
https://www.ncsasports.org/college-esports-scholarships/varsity-esports. The NCAA, the governing body of
college sports in the US, has not taken a position on whether to oversee esports. Some of the issues that the
NCAA would have to deal with would include: (i) content of games and what games would be allowed; (ii) IP;
and (iii) players ability to earn revenue.
125
See “The Olympics need esports more than esports need the Olympics,” ft.com, August 3 2021; and Bieler,
Des, “IOC announces inaugural slate of Olympic-licensed esports events”, washingtonpost.com, April 22,
2021.
126
Newzoo, “Global Esports & Live Streaming Market Report 2021”, newzoo.com. However, the effects of
COVID-19 prevented live events thereby reducing projected revenues.
127
Ibid.
128
Ibid.
129
Ibid. The League of Legends World Championship was 2020’s biggest tournament in terms of live
viewership hours on Twitch and YouTube, with 91.9 million hours. League of Legends Champions Korea
Summer was the most-watched league by live viewership hours on Twitch and YouTube, generating 53.9
million hours. Ibid.
130
Asia accounts for approximately 54% of the market in terms of revenue. Takahashi, Dean, "Niko Partners:
Asia is 54% of the $1B global esports market", venturebeat.com, July 22, 2021.
131
“Newzoo, “Global Esports & Live Streaming Market Report 2021”, newzoo.com.
Mastering The Game
48
Most importantly the developer or publisher controls the underlying IP providing access
to the video game for esports competitions. As a result, in comparison to traditional
sports, they can exercise a very high level of control over their game.132 The developer
or publisher will therefore want to decide how much if any control they want to exercise
on esports, because this will determine the legal complexity involved.133
Furthermore, the structure of esports can differ according on the level of control the
developer or publisher wants to exercise, as seen in the examples below.134
• Developers can choose to rely entirely on third parties to create and manage
esports and in return receive a fee for such rights (e.g., Counter-Strike: Global
Offensive).
• Developers can decide to split between the publisher and third parties to
manage esports events (e.g., DOTA2).
• Developers can decide to let the publisher create and manage esports entirely
(e.g., Starcraft, Overwatch, League of Legends).
The spectrum goes from zero to total control and the developer can – if they wish –
even influence the nature of the players’ contract down the line. Developers and
publishers will also have to decide whether or not to foster (or even attempt to stifle)
grassroot events and the growing interest in semi-professional esports events and
leagues.
132
In traditional sports, no one owns the rights to the game.
133
See Chapter 10 “Esports” in Nabel, Dan and Chang, Bill, Video Game Law in a Nutshell, West Academic,
2018.
134
Ibid.
49 Mastering The Game
© Newzoo
135
Chao, Laura L., “‘You Must Construct Additional Pylons’: Building a Better Framework for Esports
Governance”, 86(2) Fordham Law Review, 737, 756, 2017.
136
Auxent, Adrien, “Esports are now officially legal in France”, archive.esportsobserver.com, September 30,
2016.
137
Lingle, Samuel, “Esports is now a sport in Russia”, dotesports.com, June 9, 2016, Russia is recognized as
the first country to acknowledge esports which did so in 2001 (but revoked in 2006 and reinstated in 2016)
while Thailand did so as recently as 2021. Hoppe, David, Esports in Court, Crimes in VR, and the 51% Attack,
Vision 2020 Press, 2020, pp. 67-68. If esports is recognized as an official sport in a country it may entitle
players to certain benefits as illustrated in Thailand whereby players have access to public funding. Marie
Dealessandri, “Esports Professionally Recognized in Thailand” gameindustry.biz, September 28, 2021.
Mastering The Game
50
is not,138 and Italy has yet to decide how to govern it.139 In addition, multiple international
regulatory bodies have been formed with different scopes, aims and objectives to tackle
esports issues. It may be difficult to create a single international governing body for
regulating esports, given its complex, fragmented and un-cohesive ecosystem.140
Virtual Reality
In November 1994, Nintendo revealed their ambitious standalone game system, the
Virtual Boy, claiming it to be the “…first virtual reality system developed and produced
138
“The International”, a Dota 2 tournament run by Valve, had to be moved from Sweden because the Swedish
government refused to recognize esports as an official sport, leaving players unable to get a sports visa. See
https://www.dota2.com/newsentry/2992060508108464823
139
Rizzi, Andrea, Serao, N., and Nowak, L., “Esports in Italy: an Industry Ready to Take off (or Still in Search
of its Regulatory Soul)?”, 2 Interactive Entertainment Law Review (IELR) 42, 2019.
140
Martinelli, Jacqueline, “The Challenges of Implementing a Governing Body for Regulating Esports” 26(2)
University of Miami International and Comparative Law Review, 499, 506, 2019. The first recognized
international eSports association was The International E-Sports Federation (IeSF) formed in 2008, which
promotes recognition of eSports as sport. See https://iesf.org/about/what-we-do.
141
Roberson, Matthew Johnson, et al., “Driving in the Matrix: Can Virtual Worlds Replace Human-Generated
Annotations for Real World Tasks?”, arxiv.org, October 6, 2016, revised February 25, 2017.
142
Tilley, Aaron, "Grand Theft Auto V: The Rise And Fall Of The DIY Self-Driving Car Lab”, forbes.com,
October 4, 2017.
143
Hello Games spearheaded the Al assets revolution, using an algorithm that promised almost infinite
procedurally-generated new worlds for their space exploration title, No Man’s Sky. Services such as Aiva,
Amper and MuseNet offered assistance in composing situational music. Al Dungeon is a game capable of
generating an infinite number of unique stories, tailored to the player by the use of algorithms based on
technology by OpenAl, the same company that wrote the software which defeated the human champion team
at DOTA2. See https://play.aidungeon.io/main/home.
51 Mastering The Game
for the mass market.”144 This first virtual reality set was released in 1995 but
unfortunately discontinued within a year.145 It promised to deliver exciting virtual
experiences to players, but the hard reality was that the technology was just not there
yet.146 For example, technical limitations at the time limited the display to generate black
and red colors, and the advertised VR was, in reality, a 3D effect under a marketing
disguise. Likewise, Nintendo’s virtual utopia was a collection of video games with
“…crude wireframe graphics and multiple layers of 2D sprites.”147 After the Virtual Boy’s
failure, the promised land of VR for the masses appeared to be but a dream, and no
AAA publisher or developer dared to venture down that route again until the early 2010s.
In 2012, the Oculus Rift for PC made its debut on Kickstarter, a popular crowdfunding
platform. The Rift was marketed as a “…new virtual reality (VR) headset designed
specifically for video games that will change the way you think about gaming forever…a
truly immersive experience that allows you to step inside your favorite game and explore
new worlds like never before.”148 While the headset’s marketing was eerily similar to the
Virtual Boy, the technology supporting Rift was actually up to task. By the end of their
Kickstarter campaign, Oculus had raised 975% of their original funding goal, and the
company was acquired by Facebook in 2014 for a reported $2 billion.149
Fast forward to today, and many companies, AAA developers and publishers are
actively investing in VR gaming, both in hardware and software. As a result, almost all
gaming platforms now have optional VR headsets that could be used to play video
games, navigate through short experiences (i.e., mountain climbing or historical events
such as the BBC’s VR experience on the 1916 Easter Rising),150 or socialize with other
players in virtual worlds.151 Current VR headsets create the illusion of presence in virtual
environments (each headset and video game to a varying degree) and allow players to
experience immersive gameplay. While the cost of VR headsets was prohibitive for
many users at first, greater availability of VR platforms and technological advancements
have brought those costs down.152
The most active players currently in the field are Facebook with its Oculus Rift and
Oculus Quest line-up, HTC with its Vive headsets and PlayStation with PlayStation VR
which combined controlled about 77% of the market.153 These companies also maintain
platforms through which players can socialize and purchase video games and
experiences, by cultivating separate ecosystems mirroring the console market.
Samsung and Google have also invested in mobile VR, allowing users to turn their
144
Nintendo, “Nintendo Introduces Video Game Players to Three-Dimensional Worlds with New Virtual Reality
Video Game System”, Business Wire, November 4, 1994.
145
Flanagan, Graham, “The Incredible Story of the ‘Virtual Boy’ – Nintendo’s VR Headset from 1995 that
Failed Spectacularly”, businessinsider.com, March 26, 2018.
146
Edwards, Benj, “Unravelling the Enigma Of Nintendo’s Virtual Boy, 20 Years Later”, fastcompany.com,
August 2015.
147
Ibid.
148
Oculus, “Oculus Rift: Step Into the Game”, kickstarter.com, January 2016.
149
Stuart Dredge, “Facebook closes its $2bn Oculus Rift acquisition. What next?”, theguardian.com, July 22,
2014.
150
See https://www.bbc.co.uk/taster/pilots/easter-rising-voice-of-a-rebel.
151
Examples are Valve’s Half-Life: Alyx. See https://store.steampowered.com/app/546560/HalfLife_Alyx/; VR
Chat Inc.’s VR CHAT at https://hello.vrchat.com/, and Force Field’s Anne Frank House VR at
https://www.oculus.com/experiences/rift/1801263533272595/?locale=en_US.
152
For example, a player originally had to have a powerful enough PC to be able to run video games in VR,
on top of the costs of buying an expensive VR headset.
153
These numbers were reported in 2019. Horwitz, Jeremy, “Sony Wins 30% of VR Hardware Revenues as
Demand Fades for Cheap Headsets”, venturebeat.com, August 5, 2019.
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52
mobile phones into VR headsets with Gear VR and Google Cardboard, respectively.154
Even Nintendo, despite its failure with the Virtual Boy, has made a small return to VR
with its Nintendo Labo VR Kit, which turns the Switch console into a VR headset.155
With more developers and publishers supporting VR, it appears that a new industry is
slowly forming and heading a step closer toward maturity. As of January 2020, Sony
reported to have sold 5 million units of PlayStation VR.156 Superdata’s figures show that
VR video game revenue increased by 25% in 2020, jumping from $471 million up to
$589 million.157 Finally, every video game released to date can be potentially converted
into a VR game, giving the industry ample opportunity to grow.158
While the Virtual Boy was way ahead of its time, its goal of transporting players into
“virtual utopias” may now be closer than ever before. With fast-paced developments in
neighboring technological fields such as cloud gaming and AI computing, the VR
industry is slowly expanding.
Augmented Reality
One definition for Augmented Reality (AR) describes it as “…a system that fulfills three
basic features: a combination of real and virtual worlds, real-time interaction, and
accurate 3D registration of virtual and real objects.”159 As futuristic as “AR video games”
may sound, they have arguably been around since the proliferation of wearable
technology and the smartphone revolution.160
In the early 2000s, Nokia had become a dominant mobile phone maker, enjoying a
significant market share in the industry.161 Part of the reason Nokia was so successful
was its push to reconceptualize mobile phones as multimedia devices equipped with
the latest available technology and cameras.162 Many other companies followed Nokia’s
lead, and cameras became a core component for mobile phones. With an established
user base, mobile phone applications utilizing phone cameras started appearing, and
in 2003 Siemens developed a game called Mozzies that was evidently “…the first mobile
application utilizing the camera as a sensor.”163 The player’s goal in Mozzies was to
154
Samsung, Gear VR (2015), see https://www.samsung.com/global/galaxy/gear-vr/ ; Google Cardboard, see
https://arvr.google.com/cardboard.
155
Nintendo, Nintendo Labo Toy-Con 04: VR Kit (2019), see https://www.nintendo.com/products/detail/labo-
vr-kit/.
156
Parlock, Joe, "PlayStation VR Sells Five Million Units Since 2016”, forbes.com, January 7, 2020.
157
Graham, Peter, “VR Game Revenue In 2020 Increases 25% to $589m Superdata Reports”, vrfocus.com,
January 8, 2021.
158
The latest example is Resident Evil 4 (“RE4”). Originally released way back in 2005, RE4 is finding its way
to the Oculus Quest 2 as an exclusive VR video game. Robertson, Adi, “A Resident Evil 4 VR remake is
launching on Oculus Quest 2”, theverge.com, April 15, 2021.
159
Wu, Hsin-Kai, Lee, S.W., Chang, H., Liang, J., “Current Status, opportunities and challenges of Augmented
Reality in Education”, 62 Computers & Education, p. 42, 2013.
160
While certain types of AR technologies are commonly used for AR video games, they also have military
and business applications. For example, it was reported that Microsoft won a US Army contract for AR
headsets. See Novet, Jordan. “Microsoft wins US Army contract for augmented reality headsets, worth up to
$21.9 billion over 10 years”, cnbc.com, April 1, 2021. Google Glass is a wearable AR device used by
companies such as DHL. See https://www.google.com/glass/start/. IKEA has also developed an AR shopping
mobile application that allows users to browse through their catalog. White, Jeremy, “IKEA’s Revamped AR
App Lets You Design Entire Rooms”, wired.com, April 20, 2021.
161
Lee, Dave, “Nokia: The Rise and Fall of a Mobile Giant”, bbc.com, September 3, 2013.
162
Hanlon, Mike, “Nokia Launches NSeries Branded Multimedia Device Range”, newatlas.com, April 28,
2005.
163
Bordallo Lopez, Miguel et al., “Interactive Multi-Frame Reconstruction for Mobile Devices”, Multimedia
Tools and Applications, p. 3, 2012.
53 Mastering The Game
164
Ibid.
165
Pokémon GO uses AR technology to superimpose “…computer-generated information over your physical
surroundings…to put virtual creatures at real-world locations.” See Chamary, J.V., “Why ‘Pokémon GO’ Is
The World’s Most Important Game”, forbes.com, February 10, 2018. See also Rushe, Dominic, “My Secret
Shame: I Am (still) Addicted to Pokémon Go”, theguardian.com, June 26, 2019.
166
Swatman, Rachel, “Pokémon Go Catches Five New World Records”, guinnessworldrecords.com,
August 10, 2016.
167
Chamary, J.V., “Why ‘Pokémon GO’ Is The World's Most Important Game”, forbes.com, February 10, 2018.
168
See Microsoft’s HoloLens 2, available at https://www.microsoft.com/en-us/hololens
169
Newzoo defines NFTs as a unit of data stored on a blockchain that certifies the uniqueness and ownership
of digital assets. See Newzoo, “2021 Global Games Market Report: The VR & Metaverse Edition”,
newzoo.com. NFTs contain unique identification codes and metadata that distinguishes them from each other.
They therefore cannot be traded or exchanged at equivalency, unlike fungible tokens (i.e., cryptocurrencies).
Sharma, Rakesh, “Non-Fungible Tokens (NFT) Definition”, investopedia.com, March 8, 2021.
Mastering The Game
54
reduce their exposure. In addition to these uncertainties, the revenues earned in the
video game industry have made it a prime target for potential litigation.
Mobile distribution is a perfect illustration of the complexities of legal issues across the
globe. Increased access to mobile distribution means exposure to the various laws in
the jurisdiction where the consumer resides. Even within the United States, laws on
privacy, consumer protection, publicity rights and taxes vary by state. Further, different
countries have different decency standards, and some content may be legal in most
countries but illegal in others. As a result, a developer needs to be aware of the different
laws and regulations in the distribution territories or at the very least the major revenue-
generating territories, and of those that impose the strictest regulations. We may well
wonder what might be some of the potential legal challenges in the industry in the near
future?
IP constantly undergoes reform, and reforms impact video games even when they are
not the direct target. One example is the Contract Adjustment Mechanism in Article 20
of the Digital Single Market Copyright Directive,170 which introduced a “best-seller”
clause at the EU level.171 Under Article 20, authors and performers can claim additional,
appropriate and fair remuneration, beyond what was originally agreed between the
parties if the originally agreed remuneration transpires to be disproportionate to the
subsequent revenues. Additionally, Article 19 (the “transparency obligation”) gives them
the right to access information on how their works are being exploited and how much
revenue is being generated. This can be enforced against the original contracting party
or against third parties. There is also an Article 23, which stipulates that “any contractual
provision that prevents compliance with Articles 19, 20 and 21 shall be unenforceable
in relation to authors and performers.”172 It is not yet fully clear to what extent
implementation of Article 20 by the EU Member States will impact the video game
industry and its standards in negotiations with European authors and performers.
1.8.2 – Monetization
Each monetization scheme brings with it a different legal challenge. And as developers
continue to try to figure out new ways to monetize games (with most of them being
provided for free on certain platforms), this issue will continue to be closely followed.
For example, in-game currency can involve banking law, consumer-protection law and
tax law. Additionally, the way a game sells certain items can bring gambling laws into
play: an example is “loot boxes”, which some countries have determined to be forms of
gambling.173 In some situations, new regulations lead to new business models.
1.8.3 – Privacy
The world is becoming more connected, and gamers are no exception. The ability to
play online with friends used to be the only way for gamers to connect. Now games are
connected to social media sites, and it has become very popular to share achievements,
scores, highlights and other aspects of games with friends this way. In addition, many
games gather information on gamers as a way to target consumers with advertising and
in-game purchases. How companies manage all the private information, especially
when dealing with children and in the transfer of information among countries, will be
an ongoing concern for consumer groups and governments. We can expect more
oversight in this area, which may include greater enforcement of recent regulations and
the adoption of more restrictive regulations on the collection and sharing of information.
Furthermore, companies will most likely need to invest more resources and time in
170
The “Directive (EU) 2019/790 of the European Parliament and of the Council of 17 April 2019 on copyright
and related rights in the Digital Single Market and amending Directives 96/9/EC and 2001/29/EC”, available
at https://eur-lex.europa.eu/legal-content/en/TXT/HTML/?uri=CELEX:32019L0790.
171
Before the introduction of the DSM Directive and in particular Article 20, EU Member States relied on a
variety of legal remedies to facilitate a fair remuneration system for the benefit of authors and to prevent
buyout contracts. These included requirements to provide remuneration that is appropriate (Germany) or
proportional (Spain), best-seller clauses (France) and methods to specify remuneration for each form of
exploitation (Belgium and Poland). However, as many of these rules were not mandatory, they were subject
to numerous exceptions or were simply not followed in practice. For a full analysis see Stechova B., “How to
Best ‘Sell’ the ‘Best-seller’ Clause?”, PhD thesis, QMUL, 2017.
172
Treppoz, Edouard and Arbant, G., “The EU Copyright Directive: The New Best-Seller Right”, lexology.com,
May 2, 2019.
173
Japan outlawed “gacha” style games, which required gamers to buy packs of random items to put together
collections to gain access to even rarer items.
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protecting information about players and their own intellectual property against the
growing threat from hackers and ransomware.
174
See Fogel, Stefanie, “Game Workers Unite UK Is That Country’s First Games Industry Union”, variety.com,
December 14, 2018. See also: D’Anastasio, Cecilia, “A Big Union Wants to Make Videogame Workers’ Lives
More Sane, wired.com, January 7, 2020.
175
One recurring issue involves the long hours experienced by some developers in trying to meet milestone
deadlines, commonly referred to as “crunch time”. This has traditionally been associated with developers
trying to finish games to meet their announced release date, but, as more games move to live-service
business models, there is also now more pressure to provide additional content in very short release windows,
resulting in additional crunch time for many developers. See Taylor, Haydn, “What Yesterday’s EU Court
Ruling Means for the Games Industry”, gamesindustry.biz, May 15, 2019. For additional information on some
of the working issues raised by independent contractors in the industry, see Rocks, David, “Boom Times in a
Troubled Neighborhood”, Bloomberg Businessweek, August 31, 2020, accessible at
https://www.magzter.com/article/Business/Bloomberg-Businessweek/Boom-Times-in-a-Troubled-
Neighborhood.
176
See Chapter 6.
177
Apple’s in-app payment system deemed anti-competitive involving a dating app in the Netherlands. Foo
Yun Chee, Sterling, Toby and Nellis, Stephen, “Exclusive: Dutch Watchdog Finds AppleApp Store Payment
Rules Anti-Competitive-Sources”, reuters.com, October 7, 2021.
178
Both Apple and Google reduced their fees to 15% under certain situations, focusing primarily on smaller
revenue-generating companies.
57 Mastering The Game
179
See https://cdn2.unrealengine.com/apple-complaint-734589783.pdf and Epic Games, Inc. v. Apple Inc.,
493 F. Supp. 3d 817 (N.D. Cal. 2020) at https://cand.uscourts.gov/wp-content/uploads/cases-of-interest/epic-
games-v-apple/Epic-v.-Apple-20-cv-05640-YGR-Dkt-812-Order.pdf for a copy of the Apple complaint and the
subsequent US District Court's decision. Epic had announced that Fortnite gamers would pay a reduced
amount if they purchased in-app game currency directly from Epic, bypassing the Apple and Google app
stores. Spangler, Todd, “Epic Games Says Apple Has Threatened to Cut Off ‘Fortnite’ Maker’s Developer
Access”, variety.com, August 17, 2020. Apple and Google responded to Epic’s attempt to establish a separate
payment system for Fortnite gamers by banning the game for having violated the company’s guidelines. It
was this action that led to the lawsuit. New users could not download the game, and current users were
eventually unable to play the game on iPhones because the game could not be updated. The US District
Court did not require that Apple reinstate Fortnite on their platform. When the Android version of Fortnite
Battle Royale was launched, it was not available on Google’s Play Store and instead was offered on Epic’s
website. It was reported that Epic believed their site would be attractive enough to draw gamers without the
need to use Google’s platform and would also result in huge savings for the company, which also knew this
approach was not without risks. This reportedly cost Google approximately $50 million in lost revenue from
platform fees. Perez, Sarah, “Google Will Lose $50 Million or More in 2018 From Fortnite Bypassing the Play
Store”, techcrunch.com, August 10, 2018.
180
Under the iOS license agreement, the anti-steering provisions prohibited app publishers from steering
users away from its in-app payments.
181
The court ordered Apple to allow publishers to link to the payment options by December 9, 2021, but a
federal appeals court decided to delay the ruling (the court put on hold the lower court's permanent injunction)
until the appeals process was exhausted which could be at least a year away. Apple argued among other
things that the original ruling would pose privacy and security risks. Epic Games, Inc. v. Apple, Inc., 2021 U.S.
App. LEXIS 36191. At the time of this writing, it was unclear what forms of communication would be permitted.
182
John and Hollister, Sean, “Apple is Appealing the Epic Games Ruling It Originally Called a ‘Resounding
Victory’”, theverge.com, October 6, 2021; and Lyons, Kim “Epic has Appealed Friday’s Ruling in the Epic v.
Apple Case”, theverge.com, September 12, 2021.
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CHAPTER 2
INTELLECTUAL PROPERTY IN THE VIDEO GAME
INDUSTRY
183
Adapted from the first edition written by S. Gregory Boyd and Jas Purewal. The authors are grateful
for the contribution and updates to this second edition to S. Gregory Boyd, Sean Kane, Rick Zou,
Saphya Council, Matthew Dobill, Dr Michaela MacDonald, Nicoletta Serrao, and Emanuele Fava.
59 Mastering The Game
Voice acting
184
Some countries may have IP rights that do not exist elsewhere, such as the database right in the
European Union (EU), or their system might be difficult to compare, such as design patents in the
United States and registered and unregistered design rights in the EU.
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2.2 – Copyright
Copyright185 is arguably the most important IP protection for most game
companies. It easily qualifies as the best tool for protecting game property
because of its power, versatility and ease of use. Copyright protects original
works of authorship. It protects expressions of original works, such as literary,
audiovisual works or computer programs, by granting the rights holder exclusive
rights, including the right to copy or distribute the work. This protection arises
automatically, upon creation or fixation (depending on the jurisdiction: in some
countries, such as the United States and the United Kingdom, a work also needs
to be fixed in a tangible medium of expression to be protected by copyright)
without any formalities (however, see the issue of registration in the United
States), and usually for the benefit of the author. The exclusive rights often last
for the duration of the author’s lifetime plus 70 years after their death.
The copyright system stemmed from the British Statute of Anne of 1709 and
spread throughout the rest of British territories and the United States. In
continental Europe, the “author’s right” system developed from the French
decrees of 1791 and 1793. In the nineteenth century, the concept according to
which the right of authors to control their creative works was directly related to
their personality evolved in France and Germany. Author’s law and copyright are
different concepts, and even within the copyright family the United Kingdom and
United States can diverge substantially.
Sticking to the United States for now, copyright law has its roots in the
Constitution. Specifically Article I, Section 8, Clause 8 provides that Congress
shall have the power “to promote the progress of science and the useful arts, by
securing for limited times to authors and inventors the exclusive right to their
respective writings and discoveries.” The “writings” language focuses on how
Congress derives its power to make laws for copyright. Another critical element
of the phrasing above shows that copyright protects these writings for a limited
time.
Copyright laws across the world are harmonized to a certain degree thanks to the
Berne Convention for the Protection of Literary and Artistic Works, (adopted in
1886 and updated for the last time in 1971).186 Further uniformity has been
achieved in the European Union (EU),187 where over the past few decades the
national legislation of member states has been partially harmonized. This has
been done at the EU level (roughly analogous to the federal level in the United
185
In this book, the term “copyright” is used in a broad sense to include author’s right and related
rights, unless otherwise specified.
186
World Intellectual Property Organization (WIPO), “Berne Convention for the Protection of Literary
and Artistic Works”. https://www.wipo.int/treaties/en/ip/berne/.
187
The EU currently has 27 member states, namely: Austria, Belgium, Bulgaria, Croatia, Cyprus,
Czechia, Denmark, Estonia, Finland, France, Germany, Greece, Hungary, Ireland, Italy, Latvia,
Lithuania, Luxembourg, Malta, Netherlands, Poland, Portugal, Romania, Slovakia, Slovenia, Spain
and Sweden.
61 Mastering The Game
188
A “directive” is a legislative act that sets out an objective that all EU member states must achieve,
although they are free to draft and implement their own laws on how to do so; “regulations” are legal
acts that apply automatically and uniformly to all EU member states as soon as they come into force.
See European Commission, “Types of EU Law”. https://ec.europa.eu/info/law/law-making-
process/types-eu-law_en.
189
Directive 2001/29/EC on the harmonization of certain aspects of copyright and related rights in the
information society is the reference law on copyright in Europe. This Directive mandates each EU
member state to implement in its legal framework a number of fundamental provisions to ensure the
maintenance and development of creativity in the interests of authors, performers, producers,
consumers, culture, industry and the public at large.
190
In 2019, the European Parliament approved Directive (EU) 2019/790 on copyright and related
rights in the Digital Single Market (DSM). Among other things, this Directive introduces new
exceptions to exclusive rights (including for text and data mining); regulates the use of copyright works
in digital and cross-border teaching activities; permits the use of out-of-commerce works by cultural
heritage institutions; and establishes a protection of press publications concerning online uses. Its
most controversial aspect of this new directive is Article 17, which regulates the use of protected
content by online content-sharing service providers. Until now, most countries have implemented a
legal mechanism whereby internet service providers (such as hosting services, access providers,
social media networks, etc.) were not responsible for the content uploaded or facilitated by its users,
as long as they did not have “actual knowledge” of the illegal content and, if they did obtain such
knowledge, they were obliged to act diligently to remove such information expeditiously. Once the
Member States implement the DSM Directive, this principle will change radically, and content-sharing
service providers will no longer be able to apply such limitation of liability. This will have a considerable
impact on the video game industry, particularly since gameplays are among the most watched videos
on platforms such as YouTube. Gameplays are protected by copyright and in absence of limitation
and exceptions, online content-sharing service providers that permit users to upload them will require
authorization from video game publishers; in the absence of a license, they will have to employ best
practices to ensure the unavailability of gameplays uploaded by their users, in the terms that
prospective national laws will determine.
191
Directive 2006/116/EC on the term of protection of copyright and certain related rights.
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192
United States Code, Title 17, Sect.102(a). Publicly visible architectural works, when used as a
general part of the scenery in games, do not normally require a license to be represented in a video
game because of statutory exceptions. However, prominently featuring buildings (such as making
them the focus of a game level), destroying buildings, using the interior of or distinctive sculptural
elements on the exterior of buildings may all cause an issue. For example, Sony faced difficulties
when it used the interior of Manchester Cathedral for in-game combat. For further details see:
Wikipedia, “Controversy over the use of Manchester Cathedral in Resistance: Fall of Man”,
wikipedia.org. See also Leicester v. Warner Bros., 232 F.3d 1212 (9th Cir. 2000) involving the motion
picture Batman, where no separate protection for sculptural works attached to buildings applied.
193
TRIPS Agreement, Art.10(1).
194
WCT, Art. 4.
195
Such as Middle-earth, Pandora from Borderlands, Mos Eisley from the Star Wars universe, Azeroth
from Warcraft, and the post-apocalyptic world and cities in Fallout.
63 Mastering The Game
illustrative of this quandary since the early 1980s over copyright cases involving
arcade machines and Atari before Facebook and Apple came to prominence.196
The UK system is arguably the most similar to the US one (for example, fixation
is one of the criteria for subsistence of copyright). The position in the EU is even
more complicated. At the time of writing, EU law is still formally applicable in the
United Kingdom – but since the United Kingdom has now left the EU, national
law will likely start to deviate from the rest of the EU Member States.197
Generally speaking, “author’s right” countries such as France, Germany and Italy
have traditionally put greater emphasis on a copyrighted work being the creation
of the mind and the author, whose personality is reflected in their work. The
emphasis is not only on protecting the economic interests of the author, but also
their personal and reputational interests. This objective is primarily achieved
through moral rights, which determine the originality requirements for a work to
be protected by copyright, such as the “author’s own intellectual creation” in the
EU, “labor, skill and/or judgement” in the United Kingdom and “modicum of
creativity” in the United States. Without getting into much more detail, in practical
terms the threshold for copyright protection may be higher for some type of works
in “author’s right” jurisdictions than it is in the United States or the United
Kingdom.
Traditionally, each EU Member State could determine, within the boundaries of
the Berne Convention and the EU Directives, the requirements that a work must
fulfill to earn copyright protection. However, over the years the Court of Justice of
the European Union (CJEU) has harmonized the law. In a recent case, the Court
established that two conditions must be satisfied for a work to be protected under
copyright law in the EU. First, the subject matter of protection must be original in
the sense of being the author’s own intellectual creation. Second, only those
elements of the work that constitute the expression (but not the idea itself) of such
creation will be protected.198
The result is that any developer who wants to seek EU copyright protection for
their video game must fulfill both requirements. These elements may appear
somewhat vague and ambiguous (they can be for lawyers as well), but their
flexibility helps to adapt to different circumstances and cases. That said, as far
as the game industry is concerned, it is safe to assume that all modern video
games are protected by copyright in the EU, at least in some of their elements,
even in the strictest of jurisdictions.
Even though video games are more complex than films, unlike films, they do not
have a specific legal treatment in the EU. Furthermore, most national copyright
laws do not mention video games in the list protected subject matter. Obviously,
this does not mean that video games are not protected by copyright; indeed, the
opposite is true. However, considering that they consist of multiple works and
196
Pac-Man was the source of an early copyright infringement case against K.C. Munchkin. See Atari,
Inc. v. North American Philips Consumer Electronics Corp., 672 F.2d 607 (7th Cir.1982).
197
Kempton, Nick, “Interaction of EU and UK copyright in a post-Brexit world: will video games get
more protection than they bargain for?”, Interactive Entertainment Law Review 3(2) (2020), p.131.
198
Case C‑683/17 Cofemel – Sociedade de Vestuário SA v. G-Star Raw CV (European Court of
Justice (ECJ), September 12, 2019). In order to satisfy the “originality” condition, the Court also
reminded that the work must reflect the personality of its author, as an expression of his free and
creative choices (Case C-145/10, Eva-Maria Painer v Standard VerlagsGmbH and Others (ECJ 7
March 2013). Furthermore, the work for which copyright is sought must be identifiable with sufficient
precision and objectivity (Case C-310/17, Levola Hengelo BV v Smilde Foods BV *ECJ 13 November,
2018).
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199
Directive 2009/24/EC on the legal protection of computer programs.
200
Case C‑355/12, Nintendo Co. Ltd and Others v. PC Box Srl and 9Net Srl (ECJ January 23, 2014).
201
Under EU law, technological protection measures (TPMs) that permit authors to limit certain acts
with regard to a work are regulated differently for computer software than for other copyrighted works.
The Computer Programs Directive (2009/24/EC) only forbids the marketing of devices whose “sole
intended purpose” is to facilitate the circumvention of TPMs, whereas the Information Society
Directive (2001/29/EC) more broadly forbids the marketing of devices “primarily” – not solely –
“designed, produced, adapted or performed” for that purpose. This has an important practical impact
because, if we consider video games as (entertainment) software, then the more restrictive (for
copyright holders) Computer Program Directive will apply. Therefore, if a TPM circumvention device
has more than one purpose (or feature, which is common), then its circulation does not contravene
the law. On the other hand, if video games fall within the broader scope of the Information Society
Directive, video game producers will have more chance of stopping the distribution of such devices,
because TPM circumvention is likely to be their main purpose, if not their sole purpose.
65 Mastering The Game
202
Atari Games Corp. v. Oman, 298 U.S. App. D.C. 303, 979 F.2d 242 (1992).
203
Pearson, Dan, “Spry Fox wins ownership of Yeti Town as part of Triple Town settlement”,
gameindustry.biz, October 15, 2012. Spry Fox, LLC v. Lolapps, Inc., No. 2:12-cv-00147 (W.D. Wash.,
2012).
204
Machine Zone Inc. v. Ember Entertainment Inc., No. 3:15-cv-01554, U.S. District Court for the
Northern District of California.
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205
DaVinci Editrice S.R.L. v. Ziko Games, LLC et al., No. 4:2013cv03415 - Document 73 (S.D. Tex.
2016).
206
Ihalainen, Jani, “Retrospective – Copyright in Video Games”, ipiustitia.com, October 27, 2014.
207
See US Copyright Office “Frequently Asked Questions” at http://www.copyright.gov/help/faq/ , for
further information on how to do so.
67 Mastering The Game
In the EU, on the other hand, copyright holders are allowed to litigate copyright
infringement and to claim damages to the full irrespective of whether or not they
have previously registered their copyright. As a matter of fact, copyright is rarely
registered in Europe. Some countries, such as France, Italy or Spain, offer a
voluntary registration system, the benefit of which is very much limited to the
provision of a rebuttable presumption of ownership of the copyright work and legal
certainty that the work was created on or before the registration date.
In practice, registering a copyright in the United States entails submitting a copy
of the work to the US Copyright Office, filling an application form and paying a
filing fee. The form required to register a copyright is only a few pages long and
the cost is approximately $45. The Copyright Office provides detailed instructions
and information on completing the forms and contact information for questions.208
Of all the forms of IP that benefit from registration, this is the easiest and
cheapest.
208
The US Copyright Office maintains a useful website at https://www.copyright.gov/ to help people
through the process of copyright registration. It also provides informational circulars in non-technical
English at https://www.copyright.gov/circs/, explaining copyright registration for creative works and
other topics. Copyright Office Circular 61, available at https://www.copyright.gov/circs/circ61.pdf,
provides detailed information on the copyright registration of computer programs and video games.
209
This discusses what publication is, among other questions: US Copyright Office, ‘Definitions’
http://www.copyright.gov/help/faq/faq-definitions.html.
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68
original game falls into the public domain, as long as they are careful not to
infringe any other IP right such as trademarks – but that is a story saved for later.
Consider how length affects what is possible for copyright. The length of
protection is intimately tied to potential revenue generation. Game developers
can use copyright to protect their original expressions, build new games and sell
related products for a century or longer. The economic rights can literally be
developed and exploited over generations. Mickey Mouse, Star Wars and
Superman, which have existed for decades and been exploited across multiple
media, including games, are excellent examples of this. For a period, the game
industry believed that ever-increasing technological sophistication and graphical
representation were key to high revenue-generating games. Successful social
and mobile games such as Candy Crush and Angry Birds now confirm that
simple, even 2D, games can achieve eight- and nine-figure revenues.210 These
games are likely to remain popular to some degree over a much longer lifecycle
than originally anticipated through the games themselves as well as popular
derivative properties (which will be discussed later).
210
Candy Crush Saga brought in an estimated $930 million in revenue between August 2017 and
July 2018 according to Sensor Tower, while the annual revenue for Angry Birds in 2017 reached
almost €300 million ($325 million). Nelson, Randy, “King Just Had Its Best 12 Months of Candy Crush
Revenue Ever”, sensortower.com. August 15, 2018. See also Clement, J., “Annual revenue
generated by Rovio Entertainment from 2010 to 2020”, sensortower.com, July 15, 2021.
211
See Myers, Gary, Concise Hornbooks: Principles of Intellectual Property, 3rd edition, West
Academic Publishing, 2017, pp. 200-201. Under the Digital Millennium Copyright Act safe harbor
provision, a “notice and takedown” notice must meet certain requirements. The notice must be in
writing either in physical or electronic form to the designated agent of a service provider and include:
1. The signature of the copyright owner or owner’s agent, in physical or electronic form.
2. Identification of the: (i) copyrighted work(s) infringed; (ii) the infringing activity; and (iii) the
location of the infringing activity (this can be done by providing the URL).
3. Contact information of the notifying party that is sufficient for the service provider to contact
them (this can include an email address, phone number or address).
4. A statement that the notifying party has a good faith belief that the material is not authorized by
the intellectual property or copyright owner, its agent, or the law.
5. A statement that the information provided is accurate and the notifying party is authorized to
make the complaint on behalf of the intellectual property or copyright owner.
69 Mastering The Game
the letter and legal penalties for sending a letter that does not involve a legitimate
claim.
In the EU, the risk of incurring negative consequences because of sending such
a letter, provided that the sender is able to show their good faith, is generally
lower. National laws of EU Member States tend not to require the same level of
formalities as those expected under US law. Nevertheless, when dealing with
copyright claims, it is generally advisable to involve an attorney in the process.
This would, among other things, avoid the other party filing a lawsuit seeking
recognition from a court that the claim in the “cease and desist” letter is legally
unfounded, which could have negative implications for legal costs, given that the
court could order the party that made an illegitimate claim to reimburse the other
party’s legal costs.
212
Jenkins, David, “Midway Sue Sony Ericsson”, gamasutra.com, July 2, 2004.
213
Crecente, Brian, “Court upholds findings in $9.2M Epic Games, Silicon Knights lawsuit”,
polygon.com, January 10, 2014.
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70
good example of what copyright infringement can potentially lead to and the
power of copyright protections.
Copyright infringement can also lead to criminal penalties resulting in prison time,
particularly when people violate copyright by illegally selling or distributing games
over the Internet. In the United States this is provided for under Title 17, Section
506(a) and Title 18, Section 2319 of the United States Code. Criminal penalties
also exist in Europe, where they largely depend on national legislation as they
are not harmonized at the EU level.
In the United States, an instance of this came to light in February 2004 when
Sean Michael Breen, leader of the RAZOR1911 warez group, received a four-
year prison sentence and was ordered to pay nearly $700,000 in damages for
copyright infringement. He was one of 40 people arrested in a sting operation by
US Customs Service “Operation Buccaneer”.214
Another example surfaced in early 2006, when a court in Minnesota convicted
Yonatan Cohen for criminal copyright infringement for making a game console
that included unlicensed Nintendo games. He was sentenced to five years in
prison, lost hundreds of thousands of dollars in cash and property and was
deported to Israel. Worse, his punishment included the use of his own resources
to pay for advertisements in game magazines warning about the penalties for
copyright violation. The advertisements showed him front and center, with a
picture of his copyright-violating device, a description of his punishment and a
caption that read: “This ad was paid for by Yonatan Cohen as part of his restitution
to warn others about the dangers and penalties associated with violating the
copyrights laws”.
In Europe too, Nintendo has taken both civil and criminal legal actions against
the distribution of unauthorized software and hardware, with one of those cases
also reaching the CJEU.215 In 2017, for instance, the Italian Supreme Court
confirmed two criminal sentences against the sellers of unauthorized equipment
that enabled Nintendo consoles to run pirated games. In addition to fines of
several thousand euros each, the sellers were sentenced to imprisonment for up
to one year and eight months.216
214
United States v. Breen, Case No. 02-CR-40216 (archived), (N.D. Cal., Oakland, February 10,
2004). See Wikipedia, “Operation Buccaneer”, wikipedia.org, July 10, 2021; and Thorsen, Tor, “Game
pirate gets four years jail time”, gamespot.com, February 12, 2004.
215
Case C‑355/12, Nintendo Co. Ltd and Others v. PC Box Srl and 9Net Srl (ECJ, January 23, 2014).
216
Cases Nos 57858/2017 and 38204/2017 of the Italian Supreme Court.
71 Mastering The Game
What does it mean when you read that a company has acquired “the rights” to
make a game based on a film, or vice versa? In the copyright sense, this often
means that the game company has acquired the right to make a derivative game
based on a film, or a studio or producer has purchased an option to acquire the
right to make a film or television show based on a game. The movie Sonic the
Hedgehog is a derivative work created from the Sonic the Hedgehog game
series. On the other hand, Mad Max was first a film and then a derivative work
was created, turning the copyrighted material in the film into a game and comic
book series. In the past, games based on movies were often quickly-developed
film tie-ins (E.T. the Extra-Terrestrial being the most infamous example).
Whereas now, games based on film franchises can be integral parts of a
cinematic universe, such as Star Wars Jedi: Fallen Order, which can create
original characters that are then introduced in other works such as television
series and comic books.
Now, it is easy to imagine that this process gets complex rather quickly. Consider
The Lord of the Rings, a world described in a series of books by J. R. R. Tolkien.
The entity that controls the copyright to this world has granted a copyright license
to make derivative works for board games, computer games, films and replica
weapons; all these products are derivative works that also have their own
copyright. Any material in a derivative work that is not contained in the underlying
work is copyrightable as a new work. Furthermore, this new material may even
be licensable itself.
Continuing with The Lord of the Rings example, this offers a fascinating derivative
works case study in the game industry. Starting in 2001, Electronic Arts
developed game series, including the first Battle for Middle-earth game, based
on a license from the Peter Jackson films. This meant that the games from
Electronic Arts could only produce game content, or derivative work, that came
from the Jackson films. In 2005, while creating the Battle for Middle-earth sequel
and other Rings games, Electronic Arts acquired a license to produce a game
based on the entire world of fiction as described in the Tolkien books. This license
to make derivative works based on the books opened up a new territory for
creativity. Here, Electronic Arts was licensing a subset of material from one
derivative work and later went on to acquire a license for the entire base of
material. In this instance, interactive media is not so different from traditional
media. For example, Amazon’s $465 million dollar Lord of the Rings series will
not be able to use much of Tolkien’s original plot because of license management
with the Tolkien estate.217
Netflix’s Witcher television series, on the other hand, is not meant to be derivative
from the Witcher games (an adaptation of Andrzej Sapkowski’s books from the
1990s), despite its star Henry Cavill being drawn to the project from the games.
The Witcher saga was largely popularized due to the games by CD Projekt Red,
but the showrunners of the television series made it clear that their product was
only “a straight adaptation of the books”. This means that the series cannot take
anything from those elements that are unique to the games, one example being
completely different designs for main character Geralt’s wolf pendant in the
television series and game. This is arguably easier said than done, considering
217
Games Industry International, “EA Granted Rights to Develop the Lord of the Rings Games Based
on J.R.R. Tolkien’s Epic Literary Fiction”, gamesindustry.biz, July 25, 2005; and Canales, Katie,
“Amazon is spending a whopping $465 million on ‘The Lord of the Rings’ season 1: This will be the
largest television series ever made”, businessinsider.com, April 16, 2021.
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72
the role that the games have had in shaping the overall tone and style of the
Witcher’s Continent and characters, and how iconic some of the game moments
have become.218
Other good examples of complex chains of derivative works can be found in the
LEGO franchises: the LEGO Harry Potter games are derivative works from the
LEGO Harry Potter toys, which in turn are derivative works from the Harry Potter
movies, which are derivative works from the Harry Potter books. The LEGO
Batman Movie Game is a mobile game which is a derivative work from the film
The LEGO Batman Movie, which, in turn, is a derivative work from the LEGO
Batman toys, which are derivative works from the Batman comics. (Chapter 4
deals with the importance of obtaining rights from the correct party).
218
O’Connor, Alice, “If Netflix’s Witcher isn’t based on the games, why that shot of Geralt in the bath?”,
rockpapershotgun.com, October 31, 2019.
219
Conan Doyle Estate Ltd. v. Nancy Springer et al., 1:20-cv-00610, U.S. District Court for the District
of New Mexico.
220
Klinger v. Conan Doyle Estate, Ltd., 761 F.3d 789 (7th Cir. 2014).
73 Mastering The Game
Work first published between Depends on whether the work was published
1926 and March 1989 with a notice of copyright registration and
whether the registration was renewed
Work first published after Under copyright for 70 years after the death of
March 1989 author, or if a work of corporate authorship, the
shorter of 95 years from publication or
120 years from creation
In the EU, as mentioned above, copyright duration has been harmonized for all
member states and normally lasts for 70 years after the death of the author,
irrespective of the date on which the work was first published.221
Before making any final decision, it is prudent to check with an IP counsel before
using works assumed to be in the public domain. In the United States, particular
caution should be used in respect of works created outside the United States or
between 1926 and 1989. There may also be special circumstances surrounding
a particular work that limit its use in a game. A common example of such special
circumstances is when public domain works have been used previously to create
new works. As discussed above, these new works are derivative works. They
have their own new IP protection for the new elements contained within them, but
the underlying public domain works remain in the public domain.
The story of Robin Hood is an excellent example of a special public domain
situation, because the story is so old it is practically a fairy tale. There may have
been someone who performed similar feats in medieval England, but the myriad
of stories does appear exaggerated. It is also true that there have been countless
books and movies using the Robin Hood story. There have also been several
video games based on Robin Hood, his merry men, the Sheriff of Nottingham and
Maid Marian. The main point is that the underlying story and characters form part
of the public domain, but when creating new stories using this inspiration,
developers should be careful not to infringe on modern works that still have
copyright protection. The license-hungry game developer should be encouraged
by a secondary point, that many popular stories and characters are now available
for free game development, including much of the great art and literature from
the nineteenth century and earlier.
Another important example of the public domain comes in the form of myths,
history and cultural lore. Anyone can use these as familiar settings to build games
because they are so old, and their authorship is collective and forgotten.
221
However, in certain circumstances, EU Member States could provide that, insofar as a once
expired national copyright over a given work was revived by effect of the harmonization of the
copyright duration by the EU, copyright over that work does not give rise to payments by persons who
in good faith started to exploit the work at the time when it was in the public domain (recital (25), Term
Directive).
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222
Having said that no copyright infringement exists, trademark infringement has still been alleged in
certain circumstances. In 2012, Electronic Arts sued Textron (the makers of Bell Helicopters) in the
United States, seeking a declaratory judgment concerning its right to include Bell Helicopter
trademarks in its game. The case settled in 2013 following the court’s decision not to dismiss Textron’s
trademark claims. In May 2013, Electronic Arts publicly announced that it would no longer license any
weaponry for use in its games; see Nayak, Malathi, “Video game maker drops gun makers, not their
guns”, reuters.com, May 7, 2013. In 2020, Activision won a legal battle against the manufacturers of
the real-life Humvee military vehicles. According to the Court, the inclusion of Humvees in Activision’s
Call of Duty series made the games more realistic and was therefore allowed – the artistic goal of
realism being a viable defense against trademark infringement. Similarly, when Pinkerton Consulting
& Investigation company claimed that Take-Two Interactive and Rockstar Games were infringing its
trademarks by featuring agents of the “Pinkerton Detective Agency”, who also wore the related badge,
within the game Red Dead Redemption 2, Take-Two Interactive and Rockstar Games filed a
declaratory judgment in order to be declared not liable for trademark infringement based, inter alia,
on the argument that references in the game were historical. Pinkerton later withdrew its claims
against Take-Two and Rockstar, which in turn declared that they would not continue legal action
against Pinkerton. Things may also get more complicated when parody – not realism – is the reason
why a certain vehicle was included in the game, which is what had happened in a French case
involving the Grand Theft Auto “Turismo” cars (see Section 2.3.11 on unfair competition).
75 Mastering The Game
1. The purpose and character of Educational uses and uses in parody are
use more often protected than strict commercial
copying.
4. The effect of the use on the Demonstrably weakening the market for the
potential market copyrighted work is more likely to result in a
finding of infringement.
223
See the Fort Apache case discussing a Paul Newman film: Walker v. Time Life Films, Inc., 784
F.2d 44 (2nd Cir.1986).
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There are two common pitfalls relating to fair use. First, fair use is a US concept.
Most other countries, especially in Europe, do not provide for such flexible
provisions allowing copyrighted material to be used without a license.224 This
means that a game company hoping to incorporate some copyrighted material
into a game as a “parody” or other traditionally shielded type of fair use may run
into problems when selling its game in other countries. A small clip intended as a
humorous interlude may lead the company into litigation or forgoing sales outside
the United States. This concept may also extend to marketing and content, for
example, on social media platforms that vary copyright claims procedure by
country.
The second point to remember about fair use is that it is a defense (rather than
an exception) to a claim of copyright infringement. This means that a copyright
holder in the United States can certainly sue the company that included the clip
for using a copyrighted work or a derivative of that work without a license. After
the case is brought, the law grants the offending company the opportunity to
argue the merits of fair use. This means that a company plainly operating within
the traditional boundaries of fair use is still open to litigation and, therefore, open
to the associated costs and bad publicity associated with a copyright litigation. In
short, the decision to use copyrighted material in a game under the protection of
fair use poses a risk and should be weighed with due care.
Recently, the concept of fair use in video games was put to the test when a
company claiming to own copyright to tattoo designs of several famous National
Basketball Association (NBA) players filed suit against 2K Games and its parent
company, Take-Two Interactive, alleging that 2K Games infringed upon its
copyrights in the NBA players’ tattoo designs by reproducing them on player
likenesses in NBA 2K games.225 The court ultimately determined that 2K Games’
reproduction of the NBA players’ tattoos constituted fair use, and that beyond fair
use: (a) 2K Games’ use of the tattoos was so insubstantial that it constituted de
minimis use of the designs, nonactionable for copyright infringement; and (b) the
plaintiffs granted an implied, sub-licensable license to the NBA players in
question when they inked the tattoos on their skin, knowing that the players were
likely to appear in public, on television and in other forms of media. More recently,
however, another US court in a very similar case involving tattoos on an athlete
ruled against 2K Games motion for summary judgment seeking to dismiss the
case on fair use, implied license and de minimis use in their WWE 2K wrestling
game series.226
224
Hugenholtz, P. B. and Senftleben, Martin, “Fair Use in Europe: In Search of Flexibilities”,
papers.ssrn.com, November 15, 2011.
225
Solid Oak Sketches LLC v. 2K Games, Inc., 449 F. Supp. 3d 333 (S.D.N.Y 2020).
226
This case involved tattoos that appeared on the professional wrestler Randy Orton in 2K Games’
WWE 2K wrestling game series. Alexander v. Take-Two Interactive Software, Inc., 489 F. Supp. 3d
812 (S.D. III. 2020).
77 Mastering The Game
Previously, there had been only one, rather technical, exception to copyright
mandated by EU law for all member states, allowing for:
However, this exception has little or no impact for developers; essentially, it only
allows third-party service providers to make temporary copies of works insofar as
that is necessary in order to carry out certain technical activities (such as
browsing, caching and reproduction on Internet routers).
EU law also provides for a long list of other possible copyright exceptions and
limitations that member states are free to implement in their national laws. While
these exceptions and limitations are purely optional, the list is exhaustive and no
other exception or limitation may be added to national laws.
In general terms, EU exceptions and limitations are quite narrow, as a number of
specific conditions need to be met for an exception or limitation to apply.
Moreover, EU exceptions and limitations can apply only insofar as they also
satisfy the “three-step test”. This test mandates that exceptions and limitations
can apply only to certain special cases provided that they do not conflict with the
normal exploitation of the copyrighted work and do not unreasonably prejudice
the legitimate interests of the copyright owners.
The most relevant of the possible EU exceptions and limitations relate to:
• uses for the purposes of caricature, parody or pastiche (i.e., a style that
imitates another style);
• uses of copyrighted works made to be located permanently in public
places, such as monuments or sculptures (so-called “freedom of
panorama”);
• quotations for purposes of criticism or review;
• incidental inclusions of a copyrighted work in other materials;
• uses for the purpose of illustration for teaching or scientific research;
• non-commercial reproductions made by a natural person for private use;
• non-commercial reproductions made by public libraries, schools or
museums;
• non-commercial uses for the benefit of persons with disabilities.
• These and other copyright exceptions and limitations have been adopted
differently across Europe.228
227
Information Society Directive (2001/29/EC), article 5(1). Note that the DSM Directive (2019/790)
introduced more mandatory exceptions for text and data mining, cross-border and digital teaching
and preservation of cultural heritage; the implementation deadline for EU member states was June 7,
2021.
228
A useful website at https://copyrightexceptions.eu maps all the different “selections” of exceptions
and limitations by the EU member states.”
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Similar to the US fair use doctrine, EU copyright exceptions and limitations affect
video games in two ways. First, the copyright over a game cannot be enforced if
a valid claim to any of these exceptions is made (for example, a parody of a video
game may be possible even without the authorization of the owner of the
copyright over the game). Second, a game can lawfully incorporate third-party
copyright work insofar as it does so under any of these exceptions (for example,
a game character may freely parody a film character). Before applying any of
these exceptions and limitations in the EU context, it is recommended that game
developers seek the help of a specialized legal expert to determine their correct
application.
229
For instance, the right of retraction and first publication in France or the right to object to false
attribution, as a separate right, in the United Kingdom. This is quite common in Europe and Latin
America.
79 Mastering The Game
or owner permanently assigns the copyright to another person or entity and the
new rights holder will then have the right to prevent others from using the work in
violation of copyright laws. An assignment agreement is different from a license,
the latter being a temporary permission to use the work without risking violating
the copyright. In Prince v. Gearbox Software, LLC et al., composer Bobby Prince
sued Gearbox, Apogee Software, and 3D Realms for unpaid royalties in
connection with sixteen original songs that Prince composed for Duke Nukem
3D.230 In this case the work, or the songs, were licensed by Apogee under an
exclusive contract; the license was not transferred when Gearbox acquired the
Duke Nukem property. The parties all settled, but it is important to follow the chain
of title and be clear on what kind of transfer is being used and how is it limited.
230
Prince v. Gearbox Software, LLC et al., 3:2019cv00380.
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2.3 – Trademark
Trademarks focus on pushing information about the company out into the public.
In fact, a successful trademark is one that allows consumers to recognize the
company and its products or services instantly when they see the mark. Logos,
images and catchphrases all qualify as trademarks and form part of a company’s
goodwill. The Xbox, PlayStation or Apple logos are immediately recognizable and
communicate certain messages about the source and expected quality directly to
consumers. Brand recognition and association with a particular company is the
purpose of a trademark.
Trademarks are arguably the second most important type of IP protection for
game companies after copyright since a good trademark can set a company and
its games apart from others in the minds of consumers.
Based on the applicable legislation, the possibility of protecting a trademark may
be derived simply from the use of a specific sign as a source indicator for a certain
company’s products and services. Alternatively, it may be subject to some kind
of registration, which is the case for registration-based trademark systems such
as that adopted by the EU (non-registered trademarks may exist – and coexist –
with registered trademarks).
In the United States, the Lanham Act is the primary trademark legislation, which
also governs false advertising and trademark dilution, as well as trademark
infringement. It sets out the basic rules governing trademark registration,
infringement standards and the penalties for infringement.
Trademark law in the EU has been harmonized for over 30 years. This
harmonization has been achieved through two separate activities. First, national
trademark laws have been unified through a series of EU legislative acts. Second,
the European Union Trade Mark (EUTM) – an EU-wide trademark distinct from
individual national trademarks – has been established as a further opportunity to
integrate the internal market and remove free barriers to trade.231 The latest
legislative reform further strengthened the main principles of the EUTM system,
while making it more efficient and consistent as a whole and adapting it to the
digital era.232
The EUTM allows applicants to obtain a trademark valid in the entire territory of
the EU with a single application. The EUTM is a single title and, as such, is
registered, withdrawn, cancelled, renewed, assigned and so on in relation to the
whole EU rather than to individual member states.233 This mark can be a cost-
effective way of establishing trademark rights over a broad array of countries,
which, whenever a company has the product or resources to consider
international protection of its trademark(s), should be considered and discussed
with its IP attorney (in parallel with the use of the Madrid Protocol, discussed
below).
231
The legislation establishing the rules applicable to the EUTM is Regulation (EU) 2017/1001 on the
European Union trade mark (EUTMR).
232
Directive (EU) 2015/2436 to approximate the laws of the member states relating to trademarks.
233
These procedures are carried out through the European Union Intellectual Property Office
(EUIPO).
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234
Sect. 2 of the Lanham Act, for example, provides that registration should be refused, inter alia, in
relation to trademarks which “[consist] of or [comprise] immoral, deceptive, or scandalous matter.”
235
Importantly, however, in 2017 a US Supreme Court judgment invalidated the Lanham Act
“disparagement clause”, which prohibited registration of trademarks that may disparage or bring into
contempt or disrepute persons, institutions, beliefs, or national symbols. The Court held that such a
provision violated the First Amendment to the US Constitution’s Free Speech Clause. See Matal v.
Tam, 137 S. Ct.1744 (2017).
236
For instance, article 7(1)(f) of the EUTMR provides that registration should be refused in relation
to trade marks which are contrary to public policy or to accepted principles of morality.
237
Shape trademarks are important to consider when clearing a video game content’s intellectual
property rights. In fact, as shape trademarks have become increasingly popular in recent years,
numerous signature objects of certain brands have been registered as trademarks (such as popular
guns, vehicles or trucks).
238
Some trademark offices might, for example, require “as a condition of registration, that signs be
visually perceptible” (TRIPS Agreement, Art.15).
239
Ten Doeschate, Bart, “Mario’s coin: sound trademarks in the EU”, lexology.com, April 13, 2016.
240
This is an application before EUIPO to register a 25-second video clip depicting the “kill cam”
mechanic from the Sniper Elite series published by Rebellion, a video game company based in the
United Kingdom. The application was filed for Class 9 (software), Class 28 (games) and Class 41
(entertainment, education). Lobov, Kostyantyn, “How multimedia trade marks could kill cloned
games”, gamesindustry.biz, February 19, 2018.
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241
EUIPO, “Route to registration”, euipo.europa.eu.
242
Art. 8(4) of EUTMR provides that whenever certain conditions are met, the proprietor of a non-
registered trademark or of another sign used in the course of trade can successfully oppose an EUTM
trademark registration.
243
This might give raise to trademark disputes, as the one between American indie development
studio Playsaurus and Chinese company Shenzhen Lingyou Technology Co., Ltd. in relation to the
trademark Clicker Heroes.
83 Mastering The Game
Fanciful marks are the strongest marks. They have no meaning other than the
meaning a company associates with them. Examples of fanciful marks include
Xbox, Bioware, NVIDIA, Tetris and Eidos.
Arbitrary marks are also strong, but less so than fanciful marks. They are words
that are not associated with the particular product until the company associates
them. An example of an arbitrary mark is Apple for computers, Android for the
operating system, or id for a development studio.
Suggestive marks can be a natural word that suggests the product it represents
but does not directly describe it. These are the weakest marks for which
companies can normally obtain protection. Examples of suggestive marks are
Electronic Arts for a maker of video games, PlayStation for a console game
platform, Space Invaders for a game featuring invaders from space, or Centipede
for a game featuring a centipede.
Descriptive marks are extremely weak marks because they are devoid of any
distinctive character. They are essentially useless and cannot be registered
unless a company has used them so much that they have acquired something
called “secondary meaning” (US) or “distinctive character” (EU). Secondary
meaning can only be acquired through extensive marketing and public exposure.
244
These categories were established for the first time in Abercrombie & Fitch Co. v. Hunting World,
Inc., 537 F.2d 4 (2d Cir.1976).
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Examples of descriptive marks include Vision Center for a store that specializes
in glasses, or Computerland for a computer store.
Generic marks are things like video card, controller or video game. The term
generic is the polar opposite of trademark and a generic term can never be
converted to a trademark in the United States or virtually anywhere else.
Furthermore, in the United States, even unique trademarks may become generic
and unprotectable if there is ubiquitous use, a phenomenon known as genericide
(think Frisbee, Escalator or Laundromat). Thus, brands will often fight actions that
genericize a trademark such as when Google fought against adding “google” to
the dictionary as a verb. The EU equivalent refers to signs that cannot constitute
a trademark due to inherently lacking the ability to distinguish the goods or
services of one company from those of another. The classification scheme above
is not applied worldwide. For instance, the European Union Intellectual Property
Office (EUIPO) and member states’ local offices assess the level of
distinctiveness for each trademark as normal, low, absent or enhanced.
In general, trademarks that would be considered ‘fanciful’ or ‘arbitrary’ in the
United States are considered to have a normal level of distinctiveness in the EU.
Those that would be considered suggestive in the United States are considered
in the EU to have a low level of distinctiveness and so to be laudatory, (i.e.,
trademarks that express praise in relation to some characteristics of the goods or
services concerned). Purely ‘descriptive’ or ‘generic’ trademarks are considered
non-distinctive and therefore, as a rule, cannot be registered in the EU.
Lastly, a good trademark should not conflict with earlier trademarks. In fact,
whenever a trademark is identical or similar to another and relates to goods or
services identical or confusingly similar to those of another previous trademark,
it will be difficult to protect and, most importantly, to register whenever the
relevant system is registration-based, because the owner of the earlier mark is
entitled to oppose its registration.245
245
For instance, in the EU, a trademark that conflicts with an earlier trademark(s) will be refused
registration based on relative grounds for refusal.
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246
Smith, Tony, “Microsoft buys Xbox name off true owner”, The Register, June 18, 2001.
247
Bishop, Todd, “Microsoft ends development of ‘Mythica’ Game”, seattlepi.com, February 13, 2004.
248
The band’s complaint mentioned Ed Hunter (1999), Flight 666 (2009), Final Frontier (2010), and
Legacy of the Beast (2015). See Witcoff, Banner, “Case Update: Iron Maiden Holdings Ltd. v. 3D
Realms Entertainment ApS”, lexology.com, January 2, 2020.
249
Matena, Daniel and Mamakos, George, “Ion Maiden Becomes Ion Fury, Launches August 15 on
PC with a Big Box Edition!”, gamasutra.com, July 11, 2019.
250
AM General LLC v. Activision Blizzard, Inc., 450 F. Supp. 3d 467 (S.D.N.Y. 2020).
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The lesson here is that trademark searches and clearance should not be
considered additional or frivolous costs for a game company. On the contrary,
these searches are an essential part of the game development process and
mistakes could cost game companies literally millions of dollars and potentially
result in the failure of entire projects.
251
Lech, Mikolaj, “The oldest registered trademarks in the world”, znakitowarowe-blog.pl.
252
Declarations must be filed periodically with the USPTO under Sects. 8 and 15 of the Lanham Act
(United States Code, Title 15, Sect.1058) in order to maintain a trademark registration. Technically,
this is not a renewal.
87 Mastering The Game
253
USPTO has online forms that can be used for filing purposes. See USPTO, “Apply online”,
uspto.gov. Beginning on January 2, 2021, a number of trademark fees increased in the United States.
See USPTO, “Summary of FY 2021 Final Trademark Fee Rule”, uspto.gov.
254
The USTPO considers an applicant to be foreign if the business or individual has a permanent
legal residence or a principal place of business outside the US.
255
A fast-track registration procedure is available when fees are paid upfront and the goods and
services concerned selected from a database of terms already accepted by the EUIPO.
256
EUIPO, “Fees payable directly to the EUIPO”, euipo.europa.eu.
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System application, which it certifies and forwards to WIPO. WIPO then conducts
a formal examination of the application, while the relevant substantive
examination is carried out by the various designated IP offices. These then
communicate the decision to WIPO, which in turn notifies the applicant.257
Contrary to the EU system, under the Madrid System each designated country
applies its own registrability requirements, so it may still be necessary for an
international trademark applicant to intervene at the local level after filing the
application.
257
WIPO, “How the Madrid System Works”, wipo.int.
89 Mastering The Game
different sources than the original works. In the long run, this may make it harder
for the owners of the original works to claim exclusive rights to such terms.
Zynga games also provide a good example of proactive enforcement. Many
Zynga games and projects names end in “-ville”: YoVille, FrontierVille,
RewardVille, FishVille, CastleVille, ChefVille, PetVille, CityVille and, last but not
least, the popular FarmVille series. This is called a “family of marks”. Zynga
reacted vigorously to other companies using the same suffix for their games,
knowing that this was not good for the “-ville” trademarks. Zynga sent cease and
desist letters to the developers of three unrelated games called BlingVille,
PyramidVille and Dungeonville, which then led to litigation.258 The BlingVille and
PyramidVille cases were eventually settled and both developers had to change
the name of their games.259 Likewise, registration of Quackville (in the United
States) and Toonsville, Scaryville, Chrom Ville and Wine Ville (in the EU) as
trademarks for games was refused after Zynga opposed those marks (but not
that of Zodiakville in the EU).
Monitoring possible infringing activities, also through specialized professionals
and agencies260 and taking action whenever a possible infringement is identified,
for instance by sending cease and desist letters, will allow you to maintain and
consolidate the scope of your registered right. Moreover, being mindful of similar
registered or unregistered marks is valuable in order to refrain from infringing
third-party rights, for instance by offering your goods or services in a new territory
where the mark is not registered and/or by extending your commercial offer to
new goods or services.
You should also be mindful of the fact that the scope of your registered trademark
is limited to the classes for which you requested and were allowed registration.
The possibility of enforcing your rights for different classes, in the EU, will depend
mostly on the reputation of your trademark, as mentioned. In practice, reputation
is mainly linked to how well-known and popular your trademark is in the mind of
the public. In addition, it can also be achieved through proactive enforcement and
protection of your trademark rights to safeguard their exclusivity.
In case of disputes over the use of two potentially conflicting trademarks, the
parties to the dispute often end up signing a particular type of settlement called a
“coexistence agreement”. A trademark coexistence agreement typically defines
the different categories of products and services for which the conflicting
trademarks can respectively be used and the specific ways in which they can be
used, in order to avoid market confusion and prevent future disagreements
between the parties.
258
Zand, Joel, “Sacré bleu! Lawsuits over Zynga’s Trademark Claims to ‘Ville’ Names”,
lawblog.justia.com, January 3, 2012.
259
Wu, Stephen, “Blingville v. Zynga Settled”, 3dinternetlaw.com, September 11, 2012; and Weber,
Rachel, “Zynga settles Kobojo lawsuit”, gamesindustry.biz, October 19, 2012.
260
There are law firms and companies that specialize in searching for infringing uses of trademarks.
These companies can perform searches on a regular schedule and send your game development
company reports on potential infringers. As with most types of IP, one of the early steps in policing
the IP is sending a “cease and desist” letter. Later steps can include litigation over the trademark.
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261
Art.10bis of the Paris Convention for the Protection of Industrial Property, in particular, provides
for a list of acts considered to constitute unfair competition, such as misleading indications and false
discrediting allegations.
262
Bryner, William M., “U.S. Trademark and Unfair Competition Litigation, Trademark Administration”
in Garrison, Sean and Donovan, Mary A., eds. Trademark Administration, New York: International
Trademark Association (INTA), 2018, p. 22.
263
Bolte, Meissner, “Intellectual Property & Antitrust in Germany”, lexology.com, December 11, 2018.
91 Mastering The Game
Actual use is always better for bolstering trademark rights, but the de facto
consequence connected with the use – or, rather, the non-use – of a trademark
will mostly depend on the country in which you operate. For instance, in the
United States, it is possible to establish such rights for a short time merely by
demonstrating intent to use. In 1988, trademark law changed when this intent-to-
use provision was added. Prior to this addition, a mark needed to be used in
commerce. Since the amendment, it has been possible merely to apply for federal
264
France: Paris Judicial Court, Decision No. RG 20/03352 of September 4, 2020.
265
France: Paris Court of Appeal, Ruling No. 013/2016 of January 26, 2016.
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registration with the stipulation that there is a bona fide intent to use the mark in
commerce within a certain period.266
However, certain trademark systems also require that the trademark is in fact
used in commerce. For instance, as mentioned, trademarks in the EU (both
EUTMs and national trademarks) should be put to genuine use in the relevant
territory in the five years following their registration; failing such use, the
trademark may be revoked. In the United States, non-use for three years
constitutes prima facie evidence that the mark has been abandoned, regardless
of whether or not a trademark is registered.
Lastly, as discussed above, the genuine use of a trademark in commerce might
ensure further protection for the trademark, especially with regard to common
law, unregistered trademarks and unfair competition matters. In the case of a US
registered trademark, after five years of consecutive use the mark holder can
apply for incontestability, meaning that the validity of the mark can only be
challenged on limited grounds.
This is common practice in the game industry for both copyrighted material and
trademarks. Game companies often create fan community packages that include
material and conditions for its use. The allowed uses are case specific, and it is
often not economically feasible to attack every infringement that occurs. Game
companies also recognize the advertising value in game-related communities. In
short, make sure that fan sites know the uses with which your game company is
comfortable. Be as clear as possible about the rules and stress that appropriate
attribution is important.
For example, a fan website kit may include appropriate legal attribution for a
trademark. The notice may say something similar to “Title is a trademark of
GameCompany” or “Title is a registered trademark of GameCompany”. This
situation becomes more complicated if there is a substantial commercial
component to the website, or if the website is spreading misinformation that is
harmful to your game sales. In the case of a commercial component, the website
may be making money using your game company’s trademarks and perhaps its
copyrighted material. As indicated above, the appropriate action, if any, is
dependent on the individual circumstances. A negotiated license and/or a “cease
and desist” letter may be in order to stop unwarranted uses.
266
USPTO, “Trademark application – intent-to-use (ITU) basis”, uspto.gov.
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exception for video games which states that game titles may seek trademark
protection.267
In the EU, there is no formal impediment to the registration and protection of a
video game title (or any other work title), provided of course the trademark meets
the distinctiveness threshold and the other legal requirements.
In this regard, it is interesting to note that a German court has found that the
distinctiveness threshold should be lower in relation to titles falling into certain
video game market segments, as consumers are used to a low level of
distinctiveness and thus are prone to perceive as trademark also titles that would
otherwise be considered descriptive. The market segment at issue was that of
video game simulators; in the specific case concerned, Farming simulator 2013
was considered to have a sufficient degree of distinctiveness. 268
Having said that, while the United States and the EU might be favorable to
trademarking a game title, a developer or publisher may still meet with significant
restrictions or difficulties in obtaining similar protection in foreign jurisdictions.
2.4 – Patents
The patent system in the United States is descended from the English Statute of
Monopolies of 1623, which sought to overturn earlier royal monopoly grants but
preserved inventor’s rights for 14 years with grants of “letters patent” for “new …
manufacture”.269 More recently, in the United States, patents go back to the
Constitution. Under Article I, Section 8, the Constitution grants Congress the
power to “promote the Progress of Science and useful Arts, by securing for limited
Times to Authors and Inventors the exclusive Right to their respective Writings
and Discoveries.” Patent law has been evolving continuously ever since,
sometimes significantly.270
In Europe, national laws have been harmonized both by EU and non-EU
measures, resulting in a somewhat fragmented legal system that derives its
substantive laws from a variety of overlapping legal sources. Traditionally,
patents were issued by each member state individually. Now, the EU is moving
towards a unified patent system and participating member states are currently
working under the assumption that it will become effective and operational
sometime in 2022.271 In the meantime, an applicant can obtain a bundle of patents
from the European Patent Office (EPO) in the designated European countries
under the European Patent Convention.
Although extremely important for some hardware, software, development tools
and other middleware companies, patents are not used as frequently in the video
game context because the speed of development and the period of use often
renders the patent process too costly and lengthy to be practical. This situation
267
USPTO, “What Does Not Constitute a Single Creative Work”, Trademark Manual of Examining
Procedure (TMEP), Washington, D.C. Dept. of Commerce, Patent and Trademark Office, 1974,
Sect.1202.08(b). Interestingly, coloring books allow a user to trademark titles for a single version as
well.
268
Germany: Cologne Higher Regional Court, Ruling No. 6 U 54/14 of November 28, 2014.
269
Wikipedia, “History of United States patent law”, wikipedia.org.
270
The America Invents Act of 2011 was the first change to the patent system since 1952. Wikipedia,
“Leahy-Smith America Invents Act”, wikipedia.org.
271
EPO, “When will the Unitary Patent system start?”, epo.org.
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may change as the industry matures, but for the time being, patents are not often
utilized throughout the majority of the game industry.
Patents are perhaps the most complex form of IP protection. It is important to
understand the details about this form of IP if you plan to use it in your business.
272
United States Code, Title 35, Sect.101.
273
US Patent No.10,926,179, filed on March 25, 2016.
274
The prohibition derives from a provision of the Convention that “programs for computers” are
excluded from patentability to the extent that a patent application relates to a computer program “as
such” (Art. 52(3)). This ambiguous phrase has been variously interpreted over time, although at the
time of writing the trend seems to be toward loosening up the European hostility to software patents.
For example, software patenting has been permitted on the basis that it has a technical effect on
hardware, or even that the software concerned permits other software to work significantly better.
275
Not to be confused with US utility patents.
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276
In Germany, for example, there is no substantive examination of a utility model application before
grant. A utility model can be obtained more rapidly but the risk of a subsequent invalidation is greater
than for a patent. See German Patent and Trade Mark Office (DPMA), “Utility Model Protection”,
dpma.de, DPMA, October 20, 2020.
277
WIPO, “Utility models”, wipo.int.
278
Alice Corporation Pty Ltd. v. CLS Bank International, 573 U.S. 208, 134 S. Ct. 2347 (2014).
279
This lifespan is longer than that of a design patent, which lasts 14 years.
280
Boyd, Gregory S., “NES– Expired Patents Do Not Mean Expired Protection”, gamasutra.com,
November 11, 2005.
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may be your IP attorney or the USPTO itself.281 If the fees are not paid, the
patents will expire and it takes a substantial effort to revive them, if possible at
all. The difficulty reviving the patent is dependent on the length of time since the
fees were due and the circumstances surrounding the failure to pay the fees.282
Make certain that your company plans for this and has someone designated to
monitor that the necessary payments are made.
under the America Invents Act, so the differences are hopefully becoming
smaller, but we will likely never achieve complete harmonization.283
283
Wikipedia, “Leahy-Smith America Invents Act”, en.wikipedia.org.
284
A formal warning letter of alleged infringement of an IP right may entail risk in some countries: if
the unjustified warned party suffers damage, for example, due to a sales stop, damages can be
claimed from the warning party. See Germany: Federal Court of Justice, Decision No. I ZR 187/16 of
January 11, 2018. In these jurisdictions, it is worth getting legal advice beforehand.
99 Mastering The Game
the priority date for the invention. These provisional applications resemble
complete patent applications except that they are not examined at the USPTO
without further action on behalf of the inventor. The inventor has one year from
filing a provisional application to file a standard patent application based on the
provisional one. If successful, the applicant will be able to use the date of the
provisional application as the date of invention. Finally, the expiration date of the
patent is still counted from the date on which the full application is filed so that
the company does not pay any time-related penalty for filing the provisional
application.285
It is common for an early-stage game company to be cash poor, but they may
have a patentable invention or several such inventions that are potentially worth
a great deal. This is particularly true of middleware companies. The company
may fear its competition stealing the invention, but still wants to market the
product and raise money. This is potentially a great position from which to file a
provisional patent application. After the company files the application, it has three
issues covered. First, the invention is on file with the USPTO and the invention
priority date is set. The company can market the invention without fear of losing
it due to a statutory bar or a competitor copying. Second, the company has spent
a fraction of the full cost of a patent application. Lastly, the company can point to
the pending application for both product sales and as a valuable addition to the
company for capital acquisition.
285
USPTO, “Provisional Application for Patent”, uspto.gov.
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which infringes if after would anticipate if before. In other words, a patent cannot
be valid if there is something found in the prior art that would have infringed the
patent. This means that there must be something in the prior art that met each
and every portion of the claim being invalidated.
The second common way that patents are declared invalid is through
obviousness, or lack of inventive step. With obviousness/lack of inventive step,
every patent claim element does not have to be met by just one invention or
publication. Instead, all the prior art can be blended together with another
knowledge that was present before the filing date (priority date) of the patent
application concerned. The standard here is what a person of ordinary skill in the
relevant scientific discipline (“person skilled in the art”) would know and do with
the information available to them. A simplified way to look at this involves three
steps. First, were all of the pieces of an invention present? Second, was there a
reason to put those pieces together? Third, could a person of ordinary skill put
those pieces together to make the patented invention? If these steps are all met,
the patent is invalid for obviousness.
patent application creates an intellectual moat and prior art “bomb” for those that
file later. Even if your application is never approved, its publication by the USPTO
alone ensures that no one can come after you and patent the same invention.
Fifth, patents can be used defensively as they can provide potential patent
counterclaims if a patent case is ever brought against your game company. When
two companies with substantial patent portfolios are involved in a litigation, the
defendant often has grounds for counterclaims based on its portfolio, which raise
the stakes of litigating with a game company that has patents. Lastly, patents can
be used for direct enforcement and licensing, but this is a long, complex and
expensive proposition. In fact, it is usually a last resort and very few patents are
ever involved in a litigation. The items at the start of this paragraph are far more
common uses for patents.
286
See EPO, “Legal foundations”, epo.org. See also EPO, “Member states of the European Patent
Organisation”, epo.org.
287
See EPO, “European patents and the grant procedure”, document, Munich: EPO, 2016, p. 32.
Available at
http://documents.epo.org/projects/babylon/eponet.nsf/0/7BFD01F37A47BA47C1257FED004EF089/
$File/European_patents_and_the_grant_procedure_2016_en_6.7.pdf.
288
Ibid., p.17.
289
European Patent Convention, Art.133(2).
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approximately €6,000, not including patent attorney fees. Renewal fees must also
be paid in each designated state in which the European patent has been validated
in order to maintain the European patent in those States. Costs for a European
patent are therefore likely to increase depending on the number of designated
States. As a rule of thumb, it is usually cheaper to file a European patent than to
file individual national applications when three or more States are designated.
The fact that a European patent is in reality nothing more than a bundle of national
rights can create significant practical problems for patentees. It is not possible to
enforce a European patent before a single court. The infringement of a European
patent needs to be examined under the conditions of each national patent law. If
– according to the national laws – a European patent is infringed across Europe
and the patentee wishes to obtain damages for all States concerned, they will
have to go to a different court for every single State in which the infringement is
taking place, according to different national legislations and procedures.
In order to remedy this situation, a unitary patent system has been in
development for more than a decade. Once in force, the system will allow
companies and individuals to obtain a truly single patent that is enforceable
before a single centralized Unified Patent Court.
290
According to EPO guidelines, for instance, a computer program designed based on specific
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technical considerations of the internal functioning of the computer on which it is to be run may
produce a further technical effect. The same is true for a computer program controlling the internal
functioning or operation of a computer, such as processor load balancing or memory allocation. See
EPO, “Guidelines for Examination” Part G, Chap. II, 3.6.1, epo.org, EPO, March 2021.
291
EPO, “Guidelines for Examination in the European Patent Office”, epo.org
292
EPO Boards of Appeal Decision of April 21, 2016 in respect of Case No. T 2321/12 – 3.2.04,
epo.org.
293
EPO Boards of Appeal Decision of May 12, 2011 in respect of Case No. T 2127/09 – 3.2.04,
epo.org.
294
EPO Boards of Appeal Decision of May 3, 2013 in respect of Case No. T 0188/11 – 3.2.04, epo.org.
295
EPO Boards of Appeal Decision of February 6, 2009 in respect of Case No. T 0012/08 – 3.2.04,
epo.org.
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296
EPO Boards of Appeal Decision of June 2, 2006 in respect of Case No. T 0928/03 – 3.5.01,
epo.org.
297
EPO Boards of Appeal Decision of August 17, 2006 in respect of Case No. T 1504/17 – 3.2.04,
epo.org.
105 Mastering The Game
As you can see from all the information presented in this chapter, patent law is a
complex area of law. It may not be surprising to learn that most attorneys
practicing patent law have additional qualifications and specialized degrees. In
the United Kingdom, becoming a patent attorney is a very different legal
educational process from other legal professionals. In the United States, law
school is the same for all attorneys and all practicing attorneys are required to
take a state bar to practice law, but patent law is the only area of practice that
requires lawyers to take a further examination in order to become a “registered
patent attorney”. This examination covers patent law and, in particular, the rules
governing patent applications. The test is administered by the USPTO and may
be taken by attorneys and non-attorneys. One requirement for this examination
is a college-level scientific or technical education. The exam is difficult and, in
some years, only about 50% of students pass. An attorney who passes this exam
is a “patent attorney”. A non-attorney who passes the exam is a “patent agent”.
Patent agents can aid in writing patent applications and other matters before the
USPTO, but their capacity is more limited than that of registered patent
attorneys.298
298
For further information on the European patent attorney system, see EPO, “Conditions for
registration and enrolment”, epo.org. A patent attorney is distinct from a lawyer specializing in patent
law; in some countries, patent attorneys may not represent clients in courts dealing with patent
infringement.
299
In 1974, for example, a court found that tobacco company Winston’s use of doctored photographs
of race car driver Lothar Motschenbacher’s car infringed his rights even though his facial features
were not visible. Motschenbacher v. R. J. Reynolds Tobacco Co., 498 F.2d 821 (9th Cir.1974).
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300
Importantly, there are state law statutes in many states responsible for the bulk of game
development in the United States, including California, Massachusetts, New York, Texas and
Washington.
301
California: Cal. Civil Code, Sects 3344-3344.1 (prohibits the unauthorized commercial use of
name, voice, signature, photograph or likeness. Allows the rights of a deceased personality to
continue for 70 years after the death of the personality).
Florida: Fla. Stat., Sect. 540.08 (prohibits the unauthorized publication or use for commercial or
advertising purposes of the name or likeness of any person which continues for 40 years after their
death).
Illinois: Ill. Rev. Stat., Ch. 765, Sect.1075/1 et seq. (an individual has the right to control whether and
how to use their identity for commercial purposes; this right continues for 50 years after death).
Indiana: Ind. Code, Sects 32-36 (prohibits the unauthorized “commercial use” of a personality’s name,
voice, signature, photograph, image, likeness, distinctive appearance, gestures, or mannerisms.
Several exceptions are listed, such as literary works, musical compositions and fine art. This right
continues for 100 years after their death).
Kentucky: Ky. Rev. Stat., Sect. 391.170 (prohibits the unauthorized commercial use of the name or
likeness of a “person who is a public figure” until 50 years after their death).
Massachusetts: Mass. Gen. Laws Ann., Ch. 214, Sect. 3A (prohibits the unauthorized use of name,
portrait, or picture of a person for advertising or trade purposes).
Nebraska: Neb. Rev. Stat., Sects 20-202 (prohibits the exploitation of a natural person’s name,
picture, portrait, or personality for advertising or commercial purposes, as an invasion of privacy).
Nevada: Nev. Rev. Stat., Sects 597.770-597.810 (prohibits the unauthorized commercial use of any
person’s name, voice, signature, photograph or likeness during life and continuing for 50 years after
death).
New York: N.Y. Civil Rights Law. Sects 50 and 51 (prohibits the unauthorized use for advertising or
trade purposes, of the name, portrait, or picture of any living person).
Ohio: Ohio Rev. Code Ann., Sect. 2741.01 et seq. (prohibits the unauthorized use of “any aspect of
an individual’s persona” for commercial purposes during life and for 60 years after death).
Oklahoma: Okla. Stat., Title 12, Sects 1448 and 1449 (prohibits the unauthorized use of another’s
name, voice, signature, photograph, or likeness, in any manner, on or in products, merchandise, or
goods for the purposes of advertising or selling. This right continues for 100 years after death).
Pennsylvania: Pa. Cons. Stat., Title 42, Sect. 8316. (prohibits the unauthorized use of name or
likeness).
Rhode Island: R.I. Gen. Laws, Sect 9-1-28, 9-1-28.1(a)(2) (prohibits unauthorized use of any person’s
name, portrait, or picture for advertising or trade purposes).
Tennessee: Tenn. Code Ann., Sects 47-25-1102, -1103, -1104, -1105, -1106 and -1107 (prohibits the
unauthorized use of an individual’s name, photograph, or likeness in any medium for the purposes of
advertising, fund raising, or solicitation of donations or purchases. The right continues for 10 years
after death).
Texas: Tex. Property Code Ann., Sect. 26.001 et seq. (prohibits the unauthorized use of a deceased
individual’s name, voice, signature, photograph, or likeness in any manner, including commercial and
advertising uses for 50 years after death. This law does not apply to the rights of living individuals).
Utah: Utah Code Ann., Sect. 45-3-1 et seq. (prohibits unauthorized commercial use of an individual’s
personal identity in a way that expresses or implies approval or endorsement of a product or subject
matter).
Virginia: Va. Code, Sect. 8.01-40 (prohibits the unauthorized use of a person’s name, portrait, or
picture for advertising or trade purposes until 20 years after their death).
Washington: Wash. Rev. Code, Sect. 63.60.010 et seq. (provides every individual or personality with
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without a specific statute.302 Moreover, some states allow publicity rights to pass
to a person’s estate so that they may be protected for a period even after death
(see the table below).303 While some states have no post-mortem right of publicity
and most others limit it to a certain number of years, one state, Tennessee, the
home of Elvis, has a perpetual right of publicity.
Failure to obtain permission from the person or their estate when required could
result in a court granting an injunction to halt the sales of the game and/or
awarding damages to the person whose image was used without consent.
Moreover, such damages are likely to be punitive in addition to the court-derived
fair market value for licensing the person’s right of publicity. A developer or
publisher could also be required to remove the infringing use of the person’s
likeness, image or other attribute and, if this is not a viable option (for example
because the product is marketed and distributed in digital form and a game patch
removing the character cannot be issued), to recall all copies of the product.
Finally, a game-maker could be left in the unenviable position of being forced to
obtain a license from the aggrieved or litigious individual.
a property right in the use of their name, voice, signature, photograph, or likeness. The protections
for an Individual, that is, a natural person, continue until 10 years after their death, while the right of
a Personality, that is, any individual whose “publicity” has a commercial value, continues for 75 years
after their death).
Wisconsin: Wis. Stat., Sect. 895.50(2)(b) (prohibits the unauthorized use for advertising or trade
purposes of the name, portrait, or picture of any living person).
302
The following states have common law Publicity Rights: Alabama, Arizona, Connecticut, Georgia,
Hawaii, Michigan, Minnesota, Missouri, New Hampshire, New Jersey, South Carolina and West
Virginia.
303
In November 2020, New York State enacted legislation establishing a limited post mortem right.
The law protects people for 40 years after their death, provided that their rights of publicity had
commercial value upon or because of their death; these rights include their name, voice, signature,
photograph, or likeness and are limited to lawful residents of New York who died within 180 days from
when the law became effective. Significantly, it will not apply retroactively to celebrities and athletes
such as Marilyn Monroe and Jackie Robinson. The legislation also allows for descendants to control
and protect the likeness and image rights of the deceased. See United States: The New York State
Senate, “Senate Bill S5959-D”, 2019-2020 Legislative Session, nysenate.gov.
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While the right of publicity can afford broad protection against unauthorized use,
it is not without its limitations, including the First Amendment rights of a developer
or publisher.304 The application of the First Amendment will depend on the type
of use of the personality attributes within the video game. It may allow the use of
an individual’s name, likeness and other protectable characteristics when not
solely intended to attract attention “to a work that is not related to the identified
person” or for “appropriating an individual’s commercial value as a model rather
than as part of a news or other communicative use”.305 In Rogers v. Grimaldi,306
the Court of Appeals in New York created a two-step test to examine first whether
the product at issue is wholly unrelated to any underlying work incorporated
therein and second whether the use of the individual’s name is merely a disguised
commercial advertisement. The test aims to determine whether the unauthorized
use of an image or trademark in a product, such as a video game, may produce
a misleading impression that the depiction demonstrated an endorsement. The
“transformative use”307 defense is also used to balance the right of publicity
against First Amendment protections in a video game and goes a step further
than the Rogers test. It hinges on a determination of whether the purpose of the
game merely exploits the identity of a party for monetary purposes or whether the
video game contributes distinctive and expressive content. While this may seem
complex, in fact it comes down to whether the person’s image or other personal
attribute has been sufficiently “transformed” in the game. If the creator can
demonstrate their creative input, this should defeat a right of publicity claim and
warrant the First Amendment protection.
Even with the Rogers test and the transformative use analysis, right of publicity
suits have flourished in the video game industry for the past decade. Various
celebrities and influencers have alleged that their rights of publicity have been
infringed in games, as in the case of Kirby v. Sega of America Inc.,308 No Doubt
v. Activision Publishing, Inc.309 and Gravano v. Take-Two Interactive Software,
Inc.310 Many in the video game industry believed that the Supreme Court’s
decision in Brown v. Entertainment Merchants Association in 2011, declaring that
video games are protected by the First Amendment, would end such claims. 311
304
The First Amendment is part of the US Constitution and guarantees freedoms including freedom
of speech, press, and religion, and the right of assembly.
305
Restatement (Third) of Unfair Competition Sect. 47, Comment c, (1995).
306
Rogers v. Grimaldi, 875 F.2d 994 (2nd Cir.1989).
307
Comedy III Prods. Inc. v. Gary Saderup, Inc., 25 Cal. 4th 387, 407 106 Cal. Rptr. 2d 126, 141, 21
P.3d 797, 809 (2001).
308
Kirby v. Sega of America, Inc., 144 Cal.App.4th 47, 50 Cal.Rptr.3d 607, 81 U.S.P.Q.2d (BNA) 1172
(2006). Kierin Kirby, a singer for the musical group, Deee-Lite, claimed that use of her likeness and
catch-phrase in a video game violated her right of publicity. The court held that Sega’s decision to set
the game in space and make the character a space-reporter, instead of a musician, was sufficiently
transformative to avoid any liability.
309
No Doubt v. Activision Publishing, Inc., 192 Cal.App.4th 1018, 122 Cal. Rptr. 3d 397 (Cal. Ct. App.
2011). The musical group No Doubt sued the publisher of Band Hero, alleging right of publicity
violations arising from the use of avatars representing the band in the game. The court held that
Activision’s use was not transformative as the avatars were performing the same activity by which No
Doubt achieved its fame.
310
Gravano v Take-Two Interactive Software, Inc., 142 AD3d 776, 37 N.Y.S.3d 20 [1st Dept 2016],
affd 31 NY3d 988 [2018]. In another case, the band The Romantics also sued Activision in 2008,
alleging that the game Guitar Hero violated their rights, but the case was ultimately dismissed.
311
Brown v. Entertainment Merchants Association, 564 US 786 (2011). The Supreme Court strongly
held that video games qualify for First Amendment protection and that the “basic principles of freedom
of speech … do not vary” with the creation of a new and different communication medium. Specifically,
the Court stated that “[l]ike the protected books, plays, and movies that preceded them, video games
109 Mastering The Game
Initially, the opposite was true, specifically in the context of sports games.312 In
Keller v. Electronic Arts Inc. and Hart v. Electronic Arts, Inc., which dealt with the
depiction of former National Collegiate Athletic Association (NCAA) college
football players in games,313 the courts refused to find for the video game
company on First Amendment grounds. The cases settled after the courts opined
that neither game was sufficiently transformative to avoid a right of publicity
suit.314 In Champion v. Take-Two Interactive Software, Inc., basketball player
Phillip “Hot Sauce” Champion sued the developer of the NBA 2K18 game over
the use of his likeness and of the nickname “Hot Sizzles”. The suit was dismissed
in 2019 because the image and name of the in-game character did not sufficiently
resemble those of the real-life player.315
communicate ideas – and even social messages – through many familiar literary devices (such as
characters, dialogue, plot and music) and through features distinctive to the medium (such as the
player’s interaction with the virtual world). That suffices to confer First Amendment protection.”
312
In Brown v. Electronic Arts, Inc., 724 F.3d 1235 (9th Cir. 2013), former football great Jim Brown
filed a suit against Electronic Arts based on unauthorized video game use of his image and player
statistics. In granting Electronic Arts’s motion to dismiss, the court opined that Electronic Arts’s use
was protected by the First Amendment.
313
The NCAA is recognized as the most significant organization regulating intercollegiate athletic
competition in the United States. Formed in 1905 primarily in response to concern about the increased
violence in college football, the NCAA has grown to include 1,098 colleges and universities and 102
conferences. The NCAA determines playing rules, sets eligibility requirements, regulates recruiting of
students, and establishes the requirements for and the number of scholarships that may be offered
covering 24 sports. NCAA, “What is the NCAA”, ncaa.org.
Throughout its history, the NCAA has prohibited college athletes from exploiting their name, image
and likeness (“NIL”) while in school, justifying it in the name of amateurism. Once a college athlete
receives compensation, they are no longer eligible to participate in college sports and are considered
professional athletes. As a result, under the various past licensing deals involving college video
games, the players’ NIL were never licensed, and student- athletes received no compensation. Sports
video games eventually imposed a unique issue as the artwork became more detailed with
advancements in technology, some players felt that their likeness and image were being used even
though they were not named. They would later argue successfully in court that other elements such
as their look, distinguishing features or style of play combined with licensed rights, including team
names, jerseys, numbers and statistics, indirectly identified them and therefore violated their rights of
publicity. In 2021, the playing field began to shift dramatically against a backdrop of state legislation
allowing athletes to profit from the exploitation of their NIL, followed by a unanimous Supreme Court
decision against the NCAA restrictions on educational related perks. National Conference of State
Legislatures, “Student-Athlete Compensation”, ncsl.org, October 20, 2021; NCAA v. Alston, 141 S.
Ct. 2141 (2021). Shortly thereafter, the NCAA, decided to allow college athletes the right to license
their NIL rights under certain circumstances. How will these changes potentially affect the sports video
game industry in the US? In the past, game developers could only sign deals with retired college
athletes to use their NIL on the packaging or marketing campaigns because of the NCAA restrictions;
rights to use a school’s team colors, name, jerseys, and other indicia were obtained separately
through a license with the school, primarily through licensing agents (i.e., CLC). None of these deals
permitted the use of a player’s NIL. Under the new NCAA rules and various state legislation, college
athletes can now negotiate deals and receive compensation to be on the cover, in marketing
materials, social media, appear at events, and in the game. However, the agreement with the athlete
requires separate permission to use the school’s indicia in marketing materials. While signing a
student might be very lucrative for a handful of students, it will be a lot more challenging for individual
players to appear in a game. Most likely, until the players can be represented as a group, whether
through the school, the conference they play in, or a new organization representing the players similar
perhaps to a labor union, it will be challenging to negotiate, sign and administer individual agreements.
Perhaps games may only have certain players, or be limited by the number of teams. Furthermore,
compensation issues may arise: would some players receive more money, or would the money be
equally distributed? No matter how such issues are resolved, expect changes in college athletics,
which video games may have helped bring about.
314
Keller v. Electronic Arts Inc., 724 F.3d 1268 (9th Cir. 2013); Hart v. Electronic Arts, Inc., 717 F.3d
141, 154 (3rd Cir. 2013). In Hart, the court held that “[i]f a product is being sold that predominantly
exploits the commercial value of an individual’s identity, that product should be held to violate the right
of publicity and not be protected by the First Amendment, even if there is some ‘expressive’ content
in it that might qualify as ‘speech’ in other circumstances. If, on the other hand, the predominant
purpose of the product is to make an expressive comment on or about a celebrity, the expressive
value could be given greater weight.”
315
Champion v. Take-Two Interactive Software, Inc., 64 Misc.3d 530, 100 N.Y.S.3d 838 (SupCt. New
York County 2019).
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316
In 2011, a court granted a motion to dismiss in Dillinger LLC v. Electronic Arts Inc. finding that the
use by Electronic Arts of Dillinger’s name in a game was protected by the First Amendment and that
Dillinger had no right of publicity protections since he had died prior to the statute becoming effective.
Dillinger, LLC v. Electronic Arts, Inc., 795 F. Supp. 2d 829 (S.D. Ind. 2011).
317
As previously indicated, the claims in CMG v. Maximum Family Games involving the inclusion of
General Patton in the game Legends of War: Patton were settled in 2015 following the filing of a
motion to dismiss.
318
Noriega v. Activision Blizzard Inc., Cal. Super. Ct., BC551747 was dismissed in 2014. The Court
found that Activision Blizzard’s First Amendment rights trumped any right of publicity protections
Noriega might be due. It also found that Noriega was so infamous that his reputation could not
conceivably have been damaged by his inclusion in the game. Lastly, considering the game as a
whole, it deemed Noriega’s limited use to be sufficiently transformative.
319
In 2005, Topheavy Studios, Inc. v. Doe, No. 03-05-00022-CV, 2005 Tex. App. LEXIS 6462 (Tex.
App. August 11, 2005) was filed, relating to the publication of a video game containing images of an
underage plaintiff exposing her breasts, taken at a trivia contest on South Padre Island. The case
resulted in a temporary restraining order being issued barring the further production of copies of the
game. In 2015, relatively unknown Italian surgeon Sergio Canavero recognized himself in a surgeon
character of Konami’s Metal Gear Solid V: The Phantom Pain trailer and filed a complaint with the
local police. Whether the likeness is coincidental or not, what makes the case interesting is that
Canavero was a real-life surgeon who studied and wrote on real-life phantom pains, which, as the
name suggests, were a central theme in Metal Gear Solid V: The Phantom Pains. How the case
developed remains unknown. See Galliani, Gabriel, “Could The Metal Gear Solid Lookalike Doctor
Really Sue Konami?”, kotaku.com, April 29, 2015.
320
Pellegrino v. Epic Games, Inc., 451 F. Supp. 3d 373 (E.D. Pa. 2020), and Brantley v. Epic Games,
Inc., 463 F. Supp. 616 (D. Md 2020). In Pellegrino, the court dismissed the claims involving rights of
publicity, privacy and trademark.
111 Mastering The Game
to survive a motion to dismiss. The second case, Brantley v. Epic Games, cited
heavily from Pellegrino in reaching a similar conclusion to dismiss the plaintiff’s
suit. In each case, the court also noted that while there is an interest in the right
of publicity, short dance moves are generally not copyrightable subject matter,
although the Copyright Act preempts right of publicity claims as choreography
and dance fall within its ambit. Moreover, it noted that it is generally difficult to
attach trademark significance to such moves.
321
Pacific Dunlop Limited v. Paul Hogan and Ors [1989], FCA 185 (the “Crocodile Dundee” case) in
Australia or Robyn Rihanna Fenty v. Arcadia [2013] EWHC 2310 (Ch) (the “Rihanna t-shirts” case) in
the United Kingdom.
322
Art. 9 of the French Civil Code and Art. 226-1 of the French Criminal Code together enshrine the
right to “respect of private life” and impose penalties on persons infringing it.
323
In Germany, the doctrine of publicity rights is known as the “Allgemeines Persönlichkeitsrecht” and
is derived from the German Constitution, the German Civil Code and court decisions.
324
Art. 99 of the General Principles of Civil Law of the People’s Republic of China.
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112
United Kingdom
The United Kingdom does not have any law specifically regulating image
rights.325 However, it provides for the possibility of a common law action for
passing off whenever the reproduction constitutes false endorsement.
Accordingly, in a recent case involving the reproduction on t-shirts of a picture of
pop-star Rihanna, UK courts took the view that the use of the image amounted
to passing off because a substantial portion of consumers would consider that
Rihanna had endorsed it.326
As far as we know, there is no specific UK case law relating to in-game image
rights violations. In a case relating to the video game Mind Candy, which featured
the Lady Gaga-inspired character “Lady Goo Goo”, Lady Gaga, not being able to
rely any piece of legislation protecting image rights, sued the video game
publisher for trademark infringement – as “Lady Gaga” is also a registered
trademark.327
Germany
Unlike the United Kingdom, Germany explicitly recognizes image rights as both
a privacy and a property right, protected from birth until 10 years after the death
of the relevant individual. As a general rule, the reproduction of an image is
subject to the consent of the individual depicted; however, German law provides
for some exceptions specifically connected with photography but that can be also
extended to video games. In relation to photographic works, images depicting a
certain individual may be distributed or published without the relevant consent,
whenever: (i) they reflect the sphere of contemporary history; (ii) the person has
been portrayed only incidentally as a part of a picture of a landscape or any other
physical location; (iii) the picture shows a gathering taking place in public; or,
more generally, (iv) the artistic freedom of the photographer prevails over the
personality right of the depicted person, because the photographer is reporting
on facts capable of contributing to debate of general interest.328 However, this
exception applies mostly in relation to images used as part of newsworthy
information and would not necessarily apply when the use of the image
325
Fenty & Ors v. Arcadia Group Brands Ltd (t/a Topshop) & Another [2013] EWHC 2310 (Ch).
326
Ibid.
327
Ate My Heart Inc. v. Mind Candy Ltd [2011] EWHC 2741 (Ch).
328
Sect. 23 of the German Act on the Protection of Copyright in Works of Art and Photographs -
Kunsturhebergesetz (KUG).
113 Mastering The Game
France
Image rights are protected in France under both civil law, on the grounds of the
right to privacy, and criminal law. According to French civil law, image rights are
infringed whenever clearly identifiable features of a person’s likeness or
personality are used without that person’s authorization or, if an authorization was
in fact given, whenever its limits are exceeded. Similar to the United States and
Germany, France also has a “newsworthy” exception. Additionally, France also
provides a general and quite broad parody exception which in principle should
apply also to commercial uses of a person’s image, provided that the use does
not maliciously harm that person’s reputation.331
Parody intent was invoked as a defense by the developer of a French political
game called Jean-Marie, jeu national multimédia: FN 92. The developer tried to
justify their in-game use of the image of Mr. Fodé Sylla, president of French anti-
racism association SOS Racisme, whom the game presented as an enemy of
France. Furthermore, in consideration of the political scope of the game, such
use was found to be maliciously harmful to Mr. Sylla and therefore to violate his
image rights.332
Collective management of image rights is also a source of litigation in France. In
the early 2000s, the French Football Federation claimed that Konami had
reproduced the names and images of French soccer players without their consent
in various versions of the game “International SuperStar Soccer”. However,
Konami argued successfully that it had valid authorization to do so from the
International Federation of Professional Footballers (FIFPRO), the relevant
authority managing the soccer players’ collective image rights.333
Italy
Italy does not have laws specifically protecting image rights in the modern sense
of the word; image rights in Italy are mainly a judicial creation, whose legitimacy
is nonetheless rooted in the Italian Civil Code and the Copyright Law. 334
329
Lauber-Rönsberg, Anne, “The Commercial Exploitation of Personality Features in Germany from
the Personality Rights and Trademark Perspectives”, The Trademark Reporter, Vol.107 (2017), pp.
803-847.
330
Germany: Cologne Higher Regional Court, Ruling No.15 U 133/13, ZUM-RD 521 (2015) of March
6, 2014.
331
Jacques, Sabine, The Parody Exception in Copyright Law, Oxford University Press, 2019.
332
See France: Cour de Cassation, Civil Chamber 1, No. 96-15.610 of July 16, 1998; and Dimita,
Gaetano, Rizzi, Andrea, and Serao, Nicoletta, “Image rights, creativity and videogames”, Journal of
Intellectual Property Law & Practice 15(3) (2020), pp.185-192.
333
France: Konami Corporation (Japan) v. Football France Promotion SA, Tribunal de grand instance
de Paris (Paris District Court), 3rd ch. 3rd sect., May 18, 2004.
334
Martuccelli, Silvio, “The Right of Publicity under Italian Civil Law”, Loyola of Los Angeles
Entertainment Law Review Vol.18 No. 3(6) (1998), pp 543-563.
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114
Italian law also provides for exceptions to the general rule that the reproduction
of a person’s image requires that person’s authorization. For instance, the
unauthorized use of someone’s image may be considered justified whenever it
refers to a public figure or a celebrity or whenever the image is exploited for a
cultural purpose. However, the viability of this exception for uses that have a
commercial purpose has been debated and is ruled out by courts more often than
not. Italian courts take a very protective view of image rights, which are
furthermore interpreted in a broad sense as evidenced by the relevant case law.
For instance, in a dispute involving popular Italian singer Lucio Dalla, a court
found that Mr. Dalla’s image rights were violated by an advertisement that only
showed two of the most distinctive features of his persona: a woolen cap and a
pair of round glasses.335
More recently, a court found that the use of Audrey Hepburn’s likeness in an
advertisement recalling the well-known movie Breakfast at Tiffany’s violated Ms.
Hepburn’s image rights (post-mortem) and awarded damages to her heirs. In that
case, the advertisement in question was not even reproducing an actual picture
of Ms. Hepburn but only a model impersonating Holly Golightly, the character
played by Ms. Hepburn in the movie.336
335
Italy: Dalla v. Autvox, Pretura di Roma (Rome District Court), April 18, 1984, Foro It.1984, I, 2030.
336
Italy: Dotti and Ferrer v. Caleffi s.p.a., Tribunale di Milano (Court of Milan), Decision No. 766 of
January 21, 2015.
337
See Section 5.4 regarding SAG-AFTRA.
115 Mastering The Game
338
WIPO, “Trade Secrets”, wipo.int.
339
References to all US states’ Uniform Trade Secrets Act or adjacent laws are set out in Beck Reed
Riden, “Trade Secrets Acts Compared to the UTSA”, faircompetitionlaw.com, August 8, 2018.
California (Cal. Civ. Code, Sect. 3426), Washington (Wash. Rev. Code Ann., Sects 19.108.010 -
19.108.940), Texas (Tex. Civ. Prac. & Rem Code Ann., Sects 134A.001 - 134A.008), and
Massachusetts (MA S.2418, 189th Gen. Ct. (Ma. 2016)) are the other major video game-producing
states besides New York and North Carolina.
340
American Bar Association, “Explaining the Defend Trade Secrets Act”, americanbar.org,
September 20, 2016.
341
Directive (EU) 2016/943 on the protection of undisclosed know-how and business information
(trade secrets) against their unlawful acquisition, use and disclosure.
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116
and disclosure of a trade secret, and what would be considered unlawful. It also
clarifies the remedies available to trade secret holders.
Under the terms of the definition contained in Article 2 of the EU Trade Secrets
Directive, information is considered a trade secret if:
342
The definition of a trade secret under the Defend Trade Secrets Act is identical although the
security efforts standard is broader and includes any “reasonable measures”.
117 Mastering The Game
343
In the EU, the case law at the national level further clarifies that this refers to taking “adequate and
reasonable” actions to avoid disclosure that should be implemented both externally and internally
(Spain: Civil Judgment No. 441/2016, Provincial Court of Madrid, Section 28, Rec 11/2015 of
December 19, 2016). A national court in the EU has also confirmed that the owner of the trade secret
is not required to successfully keep the confidential information secret, meaning that a trade secret is
protected even if the steps to keep it secret, despite being “reasonable”, turn out to be insufficient
(Austria: Austrian Supreme Court Decision No 4 Ob 165/16t of October 25, 2016).
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118
evidence that it has taken reasonable steps to enforce its trade secret will not be
protected from misappropriate use.
In general, reverse engineering is allowed both under the US and EU legal regime
under copyright law exceptions and limitations.345 A lawful acquisition, use and
disclosure of trade secrets through reverse engineering takes place when, for
example, hardware or software is observed, studied or tested and ultimately re-
created without accessing a blueprint, source code or other related information.
This process, while in no way easy, has been accomplished for some relatively
secure gaming systems and software. However, trade secret status can protect
game developers from reverse engineering since the difficulty of reverse
engineering is sometimes well beyond the realm of human capability and is only
possible if some protected information is leaked to the public. Trade secret status
can help protect against such leaks and potentially cut off reverse engineering
attempts before they become feasible.
The best advice for a gaming company embarking on any new project is to
maintain some planned secrecy at every stage. You should think carefully about
what information may qualify as trade secret and the best way of protecting it. If
applied correctly, trade secret protection can be a cost-efficient way of
contributing to a robust IP strategy. Try to keep key in-game calculations,
customer lists, community information and key business contacts a secret
confidential, make sure that you put in place reasonable protection measures
(including non-disclosure agreements, access control, IT tools) and that you can
344
Uniform Trade Secrets Act, Sect. 3(a) and the United States Code, Title 18, Sect.1836(b)(3)(B).
However, damages under the Uniform Trade Secrets Act may vary from state to state.
345
For example, with regard to computer programs (EU Directive 2009/24/EC).
121 Mastering The Game
provide evidence of these measures. That should help to prevent your game
ideas and business know-how from being stolen or reproduced and give you the
possibility to prosecute any trade secret misappropriation if necessary. The major
reason why game companies lose information that they consider a trade secret
is the cost and trust issues associated with obtaining and maintaining such
“secrets”. Quite often, a small game company will be founded by a group of
friends, who feel that such measures would be unnecessary because of the high
level of trust between them. Although this may be the case, they are necessary
to obtain trade secret protection. Even without any voluntary betrayal of trust
inside the company, there may be other possible ways of obtaining the
confidential information, such as hacking, people accessing the premises, friends
from company members obtaining access to the information in the apartment of
the respective company member and so on. Without reasonable protection
measures in place, you will not be able to claim infringement of a trade secret.
Therefore, it is always better to ensure the protection of valuable resources with
the proper measures before there are any problems. As a rule of thumb: the more
valuable the information, the better your protection measures should be in order
to be considered reasonable.
At the risk of sounding repetitive, this cannot be said enough. Ideally, you should
find an attorney with game industry experience. This relationship forms the
foundation for educating the development team about IP rights surrounding the
game project and building protections for those rights. This person can help
developers of any size protect their IP by drafting and reviewing documents and
offering advice. Having this relationship ensures that the developer has taken the
appropriate steps in advance of pitching the game. This relationship also ensures
the best possible case-by-case advice while interacting with publishers or
investors.
Protect IP In Advance
Use trademarks properly, including by using the appropriate symbol in the United
States (™ or ®) when trademarks are used in documents. Keep trade secrets,
especially when pitching a game, and understand that sharing those secrets can
jeopardize their protection. Publishers and other parties understand that
developers cannot give away the farm – it is expected that some delicate
information will be proprietary. Developers can always describe processes in
general without going into detail. For copyright protection and date confirmation,
developers should always write critical game design ideas out in detail and save
concept art and early screen shots. Before pitching ideas to publishers and
investors, discuss patent registration possibilities with your attorney. Lastly, and
most importantly, keep good records to document the earliest possible
ownership, development and use of the idea for all types of IP.
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122
Understand that publishers and investors want to limit their legal exposure and
that many “standard” non-disclosure agreements are essentially one-sided
documents to protect the other party rather than you or your business. The
development team should have its own or a mutual non-disclosure agreement
and ask if the publisher or investor would consider signing it. This negotiation can
take some time and should be undertaken before the pitch day. It is impolite and
unprofessional to wait until the last minute to produce this document. Advice of
IP counsel in this area is critical in drafting a non-disclosure agreement to protect
the developer’s interests and deciphering the other party’s non-disclosure
agreement.346
346
See Chapter 11 regarding non-disclosure agreements.
123 Mastering The Game
Larger developers and publishers should implement the same measures as small
companies but should also expand IP protection to include more resource-
intensive steps. These steps include registering the trademark of all major titles
released by the company internationally or in the main jurisdictions of interest. A
developer or publisher may also want to file for a federal registration of the
trademark to cover other categories of goods, especially if they intend to sell
game-branded merchandise or otherwise enter into merchandise licensing
agreements. Such steps may also include international registration and policing
of the company’s most important trademarks. Additionally, as indicated above, a
company may want to retain one of the third-party trademark monitoring
companies to conduct checks for any infringing marks on an ongoing basis. Large
publishers and developers should also consider filing separate US copyright
applications for music and other protectable components associated with game
titles.347
An upgraded IP program may include building a patent portfolio, especially in the
United States. Some game companies pay bonuses to employees in the
company who submit patentable ideas and help complete the patent process.
After a company has developed and/or purchased a patent portfolio, larger
companies should consider monetizing this portfolio by seeking out licensing
partners. These patents can be used as friendly negotiating tools with partners to
add value to negotiated transactions, or can be used offensively to force
competitors into paying licensing fees or designing their product around the
patented invention.
Patents, although a purely offensive instrument in legal terms, also have a certain
perceived defensive value. This value comes from the fact that litigants often find
companies with large patent portfolios to be “menacing.” A company with a large
patent portfolio is usually indicative that it has significant legal resources and
sophistication. Of course, there is also the idea that such a company may file a
counterclaim for patent infringement in any litigation against it.
347
Larger projects often have more protectable IP and large developers have the resources to spread
the protection around. More registrations often result in more potential claims if there is a theft down
the road. So, a large developer with multiple filings can litigate several registrations and several
different types of IP in one case and has more granular coverage if just one element is taken (such
as just taking the music from a game).
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DIFFERENT FORMS OF IP
Even the largest game development and publishing companies can make trivial
errors in IP protection that cost significant money or, worse, the rights to a whole
game. Such errors can sometimes be avoided with an introductory understanding
of IP and a relationship with a competent, experienced attorney. Failing to take
these steps is the metaphorical equivalent of leaving the city gates open and
letting the Visigoths rush in.
Game developers can take three steps to avoid potentially disastrous IP pitfalls.
First, they should obtain a basic understanding of IP protection and what it means
to them, especially in the areas most important to the creation of games.
As a second step, developers should have an attorney with broad experience in
IP, especially trademark and copyright. This attorney, who may or may not be the
same attorney used for other business issues, can help set up the most efficient
and protective internal structures to protect IP. As discussed throughout this
chapter, an attorney can also aid in negotiating the myriad of game contracts that
are literally filled with IP-related language.
Third, developers should ensure that their employees and contractors sign
appropriate agreements assigning all the IP they produce to the company. These
three steps are necessary to build solid legal defenses around valuable game
property. It is not an understatement to say that the life and future of your game
depends on them.
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CHAPTER 3
PUBLISHING A VIDEO GAME
348
The most prominent publisher-owned digital platforms excluding those owned by the major
console manufacturers include EA’s Origin, Ubisoft’s Connect (formerly known as Uplay) Epic’s
Game Store, Blizzard Entertainment’s Battle.net, Tencent’s WeGame, and Wargaming Game
Center.
349
Many publishers have their own internal development teams which are sometimes separate
entities. In addition, publishers have acquired third-party development studios along with their
employees and IP. All rights to the games are owned by the publisher unless the game includes
licensed property. Many of the major publishers are relying more on in-house developed games,
although they are developing fewer. Most of these games are associated with continual services
which extend the life cycle of a game by offering new ongoing content such as in-game purchases
on an ongoing basis.
350
According to Game Developers Conference 2020 State of the Game Industry report, more than
25% of developers are working with publishers with 19% paying advances. The 2020 survey was
based on responses from nearly 4,000 industry people, although the report did not specify the
countries of the participants. Game Developers Conference, “2020 State of the Game Industry
Report”. You can download the report at http://reg.gdconf.com/gdc-state-of-game-industry-2020.
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351
This is rare as most publishers have either internal teams or have worked for a long time with 3rd
parties on successful franchises. However, a publisher may want to develop a game for a number of
platforms and may not have the internal resources to do so and as a result hires a third-party
developer.
352
There are also situations in which the publisher may assist in some of the financing for a game to
help finish the product. In return, the publisher might receive a higher distribution fee and/or additional
rights. The timing of seeking financial help from a publisher should be considered by a developer
since publishers, depending on the amount of financing requested, may want to be involved in some
development issues and oversee the marketing. For example, if a developer has already started a
marketing campaign, that may pose an issue if a publisher wants to go in a different direction.
According to the 2020 Game Developers Conference State of the Game Industry survey, funding for
games came from the following sources ranked by the highest percentage: (1) company’s existing
funds; (2) personal funds; (3) external publisher; (4) government funds; (5) venture capital; (6) other;
(7) angel investors; (8) video game platform holders (e.g., Apple Arcade, Xbox Game Pass); (9)
crowdfunding; and (10) Alpha funding (e.g., Steam Early Access).
127 Mastering The Game
In addition, the publisher will: (i) serve as the party that enters into agreements
and manages relationships with the first-party console manufacturers353 and/or
mobile app stores, ensuring that a game satisfies the requirements of the
hardware owners including delivery, submissions, testing, and payment; (ii)
create and implement a marketing and sales plan including overseeing the
implementation of user acquisitions; (iii) secure deals with sub-distributors, if
necessary; and (iv) form relationships and work with third parties that might be
involved in the distribution and marketing of a game.
As illustrated above, there are many different scenarios between the publisher
and developer, all of which will affect the agreement. The type of relationship and
roles played by the parties, the bargaining power, the budget of the project,
monies advanced by the publisher if applicable, and the responsibilities
undertaken by each party will all play an important role in the negotiations. No
two agreements will be alike, but most will incorporate similar terms and
conditions such as ownership and rights, revenue splits, recoupment costs,
oversight involving the development and exploitation of the game and various
legal issues. However, those terms and conditions will be applied differently
depending on the deal. For example, all agreements should have
representations and warranties, but some deals will have more than others;
some will be absolute, some will have limitations and others will have a
combination of both. Furthermore, if the developer is delivering a completed
game and owns the IP, they should have more influence in the publisher’s
decisions related to the marketing and sale of the game as well as the expenses
incurred, especially if those expenses are recoupable. The following sections will
highlight many of the major issues that appear in publisher-developer
agreements.
Prior to considering a business relationship, both the developer and publisher
will discuss a number of issues to see if the parties are able to come to an
agreement and whether they would work well together. The extent to which the
issues are addressed will depend on each party’s commitment to the other party.
If the publisher is financing production, then it will most likely conduct greater due
diligence on the capabilities of the developer.
• What games has the publisher distributed and how well did they do?
Have there been any situations in which the publisher did not release a
completed game? If yes, why?
• Does the publisher have the capabilities to distribute and market the type
of game under discussion between the parties (e.g., action, shooter,
sports) throughout the world, as well as the proper resources and
expertise to market, distribute, and exploit the game? How well versed
is the publisher in engaging with online communities?
353
Unless a developer is also a publisher then the developer must enter into an agreement with a
publisher that has a license agreement with a console manufacturer in order to have their games
distributed at retail.
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• How successful has the developer been in delivering games on time and
within budget?
354
In China, laws require that a publisher be local and therefore any company that wants to distribute
in China must work with a Chinese company. See Pilarowski, Greg et al., “Legal Primer: Regulation
of China’s Digital Game Industry”, Pillar Legal China Regulation Watch, January 6, 2021.
355
See Section 4.5.1 for information on licensing agents.
356
There are also advantages for the publisher in working with third-party developers including (i)
expertise in certain categories of games as well as technology; (ii) possible reduction in costs for
development and sharing of risks; (iii) forming new relationships for potential long-term partnerships;
and (iv) new IP to distribute.
357
The publisher may also want to (i) interview other publishers that are either working with and/or
have previously worked with the developer; and (ii) conduct an on-site inspection to review the
developer’s facilities.
129 Mastering The Game
• What is the experience and reputation of the people that would work on
the game for the different platforms?
• What is the business model the developer plans to implement, and how
will the game make money and retain customers?
358
If the publisher is going to financially commit to a developer’s game, then they will most likely want
to benefit from that investment with an opportunity to further the relationship. Firstly, a publisher may
want a stake in the developer’s company. Secondly, if a game is successful, then a publisher will
want to have the right to be involved in subsequent games based on the IP, and potentially to be
involved in additional projects, and will therefore seek a right of first negotiation. See Section 3.2.4.
359
A publisher often creates a document outlining the potential profitability of a game, referred to as
the ‘Profit and Loss Analysis’ (P&L). Despite the difficulty of predicting the success of a potential
game, especially a first-time release, and despite the fact that more games are free to play, the P&L
details how much money the publisher expects to receive based on different sales scenarios, and
how much they anticipate spending on exploiting the game. This allows them to determine whether
they believe the game will be profitable and therefore worth supporting.
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360
See Chapters 8 and 9 covering digital and mobile distribution and the increase in independent
developers in the space.
361
For the purposes of this chapter, the use of a publishing agreement will cover two situations: (i)
the publisher is involved in the development and distribution of a game; or (ii) the publisher acts only
as a distributor.
131 Mastering The Game
362
In this situation, the publisher pays the developer an agreed-upon recoupable advance. Advances
vary, but some reach into the millions of dollars. The Witcher 3 retail versions of the game for example
were licensed by the developer to different publishers in the major markets while they held onto the
digital rights at the same time. CD Projekt, “NAMCO BANDAI to distribute The Witcher 3 in Western
Europe”, cdprojekt.com, October 28, 2013.
363
See Section 11.4 for a discussion on deal memos.
364
By owning all rights to the game, the publisher, usually without any limitations, also has the right
to exploit any of the elements contained in the game (e.g., characters or story lines) by any and all
means including derivative works which would include but not be limited to sequels, merchandising
and films.
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example, in the United States, such work would fall under the ‘work-for-hire’
concept, provided the relationship between the two parties falls within the
prerequisites of Section 101 of the Copyright Act.365 That said, not all countries
recognize ‘work for hire’, and in countries such as France and Germany, the
‘author’ and owner of the work is the natural person or persons who created it.366
Nonetheless, either as a result of contract or of law, the publisher will usually
have the perpetual right to exploit the game and any elements in the game
throughout the world by any and all means, with few restrictions.367 However, in
some continental European countries, the author will retain moral rights which,
generally speaking, cannot be assigned.368
In other agreements in which the publisher finances a majority of the game, but
the underlying concept to the game originated from the developer, the two parties
would need to negotiate the ownership rights and, if the developer maintains
ownership rights,369 then the parties would need to go into specific detail about
the rights and obligations of each party, including but not limited to: the platforms
for which the game will be developed, the term, the territory, the financials, and
the rights to other games based on the IP (i.e., sequels), and possible
merchandising rights.
Whether the publisher obtains ownership of the game based on the developer’s
IP or a grant of rights will depend primarily on the bargaining positions of the
parties, the consideration being paid to the developer, and what rights the parties
may want to ultimately secure in an agreement. If the publisher is funding the
entire development, then the publisher will most likely insist on owning the
property, but if other publishers are also interested in the game, or the developer
has an established reputation, then the developer may be able to maintain
ownership as part of their bargaining position. For some developers, owning the
IP may not be as significant as other issues in an agreement, and therefore they
may be willing to assign their rights to a publisher in exchange for other key
365
Work can qualify as ‘work for hire’ in two situations. The first is when the work is carried out within
the employee’s scope of employment. For example, when an engineer creates code during their
employment, the code is then owned by the employer. The second situation is when a work is created
by an independent contractor and three conditions are met: (i) the work has been specially ordered
or commissioned (e.g., the independent contractor is paid to create something new); (ii) the work
must fall within one of the nine categories outlined in the Copyright Act which include: a contribution
to a collective work, contribution to a motion picture or other audiovisual work, a translation, a test,
answer material for a test, an atlas, an instructional text, a compilation or supplementary material;
and (iii) prior to the start of any work, the parties expressly agree in writing signed by both parties
that the work shall be considered a work made for hire. Myers, Gary, “Concise Hornbooks: Principles
of Intellectual Property Law”, 3rd edition, West Academy Publishing, 2017, pp. 61-68. Works involving
video games for purpose of the Copyright Act fall under audiovisual works or literary works. If an
employer fails to enter into an agreement prior to work commencing, then the hiring company must
include language in the agreement that the work will be assigned, or at the very least, licensed to the
employer. However, these alternatives could have their drawbacks, including the right to reclaim a
copyright involving assignments under United States copyright laws.
366
Although different from the US model, other countries such as Japan, India, and the United
Kingdom follow a work-for-hire model and vest initial copyright ownership in an employer-employee
relationship with the employer. Cohen, Julie E. et al., Copyright In A Global Information Economy,
2nd edition, Aspen Publishers, 2006, p.126.
367
This would include the right to exploit the characters and story, as well as derivative works such
as sequels to the game, merchandising, books and films.
368
The principle of ‘moral rights’ is also relevant in relation to games which have originated or have
links with European individuals. See Section 2.2.13 on moral rights.
369
Additional issues would also need to be addressed regarding ownership involving any new content
created by the publisher, whether for the game or for marketing materials. If the publisher provides
materials to localize the game, would the developer own those materials? If the publisher creates a
marketing campaign, could the developer own it? This would all need to be negotiated between the
parties, but the developer could have a good argument for ownership rights, especially if the
expenses to pay for the content were recoupable by the publisher.
133 Mastering The Game
370
See comments about IP ownership and negotiations involving developer’s code and tools. Boyd,
S. Gregory et al., Everything You Need to Know About Legal and Business Issues In the Game
Industry, CRC Press, 2019, pp. 70-72.
371
In the agreement, the parties should list the developer’s specific pre-existing tools and technology
as well as any third-party licensed software and tools. If there are pre-existing tools and technology
then the publisher will need to license those rights from the developer to use in the game. At the
same time, if all of the developer’s IP is acquired by the publisher including the source code then the
publisher will have to license the code back to the developer for use not only in developing the game
but also in any future projects the developer may work on using the code and tools.
372
If any type of restriction is to be imposed on the developer, the parties would need to discuss a
number of issues, including: (i) is the holdback limited to a type of genre or platform? (ii) how long is
the restriction (e.g., one year from the release of the game)? and (iii) what type of limitation is imposed
upon the developer (e.g., the developer cannot release a similar game one year from the release of
the game, or the developer cannot work on a similar game until one year after the release of the
game)? If any restriction is tied to the release of a game the developer must insist on an outside date
to cover situations where the publisher fails to release the game without any fault on the part of the
developer. All of these issues would be subject to negotiations, but the developer should try to limit
the restrictions as much as possible.
373
It might be advantageous for a developer to work with one publisher under one worldwide business
and marketing plan. Publishers will seek the broadest rights possible so they can recoup their
investment, especially if they are providing any type of advance and/or guarantee. For certain games
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As part of the rights section, the parties will spell out the name of the game or
games that will be subject to the agreement as well as the different platforms374
on which the publisher will be permitted to distribute the game, whether on an
exclusive or non-exclusive basis.375 This section will also discuss the form of
distribution permitted by the publisher. Generally, the publisher has the right to
distribute games by any and all means, and this broad language includes the
right to distribute by way of traditional box games for retail, digital downloads
including mobile, and possibly even platforms and distribution means that have
yet to be developed and may become relevant depending on the length of the
term.376
such as AAA titles, the bargaining power lies mostly with the publisher, since there are few parties
that can provide the financing and other resources needed to support these types of titles. In addition,
with fewer major publishers, there are fewer alternatives for developers to work with on these games.
However, as more games are introduced to the market, a number of distribution companies have
entered into the business to work with independent developers including publishers specializing in
one area, such as mobile. While not as big as the major publishers, some have grown to become
billion-dollar companies and can provide some financial assistance in exchange for distribution rights.
374
If the developer is responsible for developing the game on multiple platforms, the publisher may
request parity in features and quality among the various platforms, subject to technical limitations
from the hardware.
375
Depending on the length of the agreement, a game may do well on one platform and as a result,
the developer or publisher may decide that the game should then be developed for or ported to other
platforms that were not originally contemplated for the initial launch of the game. Furthermore, a
publisher may also want to obtain rights for all platforms no matter what platforms the developer has
delivered the game for since the publisher may want to restrict other companies from distributing the
same game on different platforms. If a game is successful, the publisher may argue that their
investment helped sales of the game and therefore other publishers should not be allowed to benefit
from the original success of the publisher’s actions. In some situations, if the publisher distributes a
game on a non-exclusive basis, they may seek to add language which guarantees some form of
price parity subject to any laws. The developer may not want to give up rights for other platforms
since the publisher may not have the necessary expertise to distribute on certain platforms. For
example, a publisher specializing in console and PC distribution may not have sufficient capabilities
or the relationships to distribute games via the mobile market, although if permitted, they could
sublicense the rights.
376
In some situations, units of a game may be sold with other games, which are known as a bundle.
In this situation, the royalty is usually a proportional percentage based on the number of titles included
in the bundle. For example, if two different titles are sold together for one price, then a royalty of 50%
of the revenue received would be allocated to each title. Usually, a developer in a distribution
arrangement with a publisher will request that any potential bundling deal must first be approved by
the developer, especially if one game has greater value (i.e., greater previous sales) than other
games included in the bundle.
377
While publishers may elect to distribute a sequel, many games are also providing downloadable
content and other live services extending the shelf life of a game. It is also possible for the parties to
include multiple titles in a deal involving different IPs. Each property may be treated slightly differently,
such as financials, marketing commitments, termination rights, etc. In most situations, the publisher
will want to recoup their financial obligations from all games.
135 Mastering The Game
then the publisher would have the first opportunity to obtain distribution rights to
these future games provided that the publisher is not in breach of the Agreement.
In this situation, the publisher would usually request a right of first negotiation,
which provides the publisher with the first opportunity to negotiate exclusively
with the developer on rights for such derivative works during an agreed-upon
time frame. During this exclusive window, which varies for each deal but usually
ranges from 30 to 60 days, the parties would discuss the business terms
regarding the rights to exploit a derivative work. If the parties are unable to
conclude a deal, then the developer has the right to negotiate the distribution of
the game with any other party. It is also possible that the developer, though
initially unsuccessful in securing future rights to their derivative work, could
decide to still enter into an agreement with the publisher if they are unable to find
another deal, or could even decide to distribute on their own.
In addition to the right of first negotiation, some agreements may even allow the
publisher to have the right of last refusal, which also may be referred to as a right
to match. In this situation, the publisher will have the opportunity to match any
offer that the developer may accept from another publisher. If the original
publisher matches the offer, then the publisher would then have the right to
distribute the derivative works, assuming that the parties come to an agreement.
Neither the right of first negotiation nor last refusal is automatic, and the parties
will need to negotiate these points. In the event that the developer agrees to a
right of first negotiation and last refusal, then it might be to the benefit of both
parties to establish minimum requirements that would trigger either of these
rights. Usually, this includes a minimum threshold in which worldwide revenue
(the preferred choice with games earning revenue from various forms of
exploitation) or game sales must be met in order to trigger a right of first
negotiation and last refusal. To illustrate, if the developer receives royalties
exceeding $1 million, then the publisher will have the right of first negotiation and
maybe also last refusal; although the developer might negotiate that this
threshold can only apply after a certain period from the game’s release (e.g., six
months). In addition, the parties may want to consider some of the minimum
business terms that would be pre-negotiated in the agreement if the right of first
negotiation was to go into effect. One example is whether or not the developer
should receive higher royalties with the increased value in the property.
Furthermore, in order for the right of first negotiation to be triggered, there might
be other factors that the developer may want to consider, including the working
relationship between the two parties. If the working relationship is strained, a
developer might be willing to take less money from another publisher knowing
that a stronger relationship with another publisher may be more beneficial in the
long run than greater initial payments from the original publisher. It is important
for the parties to agree on what issues need to be matched in the event of a right
of last refusal. For example, it should be established whether the sole concern is
about revenues such as advances, guarantees, and royalties (as if often the
case), or whether there are other issues that must be matched, such as
marketing and sales commitments.
Developers need to be careful when including the right of last refusal since this
could severely hinder the efforts of the developer in negotiating deals with other
publishers. In most situations, a developer would not want to allow a publisher to
match a deal, since other publishers may be reluctant to discuss a deal because
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they know that any deal they offer could be matched, and therefore they are
unwilling to make a commitment.
In the event that the publisher owns the copyright to a game and elects to create
derivative works, the developer should try to negotiate a right of first negotiation
to secure an opportunity to develop any subsequent games. This is especially
true if the game is based on an original game concept created by the developer.
Furthermore, even if the developer does not work on the game, and depending
on their bargaining power, they might try to negotiate some form of compensation
for the use of their original IP378 and maybe even have some form of approval
rights.
With the right of first negotiation, the developer has the initial opportunity to
negotiate a development deal with the publisher, provided that the developer is
capable of making the derivative games for the selected platforms within the
budget planned by the publisher.
3.2.5 – Territory
This section of the agreement provides information on the countries in which the
publisher has the right to distribute the game(s). If the publisher owns the
copyright to the game, then they have the right to exploit it by any and all means
throughout the world. However, if the publisher only acquires the rights to
distribute a game, then these issues will need to be negotiated between the
parties. Most games today are distributed worldwide, although more challenges
may exist for a particular platform such as retail (e.g., a publisher may not have
distribution capabilities in certain countries), thereby limiting the territorial rights
to a publisher. A developer needs to confirm that if there are any underlying rights
in the game, they have obtained a worldwide license for those rights.
The publisher will want to obtain the broadest rights possible in order to exploit
the games in as many countries as possible. A developer may be willing to grant
worldwide rights, assuming financial terms are agreed upon and provided the
publisher has the capability to distribute in the relevant countries. In countries
where the publisher does not sell directly, the publisher will try to sell the game
through third-party sub-distributors and digital distribution platforms. Most
developers will accept this practice, provided that the publisher would still
ultimately be responsible for any of its obligations and responsibilities under the
terms of their agreement. However, the developer needs to be aware of
additional deductions that are taken from the developer’s or publisher’s share to
pay for the sub-distributors and digital distribution platform services, since this
might ultimately affect the developer’s royalties.
In some situations in which the developer is delivering a finished game, or if the
parties have only entered into a distribution agreement, the developer may limit
the territory and elect to have different publishers distribute the game in various
countries, depending on the capabilities and financial guarantees provided by a
publisher. In addition, although rare, a developer may want to grant different
378
A passive royalty is a royalty paid to a party even though they do no work on the project that
entitles them to the royalty. Instead, they are paid because of their involvement in an underlying work
that led to the new project. An example could be a writer who wrote the original story for a game but
who did not work on the sequel; given that the basis for the sequel originated from their original story,
that writer is entitled to a passive royalty.
137 Mastering The Game
3.2.6 – Term
The term of the agreement spells out the length of time that a publisher has the
right to exploit the game, subject to early termination usually caused by the failure
of a party to cure a material breach, possibly force majeure depending on the
language of the agreement, or its entry into bankruptcy. Unless the game is
owned by the publisher, terms will vary depending on the platform, the financial
considerations of the deal, and whether the parties will continue to support the
game with new content.
For agreements in which the publisher owns the copyright, the term is perpetual.
However, if the publisher is only acquiring distribution rights, then the term will
be an agreed-upon number of years (with a sell-off right for physically distributed
games)380 and will vary from agreement to agreement. In any case, the publisher
will seek the longest term possible so that it has enough time to hopefully recoup
379
Agreements may include general language when referring to obligations that a party will use
reasonable or best efforts (i.e., selling a game or renewing obligations) and take actions based on
industry standards (i.e., by providing credits). If you are negotiating a deal that includes these types
of clauses it is important to understand what the reasonable efforts or industry standards are. For
example, if a publisher agrees to a marketing spend based on industry standards, what are the
standards that will be applied? Is the standard applied for all games? Is it based on a particular genre
or platform, or for games with minimum development costs? Depending on the standard used, the
marketing spend can vary.
380
Provided that the publisher continues to comply with the terms and conditions of the Agreement
and does not manufacture any new inventory, the publisher may have a limited non-exclusive period
to sell off any remaining retail inventory after the term. The sell-off period typically ranges from three
to six months, but will vary depending on the length of the term, and a longer term may result in a
longer sell-off period.
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any costs (e.g., distribution, marketing and quality assurance costs, etc.) and to
make money on its investment.
Depending on the different platforms negotiated in a distribution deal, the term
might only be a few years because the life cycle of a game on a particular
platform may be limited. Nonetheless, with additional opportunities to exploit a
game after the initial platform launch, publishers will request longer terms. This
is especially true with developers providing continuous new content to a
successful game and providing games as live services. In addition, with digital
and mobile distribution, games originally developed for the more traditional
platforms (i.e., console and PC) may have value on a new platform. For example,
while a PC game from 10 years ago would no longer sell at retail, it is very
possible that it could still be sold digitally or on a mobile device years later and
therefore still retain some value. Pac-Man, an arcade game released more than
40 years ago, is a perfect example of a property that is still popular on relatively
new platforms such as mobile. In addition, the parties may negotiate to allow the
publisher the option to extend the term for a certain number of years. An option
to extend the term may serve as a good compromise if the developer is reluctant
to grant the number of years requested by the publisher. Provided that the
publisher is not in breach of the agreement, under the option, the publisher would
have the opportunity to extend the term by exercising the option. In this scenario,
the publisher may pay the developer an additional recoupable advance against
future royalties for the right to extend the term.
One point to consider for extending a term may be an automatic extension in the
event that the publisher generates an agreed-upon amount of royalties for the
developer. For example, if the developer receives $100,000 in royalties then the
term extends for an agreed-upon amount of time, with or without an additional
advance paid to the developer.
While a term will refer to the number of years a publisher will have the right to
exploit a game, it is also important to note that a term can also be tied to
obligations of the parties, including required services. Many agreements use one
definition for the term but apply it to a number of different contractual provisions.
The parties need to be careful when defining the term given that, while agreeing
to allow the publisher to exploit rights for a certain period, the developer may not
want to commit to providing services or obligations for the same length of time.
For example, an agreement may state that the term of the deal is 10 years in
order to exploit the rights to the game, but it may also include language by way
of example that states the representations and warranties, services to be
provided by the developer, and errors and omission (E&O) insurance coverage
for the length of the defined term. Unless the developer is continuing to provide
additional content during the length of the agreement, a developer may not want
to incur certain obligations and costs such as E&O insurance, especially when
claims are typically made closer to the release of a game. Therefore, a developer
may want to consider separate terms depending on the situation. For example,
there could be one term covering the right to exploit a game, another covering
the length of services required, and another covering other obligations such as
representations, insurance, and even the right of first negotiation if agreed upon
by the parties.
139 Mastering The Game
381
Design specifications usually cover how the game will look and may change during the course of
development as agreed upon by the parties or as requested by a licensor if applicable (i.e., if the
game is based on a licensed property). If the milestone schedule changes as a result of the direction
of the game, then payments may need to be revised if the developer is to incur any additional costs.
The technical specifications deal with programming development systems and software used in the
development of the game as well as the technical risks and possible alternatives.
382
For games financed by a publisher, the publisher will typically want to approve game designs and
technical design specifications and will usually play an active role in overseeing development. In
most situations, the publisher will play a role similar to a studio financing the production of a film,
providing recommendations and feedback. In other situations, they may have less oversight
depending on the history of the developer; in some cases, the publisher feels more comfortable
allowing the developer to make certain decisions during the development of the game. However, in
most situations where the publisher finances development and owns the IP, the publisher generally
has full creative and quality control. In addition, the size of the budget may determine the level of the
publisher’s involvement in overseeing the project. An AAA title with a big budget will frequently result
in a lot of oversight by the publisher, but a mobile game for $100,000 might have much less publisher
involvement after the design concept and milestone schedule has been agreed upon by the parties.
This issue can be extremely important for both parties, and a successful developer will probably be
more reluctant to defer absolute control to a publisher over the creative process. It is therefore
important to negotiate what role and approval the publisher will have regarding the development of
the game. In many distribution deals, the developer is delivering a completed game and therefore
the publisher’s approval process may be easier. Nonetheless, owners of the various platforms such
as Sony will need to approve the final deliverables to ensure that the game conforms to their platform
requirements. However, if the publisher is paying a minimum guarantee or advance then the
publisher will want to have rights to review the game during various stages of development, to protect
itself against an unacceptable game.
383
Unless the publisher is providing IP assets, typically the developer will be responsible for providing
all the services and materials to develop all versions of the game and possible demos of the game
agreed upon by the parties for all agreed-upon formats (e.g., National Television Standards
Committee (NTSC)/Phase Alternate Line (PAL)). Services will primarily include programming artwork
software graphics animation/cinematics/video text-sound dialogue music, and some quality
assurance testing. Agreements will usually allow the developer to hire subcontractors to perform
some aspect of development, subject to approval from the publisher. The parties will also need to
confirm each other's responsibilities involving marketing materials. Creating campaigns and assets,
buying media space and user acquisitions can be expensive although publishers will typically cover
the costs, which are usually recoupable. Publishers will request that developers make themselves
available for press inquiries and provide assistance in helping with the creation of game-related
materials. The developer may also be responsible for delivering localized versions of the game for
various countries, which involves language translations and revisions if necessary for rating purposes
and perhaps local customs (see Section 10.7 on ratings). Traditionally games have been localized
into English, French, Italian, German, and Spanish (referred to as EFIGS), but as new markets
evolve, more games are being localized for several territories. According to a 2020 analysis based
on over 34,000 games on Steam, the top 10 languages were English, German, French, Russian,
Spanish, Chinese (simplified), Italian, Japanese, Brazilian Portuguese and Korean. Carless, Simon,
“Game Localization for Discovery: Trickier Than You Think”, gamesindustry.biz, June 29, 2021. The
same study also noted that approximately 19,521 games were available in only one language, and
about 4,200 games were localized into two languages. Localization can be very expensive and time-
consuming, especially if voice text and screens are localized and involve several characters. In
addition, companies should consider localizing web pages and storefronts (e.g., Steam), especially
as that may be the first contact a consumer has with a game. Localization costs for a game are
typically covered by the publisher, but the parties must budget the cost and time carefully, so it does
not delay the release of the game or become a financial burden preventing completion. In many
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situations, the publisher may agree to provide the copy for localizations which are then implemented
by the developer. According to the developer for Witcher 3, the company localized the game into 15
languages and employed over 500 voice actors. Makuch, Eddie, “This is How Much the Witcher 3
Cost to Make”, gamespot.com, September 9, 2015.
384
The delivery dates for each milestone are critical to ensuring that the game is released on time.
The developer’s payment often will be tied to its delivery of the agreed-upon assets for each
milestone. If a milestone is delayed because of a failure on the part of the publisher (e.g., the failure
to deliver music or localization assets) or failure on the part of a third-party licensor to provide timely
approvals, then the developer should not be liable for missed milestones. The parties need to draft
the agreement to cover what happens if delivery is delayed as a result of the failure and may need
to revise the milestone schedule to reflect the delays. Most games are complex creative processes,
and it is not uncommon, to various degrees, for game designs and features to be revised. As a result,
milestone dates and deliverables can change, resulting in revisions to the milestone schedule to
reflect the addition and removal of deliverables. If revisions are made, the developer needs to make
sure that they have the time and resources to meet the new delivery requests.
385
One possibility when dealing with a milestone payment is to divide it into two payments. This
would involve one payment being made upon acceptance of a milestone deliverable, and another
payment as a monthly fee. In this situation, if the developer is late delivering an acceptable
deliverable then the developer would still be entitled to receive some money to allow them to continue
development. Otherwise, there could be situations where the developer may have a problem working
on the game if its funding is delayed, even though it may have caused the delay. This is perhaps one
of the most difficult issues to deal with since the publisher must weigh the consequences of delaying
or stopping funding for a game based on unacceptable deliverables.
386
Wikipedia, “List of most expensive video games to develop”, en.wikipedia.org.
141 Mastering The Game
387
One of the main issues that can occur is when the developer receives no response from the
publisher within the review period and therefore deems their game to have been rejected, or the
game has not been rejected, but leaves the developer uncertain as to its status. This is language
that should be removed by the developer, since the developer will be left without any guidance and
this will result in delays affecting both development and payments.
388
While an agreement generally includes language indicating that, in the event that the developer
breaches the agreement during development then the developer must return any monies received
from the publisher, the publisher’s rights may nonetheless be difficult to enforce. The developer often
does not have the financial capability to return the money, since funds received for development
would have already been used to develop the game. To verify that money paid for development is
actually used for that purpose, publishers may request the right to audit the developer’s financial
records. This can be a very contentious issue, since the developer may argue that how they spend
their money and what their costs are is confidential or a trade secret, and therefore they should not
be required to reveal the information to the publisher. If a deal is terminated because of a material
breach, the parties would also need to negotiate the rights to the IP. If the IP originated from the
developer, then they would want the right to own it, in the event that they have to return the
development costs.
389
Similarly to film studios, a publisher for some forms of media may need to purchase consumer
and trade marketing placements months in advance. In some situations, it might not be possible to
pull the advertising or promotions, and therefore the publisher would still be responsible for the costs.
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390
Corrections needed for a game will typically be assigned a level based on the severity of the
problem. For example, a serious problem may be labelled a Level 1 bug. Each level also has a
separate time period within which the bug would need to be fixed.
391
A development studio may be working on a number of projects at one time; therefore, personnel
that the publisher had hoped to work on a game may be assigned to another project. This provision
will address this issue.
392
While a publisher often wants key personnel to work on a specified game, an employer cannot
prevent an employee from leaving. Nonetheless, the employee is of course prohibited from
misappropriating any trade secrets or other confidential information. See Chapter 2.
143 Mastering The Game
• Rating • Platform
• Publisher Board Approval
Approval • Publisher • Publisher
Approval Approval Approval • Certificatio
• Payment • Beta Build n
Distribution
Licensed Original
Property Concept
Marketing
Game
& Sales
Design
3.2.8 – Financials
For both the developer and the publisher, this section will probably be the most
important negotiating point in the agreement, since it will spell out the amount of
money each party will spend and receive in the development and exploitation of
a game. In this section a number of issues will be addressed covering the ways
in which a developer may be compensated by the publisher, including advances,
guarantees, and royalties, as well as payment schedules, and how royalties will
be calculated, including the publisher’s recoupment of expenses.
The compensation paid by the publisher will vary depending on whether the
publisher is financing the game or is only distributing it. If the publisher is
financing all or most of the development, compensation will typically be broken
down into two forms of payment, each linked to the other.393 First, the initial
consideration paid to the developer will typically be in the form of recoupable
advances to cover development costs pursuant to a milestone schedule.
Secondly, the developer may be entitled to royalties based on revenue earned
from all forms of exploitation of the game. All of this is subject to negotiations,
including on how royalties are earned and how costs are recouped, which can
be limited by stating what can be recouped and by capping how much can be
recouped by the publisher. Furthermore, royalty rates can vary depending on the
amount of revenue earned, means of exploitation, and content distributed (e.g.,
downloadable content).
The milestone payments paid by the publisher in most cases would be
considered recoupable advances against future royalties owed to the developer
from revenue earned from the game. A recoupable advance permits the
publisher to regain any payments made to the developer. Only after the publisher
has recouped the milestone payments typically from the developer’s portion of
393
There are situations in which the publisher only pays a fee to the developer for developing the
game, and no additional payments are made to the developer. These types of deals are usually
associated with lower-cost products such as mobile games and the porting of games. However, in
some situations, if the game includes the developer’s pre-existing software then the developer may
ask for some form of royalty for the licensing rights, although payment might not be made until the
publisher has recouped its development costs out of the developer’s share.
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394
The agreed-upon deductions would be deducted from gross revenues and not from the
developer’s share, although it may affect the developer’s share since less money would be available
to allocate to royalties.
395
Prior to the parties agreeing on a milestone schedule, the publisher will often request that the
developer demonstrates to the publisher the developer’s costs so the publisher can confirm that the
costs are consistent with the type of development being undertaken by the developer.
396
Downloaded content is provided to consumers as licenses and is therefore not owned by
consumers. This greatly limits any consumer rights regarding ownership of IP, including user-
generated content, and also provides more leeway for developers when terminating services for a
game.
397
Depending on the negotiations and ownership of the IP, the developer might also share in other
forms of revenue derived from the exploitation of the property, including derivative works such as
sequels, film, collectibles, and toys. If this is the case, it is important to negotiate the royalty rates
and deductions, which will be different from those for games since the film and toy industries have
different business models in determining deductions. Also, the parties will need to consider whether
revenue earned from these derivatives as well as any passive royalty would be cross-collateralized
with the revenue generated from sales of the game. See Note 420. Another possible scenario could
occur if the developer is the owner of the IP and controls the licensing; in this case the publisher
might be entitled to a royalty from ancillary sales. The publisher might justify this by claiming that
their work on the game's distribution led to an increased awareness of the property.
398
Gross revenue would include sales of games, downloadable content, in-game purchases,
subscriptions, rentals, in-game advertising, ancillary sales, and any other revenue generated from
the exploitation of the game.
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399
A developer will want the publisher to spend money on marketing and distributing the game since
it is assumed that money spent wisely will help sales. In some agreements, the parties may agree
that all costs associated with the marketing of the game are not recoupable (but typically the publisher
would receive a higher fee), or anything over a certain amount (i.e., a cap) would not be recoupable.
Most agreements, however will allow the publisher to recoup these costs, which would be recouped
from gross revenues and not from the developer’s share. It is very possible that the publisher does
not recoup their costs because of a game’s underperformance. If costs are deductible then a
developer should negotiate that the costs should be limited to direct out-of-pocket expenses tied to
the game, thereby excluding costs such as overheads or internal marketing costs. Over the years,
marketing costs have increased, especially for games that receive the highest development and
marketing budgets, known as AAA titles, and for mobile titles with acquisition costs. At the same
time, however, there are also a number of new ways to reach consumers through social media, which
are relatively cheaper and can be effective, despite occurring in a crowded market.
400
The revenues actually received by the publisher will determine the royalties earned by the
developer since distributors, whether for mobile devices or digital distribution, will be entitled to
deduct an agreed-upon percentage as their fee before remitting any monies to the publisher. In
addition, if the publisher is using sub-distributors then it will usually only account for the money it
actually receives since the sub-distributor will deduct its fee and possibly expenses prior to remitting
money to the publisher.
401
Cost of goods would include the cost of manufacturing, assembling, and packaging units of a
game (this would not be applicable to digital games) as well as any royalties owed to console
manufacturers or licensors. Generally, no royalties would be paid on retail versions where (i) units
are sold for less than the cost of goods since the publisher would not be earning any money on the
sales; (ii) replacement copies; and (iii) free goods, although this may be capped unless they are being
provided to the press.
402
Often large retailers will require an additional discount because of the large quantity of purchases
made of a game. This is a cost that would apply to physical game sales.
403
‘Co-op’ advertising in this situation involves the practice by which the publisher pays a portion of
advertising created by retailers involving the publisher’s game(s). Costs are usually associated with
in-store, point-of-sale, circulars, and similar promotions paid by the publisher to a retailer or
discounted from monies owed by the retailer to the publisher. It is also possible for the publisher to
pay for marketing costs and to not recoup costs, although in that case they would ask for a higher
fee.
404
A publisher will often be allowed to deduct returns and refunds from gross revenues since they
are not earning any money on those games. This can be particularly important in countries with
strong trade laws regarding returns. For example, in Germany, the great majority of retailers have a
strong right to return unsold goods to their suppliers for full value. Consequently, European
distribution agreements will usually need to apportion this risk between the parties (usually to the
publisher’s benefit).
405
In general, in this situation price protection is money paid or credited to a retailer by the publisher
when the publisher elects to drop the wholesale price by a certain amount and pays the difference
between the original wholesale price paid by the retailer and the new wholesale price. Price protection
would only apply to inventory still in the retailer’s possession. For example, the publisher sells a game
initially at a wholesale price of $30. Later, the publisher decides to drop the wholesale price to $20
to help sell games and as a result the publisher would then owe the retailer a credit of $10 for each
unit still in the retailer’s inventory. Typically, in order for the retailer to qualify for price protection, it
must satisfy certain conditions such as compliance with applicable payment terms and sales
information (e.g., confirmation of inventory levels). Activision Blizzard, “Annual Report 2020”,
investor.activision.com.
406
In this situation, the publisher is paying a third party to provide services involving the distribution
of a game such as internet hosting charges, carriage fees for mobile games, and in-game advertising.
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407
If the developer is contractually required to provide certain services (e.g., development, bug fixing,
localization, music) and is unable to do so, and those services are then undertaken by the publisher,
whether directly or through a third party, then the costs incurred by the publisher will either be
recouped from developer’s royalties or from gross revenues. Although it will need to be negotiated
and might be difficult to obtain, the developer will want to have some consultation or approval rights
on the party providing the services since costs will be recouped from the developer's share, and there
may be a need to disclose some of developer's confidential information.
408
Different sales or consumption taxes may apply around the world. For example, US states have
different levels and rules for sales tax and similarly, the European Union has a valued-added-tax
system with different rates across different countries. Therefore, the same game could sell with
approximately 10% sales tax in California but 20% sales tax in the UK. There are also different rules
around the world regarding corporate taxation and revenue recognition. It is therefore useful to have
a working understanding of the applicable financial and tax rules when negotiating a development
agreement. An additional tax issue involves withholding taxes which are taxes that the government
may impose on revenue earned from the exploitation of a game in that country. In this situation, a
publisher would deduct the appropriate taxes from the revenue and pay it to the taxing authority. If
this occurs, the publisher should obtain a receipt of payment from the taxing authority which then can
be used to possibly obtain a tax credit from the developer's local tax authority. If any of the withholding
tax is returned to the publisher, then the developer should insist on receiving the revenue.
147 Mastering The Game
409
The royalty rate may also fluctuate if the developer is late with the delivery of the game. For
example, depending on how late the developer is with the game, the royalty may be reduced.
410
Royalty rates may also vary depending on the item sold. A royalty rate for ancillary products may
result in a higher royalty rate for the developer than a game or downloadable content.
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411
To illustrate, here is one possible scenario: the developer and publisher agree that the publisher
will take a 10% fee for the services provided and will advance all costs for the manufacturing of
goods, and for first-party licensing fees, which will be deducted from the gross revenue. Marketing
expenses paid for by the publisher will be recouped from net revenues after the publisher has
received its fee. The game grosses $5 million after deducting platform fees. Manufacturing and
licensing fees equal $2 million and marketing costs are at $1 million. As a result, the publisher would
first deduct the manufacturing and licensing fees from the $5 million gross revenue, resulting in net
revenue of $3 million. Based on a 10% fee, the publisher would then be allowed to deduct $300,000
from the net revenue, leaving $2,700,000. From the $2,700,000 the publisher would then be allowed
to deduct the $1 million marketing expenses. The remaining $1.7 million would then be remitted to
the developer. In some distribution deals, the developer might cover the marketing expenses, but in
return may negotiate better economic terms such as their fee.
412
The publisher needs to be careful when providing projected numbers so they do not over-promise,
but at the same time, should not project sales too low since the developer might not have confidence
in the publisher’s capabilities if the number is lower than the developer’s expectations. Projecting
revenue has become more challenging with free-to-play games since publishers have traditionally
tied guarantees to anticipated retail sales.
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413
Thornburgh, Don, “The Reserve”, International Game Developers Association Contract,
WalkThrough 34, 2003. Publishers need to be careful when ordering retail product so they can reduce
their risks with returns, price protections, and cost of goods.
414
The percentage of the reserve can vary, with a higher reserve for the period covering the first six
months after launch and then dropping thereafter. Also, instead of establishing a reserve based on
a percentage, publishers may ask for more flexibility by establishing a reasonable reserve based on
the publisher’s expectations.
415
The adjustment of royalties payments is commonly referred as a ‘sliding scale’.
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royalty rates involve all games, no matter what the wholesale price, or whether it
is only for units sold above a certain wholesale price. It is also possible that the
parties may start at a higher royalty rate and then lower the rate after hitting
specific financial targets, whether for revenue or games sales. Because so many
games are free, even games that are initially sold for a premium price, if the
parties agree to a scaled royalty rate, then royalties should be based on revenue
thresholds.416
For example, the parties could agree that after 200,000 units of a game are sold
at a wholesale price no less than $39, then the developer will be entitled to a
royalty for all units of the game sold thereafter. While this might be easier for
accounting purposes, it does lead to some additional issues. One is determining
what price the game has to be sold at to qualify for application of the royalty.
Most likely the publisher is looking at the initial wholesale price since they will
have calculated the number of units needed to be sold to cover its costs,
including development, marketing and sales. Secondly, if the sales threshold is
not reached, but just falls short and then the game sells at a lower wholesale
price, would the developer be denied royalties?
In addition to royalty payments, the publisher may also agree to pay bonus
payments to the developer upon the occurrence of one or several events. For
example, the publisher may agree to pay a bonus to the developer if the
developer delivers the game earlier than scheduled or the game achieves certain
revenue targets, or if the game meets or exceeds an agreed-upon average game
rating based on industry reviews.417 If a bonus payment is made then the
developer should try to negotiate to ensure that it is non-recoupable.
416
In very rare situations, especially because many games today are distributed for free and with
downloadable content becoming the means in which games make money, a publisher might structure
a deal whereby instead of paying royalties after the publisher has recouped its agreed-upon costs,
the publisher only pays a royalty after a fixed number of units of the game have been sold and at a
certain price. The publisher would determine its costs and establish a number that would be large
enough so that the publisher has recouped its costs in financing and exploiting the game with a profit.
This model is becoming increasingly outdated.
417
Some agreements will often use ‘metacritic’ scores as the basis for determining reviewer scores;
these are named after a company that accumulates review scores of games. The company
accumulates the reviews from what they believe to be the most respected game reviewers and assign
weighted scores to their reviews (some reviewers receive more importance because of their track
record and the publication they work for), resulting in an average score. See Metacritic, “How We
Create the Metascore Magic”, metacritic.com. However, this can create problems, for example,
determining what should happen if the developer scores one point below the agreed-upon rating.
151 Mastering The Game
418
Consumer marketing usually covers advertising (online, offline, television), public relations, game
trailers, trade shows, and all consumer creative elements.
419
Channel/trade marketing would usually cover materials that appear in retail stores and in-store
placement. Retailers promote video games through their store and store brand, referred to in the
business as the ‘channel’. The consensus in the industry is that such in-store promotion (either in a
video game dedicated store such as GameStop, or a general store with a dedicated video game
section, such as a Walmart or Target) has value because the persons receiving the advertising in the
stores have self-identified as being interested in video games simply by their presence in the store,
and are therefore more likely to purchase a game.
420
The cross-collateralization provision allows the publisher to recoup any advances or development
costs against any and all royalties, regardless of the platform or form of exploitation (e.g., revenue
from merchandise). Cross-collateralization may also be allowed if the publisher is financing multiple
games, and this would allow for the publisher to recoup all advances paid to the developer from the
combined revenue of all the games distributed by the publisher. As a result, if one game does poorly
and is in a negative recoupment position, the difference can be made up from revenue from the other
games. Cross-collateralization allows the publisher to recoup its costs faster. Without cross-
collateralization, the publisher would be allowed only to recoup its costs for that specific game against
the revenue earned from that game.
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accounting period then the publisher would not be obligated to issue another
statement until the time when revenues exceeded $1,000. A developer may not
want to agree to this provision, since it is important for a developer to know how
well or how poorly a game is generating revenue, especially if the publisher is
recouping costs from the developer’s share. In addition, with new content
continually being created for games, it would be advisable for developers to
continue to receive statements on a quarterly or semi-annual basis.
To avoid any doubt on what information the publisher will include in a statement
it is advisable for the publisher to provide a sample statement to the developer
prior to signing an agreement. If the sample statement is acceptable then the
parties should attach a copy to the Agreement typically referenced as an exhibit
or attachment. If it is not acceptable then the developer should negotiate
revisions and then attach the edited sample statement to the Agreement.
To avoid potentially time-consuming and costly audits, the parties will need to
set out the parameters within which an audit can be conducted. Specifically,
those parameters are: the number of audits that can be conducted each year
(usually once a year); the location of the audit (usually the place of business of
the publisher); the time at which an audit can take place (during normal business
hours); the length of the audit; the records that can be reviewed; and who can
conduct the audit.421
The developer will want to make sure that they know exactly where audits will
take place so there are no surprises and no potential for additional expenses
associated with conducting an audit. Prior to an audit taking place, the developer
must provide notice within a certain period of time so that the publisher has
enough time to accumulate the records that will need to be reviewed.
Furthermore, the parties will have to agree on which documents will need to be
provided for the developer’s auditors and how long an audit can go on, since any
421
The auditor would need to be certified and would need to sign a confidentiality agreement.
153 Mastering The Game
audit will also involve time and resources from the publisher. This section in the
agreement will usually entitle the developer to review records that specifically
relate to determining the royalties earned for the game and would include records
involving all sales to consumers as well as permitted deductions.422 If the
publisher cannot support their deductions with proof, then the deduction should
not be permitted. The limitation is justified to avoid a developer requesting
documents that might be associated with the publisher’s business, but do not
directly relate to the game which is the subject of the audit.
The parties will also need to agree on who can conduct an audit. A publisher will
at the very least require that the audit can only be conducted by a certified
accountant and may also require them to work on a non-contingency basis423
and to be from a particular accounting firm. The publisher wants to have some
degree of approval on who the auditor may be, to ensure that the auditor is
competent, has experience in the industry, and possibly to ensure that they have
not audited records for a competitor. This is the publisher’s guarantee that the
audit will be conducted in an efficient and professional manner, which should
help both parties, including in terms of cost reduction. An auditor not familiar with
the industry will most likely waste time for both parties by requesting unnecessary
information.
Contesting A Statement
A publisher will insist on language limiting the time in which the developer has
the opportunity to challenge a statement. Generally, excluding fraud, the
developer will only be allowed to challenge a statement within one or two years
of its receipt. Afterwards, the statement is deemed final and is accepted by the
developer. This restriction provides a level of comfort for the publisher that it will
not be required to review records from several years earlier, which may be
difficult and time-consuming to retrieve. In the event that it is discovered that the
publisher has overpaid the developer, then either the developer will be required
to return the overpaid amount, or the publisher will be allowed to deduct the
amount from future royalty payments, at the option of the publisher.
Issues involved in contesting a statement can create further complications. If an
error is obvious, for example a calculation mistake, then there should be no
issues about the publisher owing more money to a developer, although the
parties would need to agree on when the payment would be made, on whether
interest would be paid on the money owed and how the interest rate would be
determined. However, there may also be situations where there is a
disagreement about calculations and whether certain deductions were permitted
under the agreement. As a result, resolving the issue becomes more of a
challenge. At the very least, the developer’s auditors should be required to
provide the publisher with a copy of the audit report within a certain period of
time, explaining the accounting discrepancies and allowing the publisher to
respond to the alleged errors. Often, an explanation of how the developer’s
revenue share and deductions were calculated leads to a resolution. Other times,
422
Some of the records that an auditor might request could involve costs of goods, marketing
expenses including those incurred by third-party vendors, and price-protection allowances. In
addition, if a game is sub-distributed then the auditor may want to look at the statements provided by
the sub-distributor to the publisher. However, the information may be limited subject to what the sub-
distributor provides to the publisher.
423
A publisher will usually make this request since an auditor working on a contingency basis may
spend more time on the audit and raise more issues, since they will be paid based on what they find.
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the parties might still be in disagreement and will have to discuss a settlement,
although depending on the dispute of a disagreement, this could lead to a notice
of breach and eventually termination.424 In the event that the parties need to
settle the disagreement, the publisher will require a release from the developer
stating that no additional claims will be made against the publisher regarding
statements that were covered under the audit, so that future potential litigation is
avoided between the parties.
Cost Of Audits
The responsibility associated with the cost of the audit will be another issue within
the audit provision. Generally, the cost of the audit (typically limited to reasonable
costs associated with the actual audit) is the responsibility of the developer
conducting the audit, but the responsibility shifts to the publisher if the audit
shows an underpayment in an amount typically between 5 and 10% involving the
relevant royalty payments reviewed by the developer.425 A publisher may also
require the underpayment to meet a certain threshold. For example, the parties
might agree that the publisher will pay for the audit in the event that an
accounting mistake is 10% or more and equivalent to at least $5,000. In the event
that either of these two preconditions are not met, the publisher does not have
to pay for the audit.
424
If the language in the agreement does not cover how to resolve disputes involving a statement,
the parties should consider adding it. The fastest and most likely the cheapest way to resolve the
disagreement would be mediation and then arbitration. See Section 3.2.21 for a more detailed
discussion on dispute resolutions.
425
The parties must also agree as to what costs would be reimbursed. Costs should be actual and
reasonable expenses that may be incurred by the auditor. In addition, consider whether costs include
not only the costs to conduct the audit, but the auditor’s travel and potential accommodation
expenses. Some agreements may also request reimbursement for any legal fees incurred as part of
the audit.
426
Both a publisher’s library of games and their relationships with distributors is critical for a
developer, since it is the network of publisher’s games that can help improve the discoverability of
the developer’s game.
427
In some distribution deals involving retail products, the developer may elect to deal with the first
parties regarding the approval process but will look to the publishers to help finance the
manufacturing costs. When dealing with responsibilities undertaken by a publisher, many of these
activities should be tied to some level of commitment. It may not be enough to say that a publisher
will perform certain services. Instead, consider that services will be performed in a manner customary
to similar games published by the publisher (e.g., a AAA title), especially if you have chosen to work
with a publisher based on their track record.
155 Mastering The Game
extra or accelerated submissions) and then are typically recouped from revenues
earned from the exploitation of the game.
The publisher will generally be responsible for the manufacturing (if a boxed
product of the game is being sold), marketing, and sales of the game; and when
a developer enters into an agreement with a publisher this should be one of the
main issues on which the developer makes its decision to choose one publisher
over another, assuming there are multiple expressions of interest from various
publishers. The publisher’s ability to deliver on the distribution and marketing of
the game will be significant in helping to sell the game.428 The parties will also
need to decide who will be responsible for submitting games for ratings (whether
a rating board, government body, or platform owner), the collection of player
data, and community support. All involve a number of procedures and regulatory
guidelines, which will often vary by region, and which need to be carefully
understood and followed.429
Publishers should provide developers with business plans covering their overall
strategy in the distribution of the game. This plan should cover at least the
projected release dates in the various territories (subject to the timely delivery of
the game), the distribution channels, the retail outlets (if applicable), how they
plan to distribute in certain territories which impose additional regulations (e.g.,
in China and Vietnam), as well as pricing and monetization of the game.
Depending on the relationship between the parties, the level of consultation and
possible approval of the business plan will vary. If the publisher is acting solely
as a distributor, then the developer should have approval rights, especially if
marketing costs are recouped by the publisher. A developer will also want a
contractual commitment from the publisher, provided that the game is delivered
in a timely manner in the major territories.
Depending on the negotiations between the parties, the developer should
attempt to negotiate a marketing commitment from the publisher, especially if the
parties only enter into a distribution deal. This obligation would require the
publisher to spend a certain amount of money and/or to engage in certain
consumer marketing initiatives that may include, if applicable, attracting mobile
customers, and/or retail marketing events. This commitment would provide
additional assurances that the game would be a high priority for the publisher,
although if the publisher is spending a lot of money on development, then it would
be fair to assume that the publisher will already be committed to putting
marketing dollars behind the game.
If the publisher was to agree to a marketing commitment, the parties would also
need to agree on how the money will be spent; when the money would be spent
(e.g., within the first six months of the game’s release); and, depending on the
territorial rights granted, the parties must consider how the marketing
commitment will be allocated for the different territories. Generally, the publisher
will want as much freedom as possible regarding the marketing spend and will
428
Other than a situation in which the publisher owns the IP to the game or hires a developer to
create a game based on the IP of a third party, the developer may request that the publisher provide
the agreed-upon distribution and marketing services comparable to other similar games that were
distributed by the publisher. At the very least, the developer should insist on language that the
publisher will use at least “commercially reasonable efforts”. See Note 379. A developer can also
play an important role in promoting the game through online channels (i.e., Facebook, Twitter),
although it would need to coordinate with the publisher.
429
See Chapter 10.
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argue that based on its experience, it needs the discretion to decide on when
and how dollars will be spent.
Since the publisher should be in a better position than the developer to
understand market conditions, the publisher should be the party responsible for
creating a marketing plan and spending plan for the game. However, the
developer should try to get approval rights which may be difficult, or alternatively
meaningful consultation rights that allow for their input and evaluation of the
game’s marketing plans,430 especially if the publisher is acting only as a
distributor, if marketing costs are recouped by the publisher, or if the game is
based on the developer’s IP.
Finally, if the publisher says they will perform certain services and spend money
on certain activities it is important that those assurances are confirmed in writing
in the agreement and that both parties understand the obligations of the
publisher, and what costs, if any, can be recouped.
430
The marketing plan usually outlines the anticipated amount of money that will be spent, how it will
be spent, when it will be spent, and where it will be spent by the publisher.
157 Mastering The Game
The most important representation and warranty will be that the materials used
in the game, whether content for the game or software used to develop the game,
are either original, in the public domain, or licensed and do not violate the rights
of third parties involving copyrights, trademarks, patents, rights of publicity (the
right to exploit one’s likeness for commercial purposes) and privacy (the right to
be left alone).
When a publisher enters into a deal with the developer, they need to have
assurances that the materials will not violate the rights of third parties, because
a problem with the rights could result not only in legal disputes that could prove
to be costly, but also a court order preventing the distribution of a game or the
removal from a platform. In the event of a threatened legal action involving
infringing materials, the developer will be responsible, not only for any costs to
resolve the problem with the third party claiming infringement but also for any
damages (although they may be limited) incurred by the publisher through the
indemnification provision.
In many situations, the publisher may take on the commitment to provide a
license for material that the game is based upon or for music. In this particular
situation, the developer should require a representation and warranty requesting:
confirmation that any licensed materials have been properly obtained;431 that the
license as used in the game or marketing materials does not infringe the rights
of third parties; and to be indemnified against any claims that may arise from the
acquired licenses, although an indemnity provision under the law of a continental
European country such as Germany, France or Italy, may be of very little or no
practical value.432 Furthermore, this representation and warranty should also
cover any new materials created or provided by the publisher (excluding any
materials as delivered and approved by the developer), whether for the game,
such as localized materials prepared by the publisher, or marketing materials.
For example, if a publisher uses unlicensed music in a marketing campaign, then
the publisher should indemnify the developer for any claims associated with the
unlicensed music, since a claim regarding the music could result in a breach of
the publisher’s representations and warranties.
While the developer will deliver materials to the publisher so that the publisher
can create marketing materials and packaging, if applicable, in the event that the
publisher alters the materials, or places them in a context which might allegedly
infringe the rights of third parties, then the publisher should be held accountable.
In addition to both parties making a representation and warranty regarding the
IP associated with the game and any additional content added afterwards, each
party will usually also agree to add the following reciprocal guarantees that (i)
they has the authority and are free to enter into the agreement; (ii) the person
signing the agreement has the authority to act on behalf of the signatory; (iii) it is
431
A party licensing rights for use in a game needs to confirm that the rights obtained are consistent
with the rights granted under the publisher-developer agreement. For example, if underlying licensed
rights are limited to five years, and yet the publisher-developer agreement requires a 10-year term,
then this will be a problem. Also, when licensing software, the parties need to be aware of whether
the software tracks users in violation of privacy regulations.
432
Because civil codes provide the general principle that – to the extent that there is an obligation on
one party (contractual or other) – if that party does not fulfill that obligation, then that party is liable to
compensation. On the basis of this principle, whether an indemnification obligation (to be applicable
in respect of a contractual breach) is added to the contract, that addition will not strengthen the legal
position per se (which would be the same even without the indemnity), nor would it weaken it per se.
This is unlike English law, for instance, under which indemnities have specific legal effects (e.g., an
indemnity may trigger the aggrieved party's duty to mitigate, which would otherwise not apply in
respect of a simple breach of contract claim).
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a validly existing corporation or other legal entity; (iv) it is not involved in any legal
dispute that would compromise any of the rights granted or prevent it from
carrying out any of its obligations; (v) it has the capability to perform its
obligations under the terms of the agreement; and (vi) it has not entered into any
other agreements that would interfere with the rights granted by it.
The developer may also have to further represent and warrant that:
1. The game, monetization models, and collection of data (this may be
reciprocal depending on which party collects data) will not violate any
rules, laws or regulations in the territory.
2. The game will operate in accordance with the game design
specifications.
3. The game does not contain any computer code, viruses, or Trojan
horses that could invalidate a rating, disrupt, harm, or impede in any
manner the game, or any ‘Easter eggs’433 which may contain lewd,
pornographic, or other objectionable content.
4. All people associated with the game will have been paid for their services
and the publisher will have no obligations to compensate any parties
unless otherwise agreed upon by the parties.
5. All people working on the game will have performed services either
through ‘work for hire’, depending on the jurisdiction, or will have
contractually assigned or have undertaken to assign all their rights in and
to the work they provided for the game.434
6. They possess the technical resources and abilities required to fulfill their
obligations under the terms of the agreement.
7. They are financially sound and fiscally capable of performing their
obligations.
8. They will not use any free or open software that might subject any part
of the code used for the game to any license obligations unless approved
by the publisher.435
9. They have not been sued in the past for any claims.
Certain representations and warranties can be absolute or they can be limited,
depending on the bargaining power of the parties. A publisher will seek broad
representations and warranties from a developer, so it will be the developer’s
responsibility to try to narrow these statements as much as possible. One way in
which the developer can qualify its representations and warranties is by adding
the words ‘to the best of their knowledge’. For example, the developer may agree
to a clause that states the game software does not knowingly contain any virus.
In this situation, if there is a virus unknown to the developer, it precludes the
433
An ‘Easter egg’ is an item or gameplay hidden in a program which is accessed by performing
certain commands outside normal gameplay.
434
A publisher may require a developer to provide copies of written, signed employment agreements
(redacting any information that may be confidential) to confirm this representation and warranty.
435
The use of open source can pose problems for a developer. While open source may be free to
use, it is still subject to a license agreement that can impose significant obligations on the developer,
and therefore the license in which the code is used needs to be carefully reviewed. License
agreements will vary with regard to the obligations imposed upon the developer. For a discussion on
open source software, see Nimmer, Raymond T., Licensing of Intellectual Property and Other
Information Assets, 2nd edition, LexisNexis, 2007, pp. 808-825.
159 Mastering The Game
publisher from claiming breach of the agreement. This is because the developer
has only promised that they are unaware of any infringement on the rights of a
third party, even though it may transpire that such infringement has occurred.436
However, in the event that a publisher accepts limited representations and
warranties, it may add a clause that the limitation on a representation and
warranty does not limit the developer’s obligations under its indemnification
provisions.
The developer should also request exclusions from certain representations and
warranties, including those related to the delivery of materials provided by the
publisher to the developer which would remain the responsibility of the publisher.
Moreover, if the publisher alters the materials provided by the developer, then
those specific alterations to the materials would no longer fall under the
developer’s representations and warranties.
In many agreements, a developer may be required to represent and warrant that
they comply with all laws and regulations in fulfilling their obligations pursuant to
the agreement. This is extremely broad language and could be interpreted to
include laws involving IP, business practices including monetization models and
loot boxes, tax, and privacy to name a few. It is important to understand what
this compliance representation includes, especially if the agreement covers the
world or a number of countries. In addition, a developer that is required to agree
to this language should negotiate reciprocal language so that the publisher has
the same obligations. This representation and warranty is becoming even more
significant if no separate representation exists in the agreement covering the
collection and sharing of consumer data. As more countries impose tougher
limitations on the use of data and impose significant fines for the misuse of
information, it is critical that, when collecting personal data, each party complies
with all the rules and indemnifies the other party against any breach.
An additional representation and warranty that may be made by each party
involves revenue earned from a game. Since revenue is unpredictable, and
royalties in some situations may be the only form of payment received by a
developer, a publisher may require the inclusion of language in the agreement
indicating that they do not guarantee royalties will be earned, if any.
In fact, the agreement will typically include language indicating that the developer
acknowledges the unpredictability of games sales and agrees not to make any
claims against the publisher for lack of sales or more revenue that could have
been earned for the game. However, even though the developer may have to
agree to this representation and warranty, they should in turn request a
commitment from the publisher regarding a release schedule (assuming the
game is delivered on time or relatively close to the scheduled release) and
possibly a marketing commitment.
3.2.15 – Indemnification
The indemnification clause is another provision that is usually only read by the
lawyers unless a problem occurs, but it has the potential to be very significant in
the event of a dispute involving a third party. The indemnification clause should
spell out the procedures that the parties would need to undertake if the
436
Litwak, Mark, Litwak’s Multimedia Producer’s Handbook, Silman-James Press, 1998, p.184.
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437
There may be situations in which a party does not represent that there will be no third-party claims
but will still indemnify against those claims. This is primarily done to eliminate a potential breach of
the agreement associated with the representations and warranties.
438
The developer should also require that the publisher indemnify the developer against the
publisher's manufacturing, marketing, promotion and distribution of the game unrelated to its
development, unless it involved materials provided by the publisher to the developer.
439
For instance, in the case of English law, an indemnity generally does not impose a duty on the
beneficiary of the indemnity (the indemnified party) to mitigate its losses, while a warranty imposes
such a duty on the beneficiary of a warranty. Also, with an indemnity, the indemnified party is under
no requirement to show the fault or negligence of the other party (i.e., the indemnifying party), and it
is sufficient for the indemnified party to show the ‘trigger’ that the indemnifying party has breached
one of the representations or warranties under the terms of the agreement between the parties. The
third main advantage of an indemnity is that it covers remote damages which, depending on the
degree of remoteness, the beneficiary of a warranty may not be able to recover.
161 Mastering The Game
On the other hand, under the laws of European countries such as France,
Germany, and Italy, in principle, the violation of an (unqualified) contractual
obligation, provided it is clearly worded in the agreement, should put the
aggrieved party in the same legal position irrespective of whether or not the
aggrieved party can rely on an indemnity.440
The indemnification provision not only spells out a party’s obligation to indemnify
the other party but it also covers how the process works, which could have
significant ramifications for both parties. This provision usually includes the
following points:
• The fact that proper notice must be provided to the indemnifying party
by the indemnified party so that the indemnifying party is aware of the
legal action; otherwise, the indemnifying party, if not named in the
lawsuit, might not be aware of any potential litigation.441 In fact, language
may be added to an agreement if the indemnifying party does not receive
timely notice, thereby prejudicing their defense. In that case, they no
longer have an obligation to indemnify the indemnified party for that
claim.
• Information on whether the parties want to include an alleged breach to
be covered under the indemnification provision or just a breach. A party
may want to exclude this if it feels it may be at greater risk if it is included
in the agreement, although one party may argue that they should not be
responsible for any costs associated with an alleged breach caused by
the indemnifying party.
• The indemnified party may want to have approval rights, not only for any
type of settlement, since any settlement could potentially affect the rights
of the indemnified party, but also the approval of the law firm
representing the indemnifying party. The indemnified party may request
this additional protection since the indemnified party wants to make sure
that the counsel representing the parties is competent; the indemnified
party could have a lot at risk, especially if there is a potential for losing
distribution rights and paying damages.
• The indemnified party may want to hire its own counsel, although the
indemnified party would be responsible for the costs unless it took over
the defense for both parties. Agreements may include language that
allows either party to assume control of the defense and any settlement
(subject to the approval of the other party) if a party believes the
indemnifying party is unable to adequately defend the case.
Some of these issues might be resolved by both parties obtaining proper
insurance coverage which, subject to the policy, would pay for legal fees and
damages.
440
However, even in civil law countries indemnities are widely used and may be useful drafting tools.
For instance, indemnities may be used to pre-quantify the liability of the breaching party and/or to
introduce exclusions or limitations of the parties’ liability.
441
Besides including the name of the party making the claim and the nature of the claim, the notice
may also include the amount of the alleged damages and the nature of the relief sought. A copy of
the claim would also be attached to the notice.
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3.2.16 – Insurance
With the increase in litigation and potential associated costs, combined with
concerns that a developer may not have the resources to cover their
indemnification obligations, publishers in most instances will require the
developer to obtain errors and omissions (“E&O”) insurance which may also be
referred to as professional indemnity insurance or professional liability
insurance.442 Excluding fraud or deliberate infringement, E&O generally covers
the costs involved in litigation (including legal fees) and any ensuing settlements
associated with claims involving IP issues such as copyright and trademark
infringement, as well as rights of publicity and privacy.443 Typically, patent
coverage is provided under a separate policy because the cost of litigation is
much higher than for other IP coverage.
Policies that provide worldwide coverage can be obtained, but the availability of
E&O insurance will vary by country and in some situations may be difficult to
obtain (e.g., in Latin America). In addition, policies written outside the US and
Canada, but which provide coverage in those territories may cost additional
money because of the amount of litigation and the costs of litigation (i.e.,
damages and legal fees) in those territories.
Publishers will typically require that the developer:
1. Maintains E&O insurance with minimum amounts for any cause of
action;444
2. Arranges a deductible that does not exceed an amount requested by the
publisher;445
3. Maintains coverage for an agreed-upon period of time;
4. Names the publisher as a beneficiary and an additional insured party
under the policy;446
442
The E&O application will seek information about the applicant and the game to help the underwriter
determine the risks involved in insuring a game. Those questions may include: (i) is the game original
and have any rights been obtained from a third party? (ii) have agreements been signed with third
parties providing the rights necessary for the developer to exploit the game? (iii) have all clearances
been obtained? (iv) is the music original or have licenses been obtained? (v) has the developer been
sued in the past for any claims? (vi) what is the developer’s yearly revenue and what is the anticipated
revenue from the exploitation of the game? (vii) what steps did the developer take to ensure there
are no possible infringements? and (viii) is all work done by the developer pursuant to a written
contract and do those agreements contain an indemnification clause?
443
Depending on the policy, E&O insurance can also cover claims involving a breach of contract.
444
See Section 4.3.11 which includes a discussion on coverage limits. Developers may be required
to carry cyber insurance covering data and privacy breaches such as the General Data Protection
Regulation (GDPR). See Chapter 10 for a discussion on privacy regulations including the GDPR.
445
While a higher deductible will result in a lower premium, if the deductible is too high it is possible
that the developer may not be able to cover the amount in the event of a claim.
446
Many agreements require the developer to name the publisher as well as its affiliates and
subsidiaries, etc., as an additional insured party, but the developer should ask for this to be deleted.
This request would theoretically mean that a claim brought against the publisher that might have
nothing to do with the developer could fall under the policy because they are an additional insured
party. However, it is very doubtful that this would have been the intent of the parties, especially since
the publisher should have their own E&O policy. Instead, the publisher would be more concerned
about being named a beneficiary under the policy. In this situation, if the developer were to win their
claim under the policy, then the insurance company would directly provide the publisher with any
money they would have been entitled to under the insurance policy as a result of any ruling or
settlement. For the publisher, this avoids them having to request the money from the developer,
which could pose problems.
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447
Developers need to think about E&O insurance, and depending on the budget, they may not have
allocated resources for a policy. It is very common not to have an E&O policy, especially for smaller
developers, because either they are not aware of it or they do not have the money to purchase a
policy. Furthermore, developers need to consider when the appropriate time is to obtain E&O
insurance. In most situations, as soon as a developer releases content publicly, they will want to be
covered. Even when the game has not yet been completed, a developer by itself or through a
publisher will release marketing materials, trailers, place content on a website, and release parts of
the game, including beta versions, for possible consumer feedback. All of these situations expose
the developer and possibly a publisher to a claim by a third party. Finding an insurance company
(typically a broker), completing an application, and having the application approved takes time. As a
result, the developer needs to factor in these steps when obtaining a policy, especially if a publisher
requires a copy of an insurance certificate and the policy within 30 days from signing an agreement.
In very rare situations, and depending on the relationship, it is possible that the publisher will cover
the developer under their policy. Publishers will most likely be reluctant to do this since it increases
their exposure to a claim. Developers and publishers might also want to consider other forms of
insurance covering their business which might include general liability insurance, employer’s liability
insurance and workers compensation (required in some jurisdictions), cyber insurance (covering
hacking, ransomware, viruses), and product liability insurance. Game companies should also make
sure their policies are updated and provide the coverage needed, especially when a company grows
in revenue and personnel, thereby increasing risks.
448
Insurance policies will require that the insured party notify the insurance company immediately
and provide the required documentation about a claim within a certain time frame. Failure to do so
could result in a claim being rejected by the insurance company. If a claim is made against a
developer and they have E&O insurance, one of the first things they should do is contact their
insurance company and notify them about the claim.
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developer and may also offer advice on settling the claim, since this could be
cheaper for the insurance company.449
E&O insurance costs can be expensive and costs for a policy will typically be
determined by a number of factors and may include (i) the size of the developer
seeking insurance; (ii) the services and products provided by the developer; (iii)
the risks involved; (iv) how the developer manages risks (e.g., what steps do they
take to prevent them); (v) what type and amount of coverage the developer is
seeking; (vi) the level of experience of the developer (vii) whether the developer
has been involved in legal disputes; (viii) how much coverage the developer
wants to obtain and the deductible that would be agreed upon; (ix) the size of the
deal into which they are entering with the publisher; and (x) the length of the
policy requested by the developer. As for any deal, parties seeking coverage
should negotiate the costs quoted by the insurance company.
The party responsible for covering the E&O costs will usually be determined on
the basis of a number of factors, including the type of deal between the publisher
and the developer, and whether or not the cost was contemplated when
determining a milestone schedule. Whoever is responsible for the costs of the
insurance, it is critical that the parties understand what the policy does and does
not cover, and the procedures that must be followed in order to claim
coverage.450
3.2.17 – Credits
This section in the agreement covers the attribution credits that will be given to
the developer, the publisher and the individuals associated with the game. As
games continue to grow in prestige throughout the world, credits are taking on
greater prominence. For the developer, credits can be a significant issue in the
agreement since they provide recognition that is seen by other publishers as well
as the consumer. Therefore, the parties need to negotiate what credit or other
form of acknowledgment (e.g., a website address) the developer, as well as the
personnel associated with the game and any additional content, will receive,
where the credits will appear, as well as the size and screen time of the credit
subject to any limitations imposed by any platform manufacturers. Credit
attribution should not just be limited to the game but should also consider
marketing, press, and any other materials related to the game that are seen by
the public.
If the game is financed or owned by the publisher, the developer will want to
make sure that its company logo appears at the beginning of the game on a
separate screen prior to the game starting, for an agreed period of time and no
449
Insurance companies will recommend a selection of law firms that have previously worked with
the insurance company, specialize in the area in dispute, and are located where the dispute is to be
resolved. Depending on the policy, it might be possible for the insured party to select their own law
firm, although costs will most likely be capped. One of the goals of the insurance company is to limit
their exposure, and sometimes they might recommend settlement so as not to incur additional court
costs and an unfavorable verdict.
450
Finding appropriate insurance coverage can be a daunting challenge for developers, as few are
likely to have experience in this area, aside from finding their own personal insurance. E&O is entirely
different in nature, and therefore it is important for a developer to work with a broker they can trust
and who is knowledgeable in this area. The approach should be no different from when a developer
seeks legal counsel. A developer needs to research this area, and should ask for recommendations
from other developers or from the publisher or the lawyers they work with. Also, just like any other
agreement, the developer needs to understand what their policy covers.
165 Mastering The Game
less prominently than the publisher’s credit. This on- screen credit has become
even more significant with the rise of other forms of distribution that do not involve
traditional packaging, thereby reducing opportunities for recognition. The
developer will also want its logo to appear on any packaging as well as marketing
materials including social media posts, no less prominently than the publisher’s
logo. If no publisher credit appears then the developer should try to obtain credit
at least as large as any other credit on any of the materials.
In addition to receiving logo credit, a developer will want a guarantee that credits
for the personnel and any other third party associated with the game appear in
the game’s credits. Developers need to be aware of the credit obligations they
sign off on with talent and third-party licensors, including those that provide
software that may require the company’s logo on packaging or in the game’s
credits.451
Both the developer and the publisher should be aware that if development work
relating to a game has been done by personnel based in a country whose laws
recognize moral rights, including the so-called right of attribution or paternity right
(i.e., the author’s right to be recognized and named as the author, co-author, or
director of a copyrighted work), then all the individual developers that have
worked on the content (including any coding, artwork or music) of the game may
have a statutory right to appear in the credit section of the game. Because in
certain countries moral rights cannot be transferred to a third party (e.g., the
studio) and/or waived, both the publisher and the developer should be aware
that, independently of what they may agree or may have agreed in the agreement
between them, a physical person who has worked on the game may have a right
to be named in the credits section.452
For games in which the publisher is only involved in the distribution, the
developer’s credits should be more prominent than those of the publisher.
However, depending on the publisher’s prestige it could also be very beneficial
for the developer to have the publisher’s logo appear with equal prominence, as
this could bring additional credibility to the game.
A further issue that is usually not addressed involves determining what happens
with the developer’s credit when a game is not completed by the developer. Many
agreements include language indicating that the developer’s credit is subject to
the developer providing all the services required under the agreement. What
happens if the developer fails to provide all such services, but provides the
majority of the work? How much work would need to be done to receive some
form of attribution? Could a developer be denied credit? The issue becomes
even more complicated when dealing with developers in countries that recognize
moral rights, as discussed above. Despite the language in the agreement, a
publisher may still provide a form of credit to the developer, but it may be in the
developer’s best interest to add additional language to the agreement stating that
if they feel they have been denied a proper credit, the parties will agree to the
involvement of a third-party mediator to resolve the problem.
451
If this is a requirement, the developer should make sure that it is subject to the discretion of any
of the applicable parties such as the platform holders, licensors and publisher.
452
See Chapter 2.
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For the publisher, possible grounds for the developer to terminate the agreement
could include:
453
Most agreements end when the term expires, with the various rights reverting back to the
respected parties. Agreements should include post-expiration language covering what obligations
and rights might continue after the term (survival clause) and what materials would need to be
returned.
454
With regard to bankruptcy as a termination event, both the developer and the publisher should be
aware that under the national insolvency laws of certain countries, only the official receiver is entitled
to decide whether or not they should terminate existing agreements involving the (insolvent) party.
As a general rule of private international law, the law of the country of incorporation of the entity that
has become insolvent will apply to the insolvency proceedings, irrespective of the governing law of
the agreement chosen by the parties. For a discussion on dealing with bankruptcy issues in the US
see Cannady, Cynthia, Technology Licensing and Development Agreements, Oxford University
Press, 2013, pp. 208-213.
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455
If royalties are the subject of a dispute, failure to pay might not be deemed a material breach
unless and until the developer can show payment was owed by providing appropriate documentation
(e.g., an audit report) subject to the publisher first providing the appropriate books and records to the
developer (failure by the publisher to provide books and records would be separate grounds for a
material breach); or in the case that the publisher has failed to cure the breach and a final judgment
has been rendered by a mediator, arbitrator or court (whichever was agreed to by the parties in
resolving this type of dispute).
456
Situations may arise in which the accused breaching party denies breach, thus making it
impractical to ‘cure’ and making litigation probable.
457
In most situations, the developer will have the right to resubmit a disapproved deliverable,
assuming the deliverable can be fixed. Contracts should address how long the developer will have
to fix the deliverable, how long the publisher will have to review the deliverable, and how many times
the developer will be allowed to resubmit. It is in the interests of the parties to resolve the problem,
but resubmissions cannot be ongoing, since at some point, the publisher may elect to either hire
another developer to fix the problem or complete the game, assuming that is a possibility, or may
terminate the agreement.
458
If the publisher was going to finish the game either using internal developers or hiring a third party
then those costs would be recoupable against the developer's share, assuming the developer was
still entitled to royalties.
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contrast to licensed code) to finish the game. On paper, this may appear to be a
possible solution, but the developer may be reluctant to provide code to either a
publisher or third party since the code could be considered a trade secret.459 In
addition, depending on the type of game and the complexities associated with
the source code, it might be unrealistic to assume that the publisher or third party
could understand the code to be able to finish the game. However, this is
becoming less of an issue as more developers use licensed software that is
publicly available.
In situations where the publisher has invested in the development of the game,
then the publisher will typically insist on language that prohibits the developer
from seeking injunctive relief in the event of a material breach by the publisher.
Because a publisher has invested money to create the game, it does not want to
be in a situation where its investment is at risk because of a material breach that
could result in the game being pulled from distribution. As a result, language may
appear in the agreement that states that in the event of a material breach by the
publisher, the developer’s only remedy will be for monetary damages.
A major clause tied to termination and the remedies provision will be a limitation
of liability associated with the type of damages that may be awarded to a non-
breaching party as well as the amounts that a non-breaching party may claim.
Because of the severity of limiting a party’s rights, the language will typically
appear in bold and also in capital letters, highlighting its significance.
Language in this section typically states that damages would not include
consequential (i.e., loss profits), specific, and punitive (i.e., damages awarded
as punishment for the actions of the breaching party to serve as a deterrent for
future activities). In addition, the parties may set limits on the total amount of
damages. The publisher will generally request a limit on the amount of monies
paid to the developer and the developer may seek to limit damages based on
monies received.
The limitation of liability is usually not absolute, and the parties typically carve
out exceptions to the limits. In most agreements, the limitation does not generally
cover breaches of the confidentiality provision, either party’s obligations under
the indemnification clause, gross negligence or a breach of data protection
obligations. A breach of confidentiality could reveal the trade secrets of a party,
which may exceed the value of any damages received by the non-breaching
party. In addition, a non-breaching party does not want to be responsible for
possible damages for any awards or settlements under the indemnification
provision that exceed any cap under the limitation of liability.
459
If a developer is required to deliver code to the publisher (this is the case in most situations) then
the developer may request that access to the code be limited to approved internal developer teams
of the publisher and third party developers. This would avoid a situation in which the code is provided
to a developer's competitor.
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and milestone schedule. A design concept for a game may satisfy all the parties
before work begins, but when executed it may be different from what the
publisher had envisioned for the game. Other reasons may also come into play,
such as changes in the publisher’s business strategies, market conditions, and
negative consumer feedback.
The publisher may feel that additional monies paid for development and
eventually manufacturing, sales, and distribution, as well as lost business
opportunities because of a shift in resources, would not justify the continued
investment in the game. As a result, termination for convenience allows the
publisher to stop the development of the game for any reason prior to the final
acceptance of the game. For the developer, a termination for convenience
should be accompanied by some form of payment to compensate the developer
for the publisher’s decision. Typically, the publisher will pay the developer a fee
usually referred to as a ‘kill fee’, which is a predetermined sum to be paid by the
publisher to the developer at the time that the publisher elects to terminate the
agreement. The developer would be allowed to keep any monies it has received
for development and would also be entitled to receive any monies owed for
previous milestones that have been accepted but have not yet been paid, and
any milestone the developer was working on when the publisher elected to
terminate the agreement. In some agreements, the ‘kill fee’ payment may involve
additional payments, possibly including additional milestone payments.
If the underlying story was created by the developer and acquired by the
publisher then the developer should request that all rights in and to the game,
including code and the right to make derivatives, would revert back to the
developer so that the developer could try to seek a deal with another publisher
or even self-publish. If the publisher does agree to a reversion of rights, they
might insist that if the developer is able to publish the game, then they would be
entitled to some form of compensation, which might cover its previous costs in
the development of the game if they had not been repaid or did not constitute a
passive royalty for its initial investment in the game. The parties would then also
need to negotiate the procedure and time frame for the payback and the actual
costs.
460
For additional information on governing law, jurisdiction and legal fees, see Chapter 12 covering
common clauses.
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material factor in how the parties approach all of these clauses. Finally, the
parties will want to address which party would be responsible for legal fees if
there is a dispute that is not settled either by mediation or arbitration (typically,
in these types of resolutions, the parties will be responsible for their own costs).
Do the parties assume responsibility for their own costs whether or not they are
successful, or does the unsuccessful party pay the costs for the successful
party? Furthermore, the parties need to decide when a party would get paid, and
whether legal costs are capped or limited by reasonable expenses.
3.4 – Scenarios
I. TECHNOLOGY
1. Which party will own the new technology and code created by the
developer?
2. If the code is owned by the publisher, will the developer have the right to
use it for other projects? Will there be any restrictions on the developer’s
use?
4. If the developer owns the new code or technology, will there be any
restrictions placed on the developer?
5. If a deliverable is rejected, will the developer receive any money for the
milestone?
8. What will be the procedure for deciding on new content after the game has
been released? What will be the business model for revenues earned?
Will the parties enter into a new agreement?
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III. PAYMENT
3. What costs will be deducted from gross revenues before the developer is
entitled to any royalties?
5. How and when will the publisher report to the developer on sales of the
game?
2. What type of support will the publisher request after the game is finalized?
Will the developer need to work on updates or additional content?
1. What assurances will each party need to make to the other party under the
representations and warranties?
7. Can the developer’s E&O insurance fall under the publisher’s policy?
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VI. CREDIT
1. What type of credit will the developer receive? Will the developer’s logo
and name appear on packaging, and if so, where?
3. What will the size and length of the developer’s credit be when it appears
in the game and on any other materials?
VII. TERMINATION
1. What grounds will either party have in terminating the agreement because
of a breach?
3. Will there be a right to cure and how long will the cure period be in the
event of a breach of the agreement?
8. In the event of a dispute that cannot be resolved among the parties, how
does the dispute get resolved and where does it get resolved? Will the
parties have to go to court or is there an arbitration option? Can different
problems be resolved differently?
10. Can either party limit its liability if a claim is made by the other party? If
so, how will the number be determined?
2. Will publisher agree to a marketing spend? How will the publisher promote
the game?
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Some of the questions below which have not been previously mentioned are
also applicable to Scenario 1 and vice versa.
I. CONSIDERING A PUBLISHER
3. How good are the publisher’s relationships with first parties? Distributors?
The media?
5. Are there common strategies regarding the release and marketing of the
game between the developer and publisher?
4. What approval rights will the developer have regarding the distribution and
marketing of the game?
1. What will the developer be required to deliver to the publisher, and when?
2. Which languages will the game be localized in and which elements will be
localized?
4. What happens if the delivery is late? Will a delayed delivery affect the
publisher’s payment obligations?
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7. Which party will be responsible for ratings, testing, community support, and
submissions?
10. Will the developer create additional content? Who will pay the associated
costs? Which party will decide on what will be included as part of the new
content?
11. If data is collected, who collects it? Which party owns it? Will the
information be shared? Which party will be responsible for complying with
regulations regarding the collection of data?
IV. CONSIDERATION
2. Will a certain Metacritic score for a game trigger a bonus for the developer
or decrease the guarantee for the developer?
3. What is the fee that the publisher will receive for providing its services?
5. What costs will the publisher be allowed to deduct before remitting monies
to the developer? Will there be caps on deductions?
1. What assurances will each party need to make to the other party under the
representations and warranties?
4. If data is being collected about players, how will it be used, who will have
access to it and who will control it?
VI. CREDIT
VII. TERMINATION
1. What grounds will either party have with regard to the right to terminate the
agreement because of breach?
2. Will there be a right to cure and how long will the cure period last? Will
cure periods vary depending on the breach?
4. In the event of a dispute that cannot be resolved among the parties, how
does the dispute get resolved? Where does it get resolved? Will the parties
have to go to court or is there an arbitration option?
6. Can either party limit liability if a claim is made? If so, what limits will be
allowed?
I. GRANT OF RIGHTS
1. Who owns the rights to the game? And who owns to the underlying code
and technology used to create the game?
2. If the developer owns the IP, what rights will be granted regarding
platforms, term and territory?
3. Will the publisher sub-license rights? In the event that the publisher sub-
licenses, how will this affect the economics of the deal?
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1. What business terms will be considered if the rights of first negotiation and
last refusal are included in the agreement?
2. Are there certain requirements that trigger a right of first negotiation and
last refusal?
CHAPTER 4
LICENSING CONTENT
4.1 – Introduction
Throughout the evolution of the gaming industry, developers have incorporated
licensed materials to help distinguish their games from others in the hope of
attracting a wider audience with recognizable brands and more realistic
gameplay. 461
A developer or publisher462 (for purposes of this chapter both will be referred to
as the ‘Licensee’) may want to incorporate the intellectual property (IP) of third
parties into their game, primarily within the following scenarios:
(1) basing the game on another party’s IP and/or
(2) incorporating IP owned or controlled by another party into their game to
provide more realism for the players463 and/or
(3) in-game event and character integrations.
Licensees will also license other IP such as music and software to help with the
development of the game.464
Licensed IP will usually consist of copyrighted material and trademarks
associated with a particular brand as well as the rights of an individual’s likeness.
Licensees hope that visibility and recognition of the licensed IP will carry over to
players. For example, a game is based on a story of a successful motion picture
461
This chapter will mainly focus on Primary and major Secondary Licenses.
462
Because of the costs associated with most licenses, especially for games based on a hit film or
sports league, Licensors only dealt with publishers that were able to afford the guarantees and other
commitments required by the Licensor. Many of these deals also became exclusive licenses. Over
the years, the licensing landscape has looked a little different as more AAA publishers focus on their
own IP, reducing their reliance on games based on licensed IP, and with more opportunities for
developers to release their games directly to the consumer without a publisher, rights owners are
licensing properties directly to independent developers, especially for mobile, tablet, and online
games. While costs may still be high, they may be lower for particular platforms or games with a
unique take on a particular sport or film that could help expand the fan base. Although more Licensors
are willing to work with independent developers it can still be a challenge to obtain a license if the
Licensee does not have a proven track record of developing and distributing games.
463
Examples include logos from sports teams (e.g., Electronic Arts’ Madden football game based on
licenses from the National Football League and NFL Players Association, FIFA and car
manufacturers).
464
Licensees may license software to help in the development of a game such as middleware. See
Boyd, S. Gregory, Pyne, Brian and Kane, Sean, Video Game Law: Everything You Need to Know
About Legal and Business Issues in the Game Industry, CRS Press, 2019, pp. 89-95 for more on
middleware licensing.
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465
Traditionally, the parties would generally coordinate the release of a game with the premiere of a
motion picture. For the Licensee, this could take advantage of the press, advertising, and promotion
accompanying the motion picture’s worldwide release and consumer familiarity with the film's stories
and characters. For the Licensor, the release of a game could provide additional publicity for the
brand and expand the target audience. Furthermore, there could be opportunities to cross-promote
the video game with the movies (i.e., tagging film posters or advertising with a mention of the video
game, or placing advertisements in the video game materials promoting the film). Today, fewer
Licensees are releasing a retail game in tandem with the release of a film. Instead, they are focusing
more on the brand, allowing for longer development times to launch an initial game and then providing
ongoing content updates. It is increasingly common for Licensees to create new stories that are
separate from past or future films, but which retain the traits of the characters and storylines from the
film's franchise. In contrast, many mobile games tied to a film license will aim for a simultaneous
release with a film since they tend to deal with smaller development time frames. See “Category:
Video games based on films”, www.wikipedia.org. Movie licenses associated with video games have
been a major part of the industry for almost 40 years, but with mixed results. Some licensed games
have been hugely successful while others have been major disappointments. A number of factors
may contribute to the success or failure of a game, including poor reviews either for the games
themselves and/or the associated movies. One famous licensing mishap involved the 1982 version
of the film ET, which was poorly developed during a period of five weeks instead of the normal
development cycle of about six to eight months to meet the Christmas season. It was released for
the Atari 2600 with such disastrous results that it led shortly thereafter to Atari’s bankruptcy and a
profound downturn for the video game industry. See Morris, Alex, “How E.T. the Extra-Terrestrial
Nearly Destroyed the Video Game Industry”, allbusiness.com. For a look at games tied to movie
licenses in the 1980s, see Aldred, Jessica, “A Question of Character: Transmediation, Abstraction,
and Identification in Early Games Licensed from Movies” in Wolf, M.J.P., Before The Crash: Early
Video Game History, Wayne State University Press, 2012, pp. 90-104. The financial success of
licensing games based on movies has led some studios to create their own video game development
studios to exploit their properties. However, that has also led to mixed results. Many film studios
created video game divisions acting as publishers of their products, but at the time of writing, other
than Sony, Warner Bros. (now owned by AT&T) remains the only film studio acting as a developer
and distributor of video games. Ironically, video game companies are now more active in film
production including Ubisoft (Ubisoft Film & Television formed in 2011) Sony’s PlayStation division
(PlayStation Productions formed in 2019), and Activision/Blizzard (Activision Blizzard Studios formed
in 2015).
466
Some games based on toys, such as Lego or the Teenage Mutant Ninja Turtles, have proven very
successful over the last three decades.
467
Licensors and Licensees need to be aware that certain products might be prohibited from
appearing in video games due to laws and ratings. In addition, platform holders may restrict certain
content such as drugs, tobacco and pornography. Also, Licensees need to be aware of potential
negative publicity for the inclusion of certain items, for example, the portrayal of realistic guns in video
games. See Fussell, Sidney, “Why It’s so Hard to Stop Marketing Guns in Video Games”,
theatlantic.com, August 19, 2019.
468
Some games have been based just on one particular car, such as Need For Speed Porsche
Unleashed. For a fascinating look at the cars that have appeared the most in video games, see “The
Cars Most Featured in Video Games” Carwow, March 17, 2020.
469
For some Licensors, video games have become a significant revenue generator among licensed
products, especially for sports and movie franchises. In 2019, the NBA and its player union signed
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categories while reaching new consumers and providing additional publicity and
promotional value for their brand.470 Professional sports, for example, have
successfully entered new markets assisted by video games and esports471 in
territories that may have taken longer to penetrate in the past with more
traditional means such as television and live events. Moreover, the Licensor can
expand on their IP when the Licensee creates new storylines and characters,
etc., based on the original licensed property.
Traditionally, licensing in games has been focused on console and PC games.
While the major publishers are focusing less on Primary Licenses and more on
their own IP (although they still license the biggest movie franchises and sports
properties), the market has shifted more towards mobile, online, and digital as
Licensees try to distinguish their games in those increasingly crowded markets.
Prior to deciding on whether a license would be desirable, especially one on
which a game would be based, a Licensee should consider a number of
factors:472
1. Which party owns or controls the rights to the license? What may seem
like an easy answer can become very complicated, and therefore it is
critical that a Licensee obtains proof of the proper owner(s) of the IP. For
example, a developer is interested in a movie or television based on a
comic book. Does the film studio own the rights? Does the comic book
company own the rights? Does the original author of the comic book
maintain rights to the property? It also may depend on what rights the
Licensee wants to acquire. Perhaps, the Licensee wants to use
characters that were created by the film studio as well as original
characters from the comic book. In this situation, the Licensee may need
to enter into two separate agreements and must also confirm that they
can use characters from both properties in the game.
2. Does the Licensor have a licensing program, and does it handle inquiries
internally or through a licensing agent? A Licensor will either have people
within the organization dedicated to licensing or be represented by
agents that will negotiate the deal with potential Licensees on their
an estimated $1.1 billion multi-year deal with Take-Two for the NBA license. Rollins, Khadrice, “NBA,
NBPA Agree to $1.1 Billion Licensing Deal with Makers of NBA 2K”, www.si.com, January 15, 2019.
In 2020, EA signed a five-year deal worth a reported $1 billion to the NFL, $500 million to the players,
and a $500 million marketing commitment. Sarkar, Samit, “EA Maintains Exclusive Madden NFL
License in Multiyear Renewal”, polygon.com, May 28, 2020.
470
An additional benefit for the Licensor is that it allows them to expand their trademark portfolio by
entering into new classifications.
471
It could be argued that the success of video games in certain markets has resulted in significant
financial gains for Licensors with new licensing opportunities outside of the video game market.
Record-breaking television and online broadcasting deals by professional sports leagues including
Fédération Internationale de Football Association (FIFA), the Premier League based in England, the
National Basketball Association and the National Football League based in the US have been fueled
to a degree by video game consumers. The popularity of the Premier League in the US in many ways
sprung from young fans playing EA’s FIFA and becoming fans not only of the league but of specific
teams. According to Take-Two’s 2019 Annual Report, their NBA free-to-play simulation game had
over 45 million registered users in China at the time of the report’s release. Take-Two Interactive
Software, Inc., “2019 Annual Report”, ir.take2games.com.
472
A Licensor will also consider a number of issues when deciding on whether to work with a
Licensee. Some of the business issues would include: (i) how successful has the Licensee been in
developing games on time for the platforms licensed? (ii) has the Licensee developed the type of
games requested per the license (e.g., genre, platform)? (iii) which personnel will work on the game,
what is their experience, and have they worked together in the past? (iv) is the Licensee financially
secure and will they be able to pay any advances, guarantees or royalties, if applicable? (v) what will
be the business model for earning revenue? (vi) has the Licensee worked with Licensors in the past
and how successful were those games? (vii) what are the Licensee's worldwide distribution
capabilities? and (viii) how would the Licensee market the game?
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473
See Section 4.5.1 for a more detailed discussion on Licensors and the use of agents in
representing properties.
474
In many ways similar to a publisher determining whether a particular game might be financially
successful, parties will typically conduct a profit and loss (P&L) study to determine potential revenues.
With free-to-play games it has become more of a challenge to predict outcomes because of the
difficulty in forecasting ongoing user acquisitions and development costs against revenue and the
fact that free-to-play games can take a few years to become profitable for Licensees. In contrast, the
results of P&L studies for console games were easier to predict (although still a challenge) since
costs were clearer to determine, such as units ordered and fixed development costs. As a result,
minimum guarantees, which used to be based on a percentage of forecasted revenues, have evolved
and are not as relevant as in the past, although this will also depend on the particular licensed
property. In some licensing situations the minimum guarantee might be primarily determined by what
fits in the Licensee’s P&L to make it a viable business option, and this has led to lower minimum
guarantees and different royalty calculations.
475
For a discussion on movie licenses and creativity see Takahashi, Dean, “The DeanBeat: After All
These Years, Hollywood Still Doesn’t Get Games”, venturebeat.com, September 20, 2019.
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476
Some courts in the United States have ruled that an exclusive Licensee can pursue actions for
infringement. However, many agreements include language that expressly prohibits a Licensee from
taking actions against infringers. A concern for a Licensee might be what happens when the Licensor
does not take action and the parties have a disagreement on which actions to take, if any? Is the
cost of pursuing the infringer, which can be expensive and time-consuming worth the expense?
Because of these uncertainties, a Licensee should negotiate language that allows them to pursue an
infringer subject to the approval of the Licensor which should not be unreasonably withheld or
delayed. If this was to be allowed, a Licensor would also request the Licensee to indemnify the
Licensor against any losses or damages and to have the approval of Licensee's counsel and any
settlement. If the Licensee can pursue infringers, the parties will also need to negotiate how the costs
are recouped and how damages, if any, would be divided between the parties.
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incidental or de minimis use, and materials in the public domain are examples of
some such exceptions. Of course, the available exemptions depend on which
country’s legal system applies to the Licensee’s usage of the IP in question, and
therefore while an exception may be allowed in one country it may not be
recognized in another. Furthermore, in deciding whether IP needs to be licensed
or not, the Licensee must be extremely careful as an incorrect decision may
result in huge costs to defend against any claims. Litigation, whether valid or not,
can be costly and can drain a Licensee’s financial resources, as well as costing
time and potentially harming their reputation.
Depending on the outcome of the litigation or settlement, a Licensee may:
1. Be forced to pay damages (including profits made from any actual use
of the unlicensed IP); and/or
2. Stop selling the disputed game; and/or
3. Redesign the game to avoid any infringements which could cause delays
in the game’s release and increase expenses; and/or
4. Enter into a license agreement which, if available, might be on
unfavorable terms477; and/or
5. Replace or remove the unlicensed IP with new downloadable content or
through a patch, assuming this is an option. In that case, damages may
still need to be paid but might be less than they would have been without
the removal.
Furthermore, an infringement claim could result in a breach of the Licensee’s
representations and warranties in their console, mobile, or digital distribution
platform agreements, making the Licensee liable also vis-à-vis its distributors.
As a result, before proceeding to use any third-party IP, the Licensee must
discuss these issues with a legal expert in IP rights and clearances.
As video games try to capture as much realism as possible, including games in
an historical setting, issues involving whether or not a license is needed for a
game have become more prominent. Since the US Supreme Court ruled that
video games include protected speech similar to movies and books, Licensees
have sought broader rights in using the IP of third parties as part of the game. In
doing so they have attempted to create more realistic scenarios without obtaining
a license, claiming they are replicating current or historical events and are
therefore protected by First Amendment rights.478
477
An infringement action brought by a Licensor could also ruin any potential relationship between
the Licensor and potential licensee. A Licensor understandably may decide not to work with a
company that has knowingly or negligently infringed on the rights of the Licensor. As a result, a
Licensor may not even want to enter into an agreement with such company.
478
The US Supreme Court in Brown v. Entertainment Merchants Association, 131 S. Ct. 2729 (2011)
in a challenge to California Civil Code Section 746-1746.5 (‘Act’) which prohibited the sale or rental of
‘violent video games’ to minors and required their packaging to be labeled “18”, ruled that video
games like protected books, plays, and movies qualify for first amendment protection in the US
subject to a few limited exceptions such as obscenity, incitement, and fighting words. The Act covered
games ‘in which the range of options available to a player included killing, maiming, dismembering,
or sexually assaulting an image of a human being, if those acts are depicted’ in a manner that ‘[a]
reasonable person, considering the game as a whole, would find appeals to a deviant or morbid
interest of minors,’ that is ‘patently offensive to prevailing standards in the community as to what is
suitable for minors,’ and that ‘causes the game, as a whole, to lack serious literary, artistic, political,
or scientific value for minors’ Section 1746(d)(1)(A). Violation of the Act would be punishable by a
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Although cases will vary depending on the facts and the use of the licensed
material, courts in the US appear to be moving in a direction that is providing
Licensees with more latitude than in the past. However, Licensees will still need
to carefully evaluate whether a license is still needed since courts may have
inconsistent guidelines and some matters may have only been settled out of
court thereby providing little guidance. It should also be recalled that some
exclusions are only applicable in the US.
While Licensees have made significant efforts to seek greater protections for free
speech, given that the issue is still in flux they should also consider whether they
have the resources to challenge an infringement claim since it involves money,
time, and resources that might be better used for other projects. It should be
recalled that fair use in the US is a defense against a claim which may or may
not be successful. The more established licensees are more likely to challenge
on First Amendment grounds as it will be a recurring issue in future games, and
they will be seeking better guidance on what they can and cannot do.
civil fine of up to $1,000. The court rejected California’s claim that ‘interactive’ video games present
special problems in that the player participates in the violent action on screen and determines its
outcome, noting that California’s law was too broad as written and couldn’t satisfy the ‘strict scrutiny’
legal test. The Court further went on to say that video games ‘communicate ideas through familiar
literary devices and features distinctive to the medium and ‘the basic principles of freedom of speech
….do not vary with a new and different communication medium’ Joseph Burstyn, Inc. v. Wilson, 343
US 495, 503.
479
There are situations in which the Licensee will draft an agreement. For example, this may occur
if the Licensor is licensing a trademark which is not the focus of a deal (e.g., a Secondary License)
and is not familiar with the gaming industry and does not have a form agreement. In some situations,
companies that do not have experience with video game licensing agreements will submit their form
licensing agreement to the Licensee, which is a blanket template to cover a number of licensing
scenarios, but will most likely have sections that are not applicable as well as sections that might be
missing.
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4.3.1 – Rights
The rights section and the compensation section are perhaps the two most
significant parts of the License Agreement. The rights section will cover a number
of important issues including:
1. What is included as part of the licensed property/content?
2. What new content can be created by the Licensee?
3. Which product(s) can be developed using the licensed property (i.e.,
video games)?
4. How can the licensed property be exploited?
5. Which platforms can the game be distributed on?
6. How long does the Licensee have the rights to exploit the licensed
property?
7. Where can the licensee exploit the game?
8. Are the rights exclusive or non-exclusive?
Any rights not spelled out in the agreement will be reserved by the Licensor
(usually in express language to that effect) and if later sought by the Licensee
will most likely cost the Licensee additional fees, provided they are available.
480
Agreements impose several obligations on the Licensee involving development, financing,
marketing, and compliance with regulatory issues. As a result, Licensee’s personnel working in these
areas should review the agreement with their counsel to confirm they can comply with any requests
or negotiate revisions.
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marketing value of games more Licensors are making more content accessible
providing greater creative possibilities for Licensees. Furthermore, Licensors
especially those that have worked with a particular Licensee on an established
motion picture franchise have become more flexible in allowing Licensees to
expand on the IP, resulting in new stories and characters, etc.
In licensing rights to a book or a comic book, the Licensee will, at the very least,
want the right to use the title, logos, story, images, settings, characters in the
game, and the right to use the author’s name in publicity materials. When dealing
with items that have unique or well-known designs such as toys, planes, or cars,
the Licensee must also obtain the rights to use what many call the ‘look and feel’
of the item in the game, including the designs and marks associated specifically
with the items.481
Licensing IP based on a movie can be complicated by the number of parties
associated with the property.482 A Licensee interested in making a game based
on a movie property will want the rights to incorporate all the elements from the
movie (which may also comprise past and future movies, depending on the rights
granted), including the story, title and logo, characters (plus voice and likeness
of the actors, if possible),483 themes, images, graphics, names, settings, and
original music.484
481
Licensors will usually want to have creative input, if not creative control, over how that recreation
and new content (if allowed) is developed and used in the game. This will be especially true for
Primary Licenses involving new content originating from a film franchise. However, it can also be
applicable for Secondary Licenses such as car manufacturers that may insist that any damage done
to licensed cars is realistic, not disproportionate, and in keeping with its overall brand and marketing
guidelines.
482
Movie licenses may require the input from the producer, director, and talent involved with a film
along with people working in the video game division of the studio. Coordinating approval rights can
sometimes be difficult, time-consuming, and result in contradictory responses.
483
The right to incorporate an actor’s likeness and use music from a film may cost additional money
if the Licensor has not secured those rights for use in a video game. Licensors realize the value of
games to help promote a movie and a franchise as well as the potential financial gains, and are
therefore most likely to try to obtain these rights with the actor and composer, especially with big-
budget films. However, when talent agreements are signed, it might be unknown whether or not a
game will be developed, therefore a Licensor may not want to incur any additional costs for video
game rights. Alternatively, a Licensor could include an option to obtain these rights at a later time.
As a result, the Licensee might be responsible for securing the necessary rights. Furthermore, a
Licensee would typically have to pay the actor for additional voice-over and motion capture services.
At the very least, it would be advantageous for the Licensor to use their influence to ensure that the
rights can be obtained. If the rights are not part of the license, then the Licensee would have to enter
into a separate agreement with the talent to obtain services and the accompanying rights. If the actor
is a member of a guild or union, the Licensee would need to meet certain union obligations involving
pay and working conditions. The Screen Actors Guild and the American Federation of Television and
Radio Artists (SAG-AFTRA), which is the largest union for actors in the US, defines an actor under
the interactive media agreement as voice-over, on-camera (motion capture, stunt) performers, stunt
coordinators, singers, dancers, puppeteers, and background performers. Signatories to the
agreement need to pay union wages as well as pension and health benefits and bonuses, if
applicable while complying with minimum working requirements and work restrictions. See Chapter
5 for more information about actor agreements and SAG-AFTRA.
484
Some licensing deals will involve a film’s franchise and include a number of films under the license,
especially if the parties enter into a long-term deal. As a result, rights would include all the stories
and characters from the various films. This can be very advantageous for the parties since it allows
the Licensee greater access to content for games and downloadable content. There can be situations
whereby a property may have two licensors, and therefore if a Licensee is unable to obtain a license
from one licensor, it might try to obtain a license from the other licensor, although the rights will
slightly vary. For example, a comic book made into a film could potentially have two licensors. One
licensor would be the original creator of the comic book and the other licensor would be the copyright
owner of the motion picture. Subject to their agreement with the movie studio, the comic book
company may be able to license rights to the story and characters in the comic book but would be
unable to license any of the actual actors (e.g., names and likenesses) and any revisions made to
the comic book story created by the movie studio. Consequently, the movie studio could have the
right to license the film based on the comic book, which would include all the elements in the film.
For the video game Walking Dead, Telltale Games had the rights from the author of the comic book
series and Activision had the rights to the AMC television show.
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LICENSING HYPOTHETICAL
Skyvision Productions (SVP) wants to create a racing game, but the
company is not sure which direction to take the game. It has been
considering incorporating a number of licensed properties including car
manufacturers. Before making a decision, SVP will need to consider:
• What cars are they considering for the game? Does SVP just
want current cars or older models? (Can the game have
exclusivity for a specific model?)
1. What will the market conditions look like for the type of game planned by SVP
when released? How successful have recent racing games been in the last few
years? Have games on certain platforms performed better than others?
2. Are there already competitive racing games on the market which would make
it difficult for SVP to sell their game? If so, what will distinguish SVP’s game
from other games?
Sports Licensing
485
Supposedly EA’s deal in 1984 with Larry Bird and Julius Erving (‘Dr. J’), two of the top basketball
players at the time, was the first sports license agreement in the video game industry. Their names
and likenesses (although difficult to ascertain because of technological limitations) were used in the
game Dr. J and Larry Bird Go One-On-One, which was released on the Apple II and Commodore 64.
“The Licensing Game”, Next Generation, July 1998, p. 39.
486
However, see Note 469 above. It was reported that in the most recent EA deal with the National
Football League and the player’s union, the parties received different remuneration.
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487
According to EA, FIFA 21 featured more than 30 official leagues, over 700 clubs, 95 licensed
stadiums, and over 17,000 players. France, Sam, “FIFA 21 Stadium List: All 125 Grounds on Xbox
One and PS4 Versions of New Game”, goal.com, October 7, 2020.
488
An example of the complications and novel issues involving sports licensing is illustrated by the
Manchester United and Sega controversy. In 2020, the Manchester United football team (‘MU’) sued
Sega Publishing Europe Limited and Sports Interactive Limited, the publisher and developer
respectively, in England, covering a series of games called Football Manager. MU claimed that the
use of their name, which appeared next to unofficial team crests, was an infringement of their
trademark. MU, argued that using unofficial crests deprived them of licensing opportunities. In
response, Sega claimed, among other things, that the way in which the logo was used would not
indicate that the logo was licensed. PA Media, “Manchester United Sues Football Manager Makers
Over Use of Name”, theguardian.com, May 22, 2020. The case was settled out of court in August
2021, thereby providing no guidance on how this issue might be resolved. As part of the settlement
Sega agreed to rename MU for games beginning with “FM22”. Bliss, Nathan, “Manchester United to
be Renamed on Football Manager Following Trademark Settlement”,
manchestereveningnews.co.uk, August 6, 2021.
489
As of 2021, EA’s FIFA franchise, has sold more than 325 million copies worldwide becoming the
number one sports video game franchise in unit sales. Batchelor, James, “EA Extends UEFA
Exclusivity, Working On Multiple FIFA Mobile Games”, gameindustry.biz, February 2, 2021; and Kidd,
Robert, “As FIFA Game Passes Sales Milestone, EA Sports Seeks New Markets And To Clear Up
Image Rights ‘Misunderstanding’”, forbes.com, February 2, 2021. Assuming EA’s sales numbers stay
relatively consistent, the game will continue to generate substantial revenue with in-game purchases,
live services combined with new distribution channels and growing markets. It is expected that EA
will earn more revenue from live services associated with the game than unit sales.
191 Mastering The Game
overseen by many Licensors pursuant to the approval process to ensure that the
game’s development and marketing are consistent with the direction of the
licensed property.
In contrast, the Licensor should probably have less oversight in sales and
manufacturing. Regarding sales, although the Licensor cannot dictate the price
of a game, it will want to ensure that the price of the game does not drop to a
price point that may lead to consumer perception that the property’s value is
diluted if the game is sold below the prices of similar titles. While the prices of
games will drop over time, and earlier than expected if the game does not sell as
projected, one way in which the Licensor may protect itself, although rare, is by
requesting a minimum royalty for each unit sold. However, this approach may be
difficult or impossible in mobile or free-to-play/games as a service (‘GaaS’)
games for which revenue can be structured differently to traditional games.
Therefore the Licensee may not be able to give per-unit price guarantees even
though overall revenues may nonetheless prove substantial.
It is important, however, that the Licensee maintains control of the development
and exploitation of the property as the Licensee will be in the better position to
understand the market since this is their area of expertise. While Licensors need
to have approval rights regarding game development, they should give
Licensees the flexibility to create a game. That may mean giving video game
Licensees more freedom in using the licensed property than they would other
licensees dealing with consumer products such as apparel.
The rights section will also specify whether the rights granted are exclusive or
non-exclusive. In most licensing situations where the property is the basis for the
underlying game, the Licensee will want to have exclusive rights for the video
game category including platforms or, at least, the relevant game genre.490 This
decision will mostly depend on the type of license requested, how the licensed
property will be incorporated into the game, costs, and the Licensee’s reputation
and track record. An exclusive license will cost more for the Licensee although
in some situations it would be counter-productive for a Licensor were to license
the same property to different Licensees although it is becoming more common
for Licensors to split rights based on game genres. For example, it would not be
490
A sports league, like other Licensees such as the holders of very successful IPs (e.g., Star Wars,
Spiderman, Lord of the Rings, Harry Potter) will typically grant exclusives, although more are limiting
exclusivity to a platform and a particular type of game (e.g., a simulation game for sports). As the
industry continues to expand, combined with fierce competition among Licensees to acquire rights
to some of the biggest brands, these Licensors have seized on an opportunity to expand their fan
base (different genres may attract a different demographic) while also receiving significant revenue
for the rights. See Batchelor, James, “Star Wars Has Made $3bn for EA”,.gamesindustry.biz,
February 3, 2021; and Shreier, Jason and Kharif, Olga, “Ubisoft to Make Star Wars Game, Marking
End to EA Exclusivity”,.bloomberg.com, January 13, 2021. At one time, many sports leagues entered
into deals with multiple licensees resulting in three or four different simulation sports games per year.
Although several of the games were well received, the costs of development and marketing and the
fierce competition left just a few standing. As a result, with fewer Licensees the leagues and player
associations shifted gears and decided to go with exclusive deals, which led to higher guarantees
while working with fewer established publishers. A Licensor may decide to grant an exclusive license
or split rights believing the guarantees and royalties paid will exceed those of a number of Licensees
and less oversight will be needed since the Licensor will only need to work with one Licensee. On
the other hand, a Licensor may want to grant a non-exclusive license for a number of reasons
including: (i) more competition may result in better products although there is also a risk that a bad
game could damage the brand in the category; (ii) more companies providing guarantees in
exchange for the license might result in receiving more revenue than one exclusive license; (iii)
reduction of risks in the event that one of the Licensees has problems with development and is either
unable to release a game or the game is delayed then a game created by other Licensees may still
be released on time; and (iv) greater possibilities in creating different types of game (genres) and
concepts working with more development teams while also expanding on the demographics. While
this is still true, some Licensors are instead granting exclusives for genres.
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a good idea to have several games based on a new Spiderman movie developed
by different Licensees unless the original Licensee was unable to develop for
certain platforms. Even then, one would normally expect that other Licensees
would be involved to port the licensed game to other platforms rather than
creating entirely new and rival games based on the Spiderman IP.
Non-exclusive licenses are common but are usually tied to situations in which
the licensed property is a Secondary License. For example, IP may be licensed
for an in-game event, or a character may be added to an existing game, or a car
manufacturer may license vehicles for a number of games although they may
grant an exclusive license for certain car models to a Licensee.491
If a Licensee obtains a licensed property like a movie that will serve as the basis
for a game, they should request the right to make games based on sequels,
prequels, or television shows. Some agreements with Licensees may extend for
many years and incorporate a film's franchise as compared to just one film
(especially the most popular licenses) and therefore rights to numerous films
would typically fall under the license. If the Licensee is going to invest tens of
millions of dollars in a game in addition to providing financial benefits to the
Licensor, then the Licensee should also benefit from its success (assuming it is
successful) in making a game by obtaining the rights as part of the original
agreement or having the right to option future IP created using the same source
material. This is becoming more important with continuing content provided to
players. Otherwise, a Licensee may feel that its time and investment for a game
based on just one film may not be worth it. They may decide that the same
investment would be better spent on creating its own original IP. If the parties do
agree to an option on future films, it is just as important that the parties negotiate
the business terms for those rights when they enter into the original agreement.
If not, the Licensee may find itself in a vulnerable bargaining position.
491
It is possible that a Licensor will not agree to draft language in an agreement providing for an
exclusive deal, even though that may be the intent of the parties. This is done primarily to protect the
Licensor in the event of a bankruptcy, which may allow a Licensor to find another Licensee during
bankruptcy proceedings. Battersby, Gregory J. and Simon, Danny, The New and Complete Business
of Licensing: The Essential Guide To Monetizing IP, Kent Press, 2018, pp. 604-605.
492
For instance, Nintendo characters from Donkey Kong, Mario Bros. and The Legend of Zelda have
appeared in the Animal Crossing series of games, and characters from Square Enix’s Final Fantasy
have appeared in Kingdom Hearts, as did Disney characters including Donald Duck.
493
See Howard, Jessica, “From ‘Resident Evil’ to “SAW,” Here Are All of the Dead By Daylight Killer
Crossovers”, Uproxx.com, May 25, 2021, where Dead by Daylight introduced a host of characters
from horror films, a science fiction show and other video games.
193 Mastering The Game
4.3.5 – Platforms
Once the parties agree on the property to be licensed, the next issue will concern
the platforms on which the Licensee will be allowed to develop and distribute a
game.497 Typically, the more licensed platforms, the higher the licensing fee
since this will most likely result in more revenue. However, more Licensors are
also entering into agreements that may only involve one platform, especially
mobile. With mobile becoming the leading platform for video games, this has
become an attractive alternative.
The Licensee should also be aware that platforms not licensed to one Licensee
may be licensed to another party. From the Licensor’s standpoint, it will want to
have the property exploited on as many platforms as possible to help generate
additional royalties and marketing exposure. However, more Licensors wanting
their properties exploited in the video game space are entering solely into mobile
deals. This has been primarily driven by the broad audience that has now
become important in helping to drive a brand and more established mobile
494
Nintendo also introduced characters from other games that included Bandai Namco’s Tekken,
Capcom’s Devil May Cry, and Microsoft’s Skyrim. Totillo, Stephen, “Nintendo’s ‘Smash Bros.’ is
Gaming’s Biggest Crossover”, axios.com, June 28, 2021.
495
Some of the crossover integration has included characters from films (e.g., Star Wars,
Terminator), television (e.g., Rick and Morty), comics (Batman (DC) and Black Panther, Captain
America (Marvel)) and video games including Halo, Street Fighter, Metal Gear Solid, Tekken, God
of War. Paez, Danny, “Fortnite or Smash Bros: Which Has More Crossover Characters?”
screenrant.com, March 19, 2021.
496
Fortnite, “The Crossover: the NBA Arrives in Fortnite”, epicgames.com, May 19, 2021. To some,
Fortnite represents the future for a certain genre of games that are transformed also into a platform
hosting events and introducing new characters and IP into a game which is often referred to as a
metaverse. Licensors and Licensees can see this as a branding opportunity serving to some degree
as a marketing platform. At the same time, it provides the Licensee with access to new content to
continually update a game. However, Licensees need to be careful not to alienate fans if the content
is not enhancing gameplay.
497
When determining which platforms to license to a Licensee, the amount of money paid for the
rights will probably be the most important consideration. However, the Licensor will also want to
consider the Licensee’s ability to develop, sell, distribute, and market the game on different platforms.
For example, the Licensor should review the track record of the Licensee to determine how
successful previously released games performed and how successful the Licensee has been in
distributing and marketing games in the territory and on different platforms where rights are
requested. Distributing a poorly received game can be very detrimental to a brand and future games.
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developers producing higher quality games. If a Licensee does not have the
capability to develop games for a certain platform, then the Licensor may want
to license those platforms to another Licensee.498
As a result, the Licensee, usually the one paying the higher licensing fee
(although this can also depend on which Licensee provides the greatest
commercial opportunity for the Licensor)– will need to coordinate with the
Licensor on the release schedule for the game on the different platforms to
ensure that they have the opportunity to release their game first. Although this is
rare, a Licensee, depending on their bargaining power compared to other
Licensees may request that the other party be prohibited from releasing their
game until an agreed-upon date thereby granting a limited exclusive window to
one of the Licensees.499
One additional issue involves the release of new platforms and technologies,
including new means of distribution that emerge during the term. How has
platform been defined in an agreement that it captures future technologies? For
example, do PC distribution rights include cloud gaming? the metaverse? One
way in which some Licensees address this issue is by including language that
the right includes all present and future technologies now known or later
introduced during the term. Some Licensors may feel uncomfortable granting
rights without an understanding of the business model associated with those
future revenue streams. The concern is that granting a license without knowing
all of the economic factors could result in undervaluing the property for a
particular platform. Some Licensors will want to restrict the license from applying
to future platforms that are not specifically mentioned in the agreement. They
hope that they will earn more revenue later by selling rights for those future
technologies, although any future iteration of a current platform would usually be
included in the grant of rights. Language will typically appear in an agreement
saying that the rights which are not specifically granted are reserved by the
Licensor.
If future technologies are not covered in the agreement, then the Licensee should
ask for a right of first negotiation and maybe even a right of last refusal to try to
secure these rights during the term. A right of first negotiation would require the
Licensor to first negotiate in good faith with the Licensee for a certain period of
time for the rights under consideration. In the event that the parties are unable to
come to terms, then the Licensor would be free to discuss and enter into a deal
with other parties for the rights. The right of last refusal, which may also be
referred to as last negotiation, allows the Licensee an additional opportunity to
acquire the rights since the Licensee has the right to match and improve the
terms of any verifiable offer that the Licensor has negotiated with a third party.
Licensors are reluctant to grant rights of last negotiation because a grant hinders
their negotiations with other parties, since those parties know that they may not
get the rights if another party has the right to match their offer.
498
This can be a delicate situation depending on the platforms granted to a Licensee, since a poorly
received game developed by one Licensee may adversely affect the other Licensee. A consumer
may not distinguish between different Licensees and different platforms. On the other hand, a very
well-received game could help future releases.
499
This may also be referred to as a ‘holdback period’ whereby one party is prohibited from releasing
their game for a certain period of time providing an exclusive window to the other party. In addition,
if there is a holdback provision, the Licensor will request that there be an outside release date for the
Licensee with the exclusive window in the event there is a delay with the Licensee’s release.
195 Mastering The Game
Recently, with the push toward cross-platform compatibility whereby a game can
be developed for one platform but played on another platform through the
Internet, parties will need to address this form of distribution and how revenues
earned will be recognized. The parties will need to consider whether the Licensor
will collect the same royalties and permit the same allowable deductions for the
various platforms. In addition, will this form of distribution be considered a sub-
license or an assignment of rights thereby requiring additional approval from the
Licensor? This should also be clarified in the agreement.
500
Although sales of games traditionally have decreased over time, a successful game can still do
very well several years after its initial release with new content including downloadable content and
microtransactions, price reductions, and qualifying for participation in ‘greatest hits’-type programs
offered by console manufacturers.
501
EA’s exclusive agreement with the Walt Disney Company for the Star Wars property lasted for 10
years. The agreement, set to expire in 2023, has generated over three billion dollars as of February
2021, according to EA. Batchelor, James, “Star Wars Has Made $3bn for EA”, gamesindustry.biz,
February 3, 2021. Interestingly, Lucas Films Games, part of the Disney company, ended EA's
exclusivity (although EA will continue to have a relationship with Lucas Films Games) by entering
into an agreement with Ubisoft to create an open-world Star Wars game which would likely be
distributed after the exclusivity period ends. One issue is whether during EA's exclusive period,
Ubisoft will be able to market their game.
502
Although it may be difficult, the Licensee could try to have different terms for various platforms
given that release dates may vary.
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While this language would be favorable to the Licensee, it may pose a problem
for the Licensor unless an outside date is agreed upon by the parties for the
release of the game in order to avoid a term extending indefinitely. For example,
a term may start upon execution of the agreement and continue for a period of
three years from the release of a game, but in no event will the term extend past
an agreed-upon date. In addition, if a game is tied to a film’s theatrical release
and the release is delayed, or the film is released initially on a different platform
(e.g., television instead of theatrical) then the Licensee should request that the
term be extended for the period of time the film’s release is delayed or the
duration of an agreed-upon extension.503 Licensees should also consider the
possibility of an option to extend the term. Doing so allows the Licensee to notify
the Licensor at a pre-determined time that they wish to extend their rights to
exploit the game. An option may be extended if a Licensee achieves certain
performance guarantees involving revenue or an agreed upon number of sales
of a game.504
However, in some situations, the Licensor may not be willing to allow for such an
option. For example, a movie studio will most likely not want to extend a license
for a movie-based game if the studio is planning to release a sequel since this
might interfere with future video game deals involving sequels. A previous game
might reduce the value of a subsequent video game license. In order to avoid a
disadvantaged bargaining position, the Licensee would need to negotiate the
guarantees, advances, and royalty rates for the extension while negotiating the
original agreement. Otherwise, the Licensor could be in a much stronger position
to dictate the terms if the original licensed property exceeded expectations.
One recent issue regarding the term is the likelihood for games to have longer
life cycles with continuing digital updates of content. Some parties have entered
into longer terms, but there also may be some hesitancy from Licensees since a
licensed game may not do as well as planned, in which case the Licensee would
not want to commit to additional guarantees to obtain a longer term.
How the parties deal with this issue will depend on a number of factors including:
(i) how long the Licensee wants to continue using the content depending on
changing consumer demand; (ii) whether the original license was exclusive and
if so, whether it becomes non-exclusive; (iii) whether other licensing
opportunities are being considered by the Licensor; and (iv) how the Licensor
will be compensated. It should also be considered whether the Licensor will
require an additional guarantee covering a fixed period of time, or whether
royalties will suffice as compensation. Moreover, if the Licensor accepts a
continuation of royalties, will the royalty be higher, lower, or calculated in a
different way?
503
The term of an agreement may also be extended by a force majeure event or the duration of a
Licensor's breach which adversely affects Licensee’s rights, including the development and
distribution of the game. One issue that comes up with sports games is how the term (as well as
compensation) is addressed if there is a strike and the start of a sport's season is delayed or a season
is interrupted.
504
While it is a good idea for a Licensee to ask for a term extension that can be exercised if the
Licensee hits certain revenue numbers, a Licensor may want to consider other factors before
considering an extension. For example, a Licensor may not have a good working relationship with
the Licensee, or there may have been other problems between the parties, and therefore the Licensor
may not necessarily want to continue working with the Licensee.
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• Which platforms will the game appear on and what are the forms
of distribution?
• What is the royalty structure (this could affect the advance and/or
guarantee)?
505
This could also include a situation in which a Licensee fails to continue providing additional
content.
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506
Some agreements may require that the Licensee pay any remaining guarantee a few months prior
to the actual term ending since it might be easier to collect any outstanding payments.
507
See Chapter 3 for a more detailed discussion on cross-collateralization.
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508
A Licensor should request an outside date if the game misses its scheduled release date, which
was not caused by the Licensor or a force majeure event.
509
In some agreements, when dealing with a retail product, Licensors may insist that the royalty rates
should not be calculated based on revenue received but rather on all products sold, shipped, or
distributed by the Licensee even if revenue is not received, thereby putting the risk on the Licensee
in the event that a third party fails to pay (this would be associated with retail sales). Other issues
that will need to be factored in when determining royalties will include units sold at discount and
copies, subject to a possible cap, distributed for free to third parties.
510
If a sliding scale royalty is used for retail sales, it is important to determine how those sales
numbers will be calculated. Does it include any sale of a game at any price, or must the game be
sold at a minimum price?
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A major part of negotiations will involve how the royalty rate is calculated. All
forms of distribution will involve deductions, and some will only be applicable to
retail or digital, although most will involve retail sales. The Licensee will usually
be permitted to deduct the following from gross revenues when calculating net
sales: (i) actual out-of-pocket third-party service charges incurred in the
distribution of the game (e.g., an app store or console manufacturer retains a
certain fee for distributing the game on their platforms); (ii) sales taxes and
shipping costs; and (iii) allowances such as price protection and returns, quantity
discounts, refunds, rebates, chargebacks, and taxes (including withholding).
Licensors will typically allow these allowances, but may also insist that they are
capped, and anything over the cap would therefore not qualify as a deduction.
Depending on the platform, certain deductions may not be permitted if they are
not applicable when calculating royalties. For example, price protection, co-op
marketing, sales commissions, cost of goods and quantity discounts would not
be relevant for mobile distribution. However, at the same time, the parties might
negotiate that the Licensee can deduct user acquisition costs, live-ops, and costs
involving back-end support for particular platforms such as cloud computing.
In general, Licensors will not allow for the Licensee to deduct costs incurred in
development, manufacturing, selling, distributing, advertising, uncollectible
accounts, or currency conversions. As the costs for games increase, especially
console games, this is an area that the Licensee may want to consider
negotiating more aggressively in order to recoup some of these costs, especially
when dealing with free-to-play mobile games and providing ongoing content. To
date, it has been very rare for a Licensor to allow deduction of these expenses.511
However, if a Licensee is required to commit to spending a certain amount of
money on one of the Licensor’s marketing initiatives for the underlying property,
then the Licensee should negotiate for those funds or a percentage thereof to be
deductible.512
511
Licensees might want to consider an additional deduction involving development costs for new
content or alternatively try to get the Licensor to pay for some of the costs in return for a higher royalty
(i.e., downloadable content).
512
One possible scenario to consider is that the parties agree to split marketing costs and allow for
a certain percentage of the costs to be deducted from revenue with the possibility of increasing the
cap, subject to approval from both parties.
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deductions from gross receipts, including but not limited to any advances paid to
the Licensor, price protection, returns, withholding taxes; (iii) the distribution
partners that may have distributed the game via a particular platform (i.e., mobile
and digital distributors);513 (iv) any monies spent on a marketing commitment if
required by the agreement or if it can be deducted, and how the money was
spent; (v) currency exchange rates, if applicable; and (vi) remaining guarantee
amounts owed. In most situations, the Licensor will supply the template for the
statement and will attach it as part of the license agreement.
Licensors typically have the right to audit the books and records of the Licensee
to verify the accuracy of statements. While the Licensor should have the right to
audit, it is important that the Licensee limit the Licensor’s audit rights; if
parameters are not set, the process can become very costly and time-consuming
for the Licensee, even if the Licensee has properly reported to the Licensor. As
a result, the Licensee will want to limit the number of audits that can be
conducted by the Licensor (usually once a year); the location of the audit (usually
the place of business of the Licensee); the time when an audit can take place
(during normal business hours); when notice must be sent requesting an audit
(10-30 days in advance); the length of the audit; and who can conduct the audit
subject to the auditor also signing a confidentiality agreement.
It is important for the auditor to understand the video game business and the
agreement entered into by the parties so that time and money are not wasted
during the audit. Generally, a Licensee may require the auditor to be a Certified
Public Accountant or to have a similar title (if the audit takes place outside of the
US), to work for a major accounting firm, and not to be conducting an audit on a
contingency basis.
An auditor will require that they have access to all books and records that may
determine the royalty amount owed to the Licensor. This can result in a huge
amount of documentation and therefore the Licensee should insist on narrowing
the scope of the records the auditor can request. At the very least, prior to
conducting an audit, the auditor should be required to provide a specific list of
documents that may be requested for the audit to allow for the Licensee to
compile the records and also to contest a requirement if they feel that the
requested records are not relevant.
Furthermore, a Licensee should try to restrict the time period within which
statements can be challenged and audited. For example, a Licensee might try to
limit the right of a Licensor to contest a statement to one or two years. Anything
longer than two years usually imposes an administrative burden on the Licensee,
not only in terms of keeping the records, but also because relevant employees
may leave a company, making it more difficult to accurately answer inquiries.
The Licensee will want to include language indicating that in the event that a
Licensor does not contest a statement within a certain period of time, the
statement is deemed final and cannot be contested unless fraud was involved,
in which case a statement can be questioned at any time.
The issues involved in contesting a statement can create further complications.
If a mistake is obvious, it may be as simple as a calculation error and there should
513
It is often good practice to attach a sample of a statement that both parties can agree on so there
is no disagreement on what the Licensee reports in a statement.
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514
Unless there is a legitimate or bona fide dispute regarding an amount owed to the Licensee then
the failure by the Licensee to pay royalties on time will require the Licensee to pay interest on the
amount owed. Typically, agreements will include language on what the interest rate will be if
payments are late. There can be situations in which the auditor uncovers a mistake that is favorable
to the Licensee. In that situation, the Licensor should repay any monies overpaid by the Licensee or
provide a credit against future revenues that might be earned by the Licensor, if applicable.
203 Mastering The Game
will claim ownership of those creations. As a result, the Licensor will often include
language in the agreement indicating that the work created by the Licensee will
be a ‘work for hire’, which is a US copyright concept whereby in this situation,
the Licensor rather than the Licensee owns the work pursuant to the license
agreement (though as discussed in Chapter 2, this does not always apply and
alternative language may be needed depending on the jurisdiction in question).
In the event that work has not been done as part of a work-for-hire arrangement
or has not been recognized, then the Licensee would be required to assign (i.e.,
transfer) all of their rights to the IP they created to the Licensor, perpetually and
throughout the world. If there is any doubt that a work-for-hire clause and
assignment may not be recognized, the agreement may also have language that
provides for a perpetual royalty-free worldwide license to the Licensor. In all of
these situations, the Licensor will usually be free to use the materials created by
the Licensee by any and all means without further compensation to the Licensee
even after the expiration of the term. That said, as it becomes more common for
Licensees to create original content based on the underlying license, they should
at least try to negotiate some form of compensation. The way in which the
Licensor uses the content created by the Licensee (e.g., how they incorporate a
character into a film or the production of merchandise) could determine the form
of compensation, whether it be royalties or a fee.515 In addition, if the Licensor
was to use the new material created by the Licensee, then the Licensee would
want to prohibit the Licensor from licensing the content to another gaming
company for a certain period of time.
While the Licensor will own all of the derivative IP created from the underlying
property, the Licensee will still own any of the source code and tools used to
make the game that they created or licensed.516 It is important for the Licensee
to maintain ownership or control of this IP for future projects. Since the Licensor
is usually not in the business of making games, this should not be an issue.
515
It may be challenging to determine how a Licensee would be compensated since this will vary
depending on how the Licensor uses the content created by the Licensee. For example, if the
Licensee uses a character as an important part in an upcoming movie, should the Licensee receive
a royalty or a fee that might be comparable to what a writer on the movie would receive, potentially
including a flat fee with a possible back-end royalty? If the same character is instead used in a small
role, then perhaps the Licensee would receive a one-time fee. However, if the same character was
used in merchandise, then the Licensee should ask for a royalty which should be calculated
differently from a royalty based on revenue for the movie.
516
The Licensee cannot assign source code and tools licensed from the console manufacturers and
third parties.
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delivered by the Licensor. While Licensors will try to limit their exposure, the
Licensee must at the very least obtain the following representations and
warranties involving the IP:
1. The Licensor either owns or controls the rights being licensed to the
Licensee to allow the Licensee to exploit the licensed property pursuant
to the agreement. The Licensee does not want to be in a situation in
which another party claims rights to the licensed property since this could
result in litigation and a demand to stop development or distribution of
the game.
2. The licensed property does not violate the rights of any third party
including the rights to copyrights, trademarks, rights of publicity, privacy,
or patents (although patents are not typically relevant in the licensing of
entertainment or sports content, though they would be relevant for
software licenses).517
3. There is no pending or threatened litigation involving the licensed
property that would affect the Licensor’s grant of rights and other
obligations, and the Licensor’s actions will not violate any third-party
agreements. If there is litigation that might affect the game’s
development or release, then the legal risks may not justify the potential
financial benefits.
If the license involves a property based on a television show or movie series, the
Licensee may also request a representation that the Licensor will continue to
exploit the property for a certain period of time. This could include confirmation
that a new television series or film will be released within an agreed-upon period
during the term.518
The Licensor will also request representations and warranties from the Licensee,
including that the game and any elements contained in the game such as
software, and music (other than music and IP that may have been provided by
the Licensor) used in the development of the game, as well as any marketing
materials, do not infringe on the rights of any third party. This provision will
include infringements involving copyrights, trademarks, patents, privacy and
publicity. This provision is the most significant for the Licensor since they usually
will have greater resources and will therefore be named as a party in any IP
lawsuit involving the game, even if the licensed property is not the subject of the
litigation. The fact that the Licensor is associated with the game might be enough
for a third party to also initially make a claim against them.
The Licensor may also require the following additional representations and
warranties, but the Licensee should keep them as narrow as possible to avoid
disputes over their interpretation. If the Licensee is required to agree to the
representations and warranties below, and in most cases, they will be, the
Licensee should think about whether any of them can be mutual, whether a ‘best
517
Licensors will seek limitations on this absolute representation and warranty conditioned upon
Licensor’s approval with regard to rights and exclusions to any alterations to the licensed property,
whether approved or not by the Licensor.
518
In 2003, Activision sued Viacom, the owners of the Star Trek property, claiming that Viacom failed
to promote and maintain the quality of the franchise by only releasing one new film and removing two
television shows from the air decreasing the value of the five-year license. Bramwell, Tom, “Activision
Sues Viacom Over Lack of Decent Star Trek”, gameindustry.biz, July 2, 2003. The parties settled
their disagreement out of court. Jenkins, David, “Activision, Viacom Settle Star Trek License Lawsuit”,
Gamasutra, gamedeveloper.com, March 14, 2015.
205 Mastering The Game
519
If the person signing an agreement on behalf of a corporation does not have the authority, then
the corporation will not be legally bound.
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4.3.11 – Indemnification
While each party will be required to make representations and warranties, the
parties will also need to indemnify each other (as the indemnifying party) for their
actions or failure to act in breach of the agreement that results in any claims
made by a third party against the non-breaching party (the indemnified party).
In almost every agreement involving indemnification, the same concerns that
arise with the developer and publisher relationship as discussed in Chapter 3
also need to be addressed in any licensing agreement, including:
1. Determining which claims will be covered under the indemnification;
2. Determining which costs the indemnifying party will be responsible for,
including but not limited to third party damages, (reasonable) legal
fees, court costs, and settlements;
3. Determining when payment will be owed (e.g., after a final judgment of
a claim, after appeals have been exhausted, when legal fees are
incurred);
4. The extent of the indemnified party’s involvement with a claim,
including participating in the defense or even taking over the defense;
5. When notice must be provided to the indemnifying party of a claim; and
520
In many licensing agreements, the Licensor will also require the Licensee to agree to a marketing
commitment to be mutually agreed upon by the parties which provides a guarantee that the Licensee
will spend a certain amount of money on marketing initiatives. The amount might either be a fixed
sum or a percentage based on projected revenue of the game (e.g., five percent of projected net
revenues). Projected revenues can pose a problem for the Licensee if dealing with free to play and
if revenue far exceeds actual revenue and there is not enough revenue to recoup marketing costs.
Marketing initiatives could cover marketing involving television, print, internet, events, etc. If the
Licensee agrees to this then the Licensee should tie this into the overall consideration paid to the
Licensor, although hopefully the marketing dollars will eventually help both parties by increasing
awareness of the game, which should result in greater sales. A higher marketing commitment might
result in reduced royalty rates or a minimum guarantee. The parties will need to negotiate what
marketing opportunities the money will be spent on, when the money will be spent (usually within the
first few months of a game’s release), and in which countries the money will be spent. In some
situations, the Licensor will want some money allocated to marketing programmes initiated by the
Licensor, for example, the sponsoring of a Licensor event. This should only be agreed to if it will help
drive sales and awareness.
521
A Licensor should require that the Licensee provide the Licensor with notifications informing them
of any government or legitimate consumer complaints that might lead to litigation or governmental
action, or may affect the reputation of the licensed property, and how the Licensee plans to deal with
the potential issue(s). This can include issues such as IP, privacy, monetization, advertising, and
ratings.
207 Mastering The Game
522
See Section 4.3.13 on termination rights.
523
Within a certain period of time (usually 30 days), the Licensee will need to provide proof of
insurance coverage to the Licensor by submitting a certificate of insurance outlining the insurance
coverage and naming the Licensor as an additional insured party and possibly a beneficiary. As
mentioned previously, a party receiving a certificate should also ask for a copy of the policy to confirm
that it accurately covers the insured parties per the agreement, since a certificate may not provide
some critical information. The Licensee should also require that the Licensor has E&O coverage.
524
For further information on what is typically covered under data or cyber security insurance, see
Brook, Chris, “What is Data Breach or Cyber Security Insurance?”, digitalguardian.com, December
4, 2018.
525
There are typically two types of limits related to E&O policies. One is for each claim and the other
is for all claims combined. Standard policies in the US will have limits of $1 million/ $3 million. The
first number is the limit per claim and the second number covers the limit on all claims under the
policy. Therefore, the insurance company will not pay out any amounts exceeding $1 million for any
one claim under a policy of $1 million/ $3 million. In addition, an insured party must understand how
the policy is written and whether it is a claim- or occurrence-made policy, since this will impose an
additional restriction. Under a claim-made policy, the policy will only cover claims made during the
policy period. For example, if the claim policy runs from January 1, 2022, to January 1, 2023, and a
claim is made against the insured on February 1, 2023, even if an alleged copyright infringement
occurred in December of 2022 then the policy will not cover the claim. As a result, it does not matter
when the infringement occurred. In contrast, under the occurrence-made policy, the policy does not
go into effect when the claim is made but when the event that gave rise to the claim occurred. In the
above example, if the insured had an occurrence-made policy then the alleged copyright infringement
claim would have been covered under the policy. See Gerges, Ted et al., Counseling Content
Providers In The Digital Age, New York State Bar Association, 2010, pp. 281-291.
526
As part of the E&O policy, insurance companies will usually want to direct the insured party to the
law firm that will represent the Licensees since the insurance company wants to ensure that the law
firm is knowledgeable and capable of defending a claim in the jurisdiction in which the claim is
brought, and their fees are within the insurance company’s range. However, this issue should be
discussed, addressing whether the policy would alternatively allow the policyholder to work with a
firm of its choosing. See Section 3.2.16 for additional information on insurance.
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E&O may not be easily available for Licensees in certain territories, and both the
Licensor and the Licensee should carefully assess whether the policies that
insurance companies offer in the relevant market actually meet their needs;
otherwise the Licensee may simply end up spending a lot of money for nothing.
4.3.12 – Approvals
Another standard provision of the agreement will be the right of the Licensor to
approve all materials involving the licensed property which will include the game,
additional content, marketing, packaging, publicity materials, music and possibly
even the voice-overs used for the different languages included in the game.527
The Licensor might also have approval rights over the distribution and sales
strategy of the Licensee, including how the Licensee plans to make money with
downloadable content and microtransactions. Approval language will appear in
every licensing agreement but, depending on the license granted (e.g., Primary
License or cross-promotion), the extent of approval will vary from agreement to
agreement. Since games based on an underlying property may be released in
conjunction with a particular event such as the release of a movie or the start of
a sport’s season, the Licensee must be careful to build in enough time for the
Licensor to review and approve the various submitted elements involving the
game to avoid potential delays. Furthermore, if a game includes a number of
licenses then the Licensee needs to manage their time carefully to provide
themselves with enough time to obtain approvals.528
In most relationships, the Licensor will require prior written approval over all
materials involving the game and any subsequent game content released. The
Licensor needs to protect the integrity and value of their copyrights and
trademarks and wants to make sure the game is consistent with the direction of
their property. Although they should understand the risks, and most do since
many have already been associated with some type of video game, Licensors
do not want to be in a position where a game is of poor quality, as this could
undermine the goodwill and value built up over the years by the Licensor. While
the possibility will always exist because of challenges in development, the
Licensor will want to reduce its risks. It is therefore standard for them to request
broad approval rights. Furthermore, as some Licensors allow Licensees to
expand on their IP with the creation of new storylines, characters, trademarks,
and environments, the Licensor will want to have approval of all of these
elements.
Typically, a Licensor will require a fixed number of days to approve any materials
submitted. The amount of time will vary depending on the bargaining position of
the parties and can be anywhere from 5 to 30 days depending on the item being
submitted for approval. For example, reviewing the game towards the end of the
development cycle will involve more time to review as compared to reviewing a
press release. In addition, parties could even agree to reduce time periods under
527
The Licensor will require the Licensee to include the company’s logo, trademark and copyright
notices, and possibly a URL address for the Licensor's website and in the game, downloadable
content, and any other materials publicly released. The extent of the notice might vary depending on
the material released and space limitations. Generally, the Licensee's style guide will include
information on the various notices required and how they should appear.
528
For some Secondary Licenses, a Licensee might try to avoid obtaining approvals and instead
represent and warrant that the use of the license will not disparage the Licensor and that the use of
any of the Licensor’s IP will be treated equally to that of other similar secondary licensors.
209 Mastering The Game
529
Many agreements will include language indicating that if the Licensor fails to respond within the
approval period, then the submission is deemed not have been approved. The Licensee should try
to delete this language or at the very least include language that provides for some additional
response by the Licensor. For example, if the Licensor fails to respond with reasons for its
disapproval within seven days of a subsequent follow-up by the Licensee, then the submission is
deemed to have been approved.
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territory should be deemed accepted for other territories unless material changes
have been made.
The Licensor might add language to the agreement that states that their approval
of a submission does not include approval of any third-party rights and that even
though the Licensor may approve materials other than the materials created by
the Licensor, in the event of any legal action the Licensee will still be required to
indemnify the Licensor. Subject to approval rights regarding the game and
marketing materials, the Licensee should have the right in its sole, reasonable,
discretion to determine the logistical aspects associated with the distribution,
marketing and sales of the game, including the channels of distribution and
pricing of the games and any additional content.
The primary material breaches for the Licensee, which would also include any of
their sub-licensees,530 might include: (i) breach of representations or warranties
by the Licensee; (ii) failure to pay any monies owed to Licensor when due,
whether royalties or advances; (iii) failure to fulfill any marketing commitment;
(iv) failure to obtain approvals; (v) failure to issue statements; (vi) continuing
breaches even if cured; (vii) failure to maintain proper insurance; and (viii) failure
to complete or release the game which can include failure to be certified by a
platform holder within a certain period of time. However, a Licensee should try to
avoid committing to a specific release date for the game, if possible, because
problems could occur in development (some which may be caused by the
Licensor). The agreement should also include language indicating that the
Licensor could be in breach of the agreement, which could be caused by breach
of their representations or warranties or failure to perform any of its obligations,
including timely approvals.
In order for a party to claim breach, the non-breaching party should first provide
written notice of the material breach and if the accused breaching party fails to
cure within the cure period, then that party will be deemed to be in breach. Cure
periods may vary depending on the type of breach. Failure to pay an advance
may have a 10-day cure period, while a breach involving a representation and
warranty may have a 30-day cure period. Furthermore, cure periods may be
based on business days or calendar days. In some situations, because of the
type of breach, there may be no possibility of a cure period. For example, if the
Licensee becomes insolvent, or is unable to pay its debts when due, or makes
an assignment for the benefit of creditors, or files a petition in bankruptcy, then
the agreement would typically terminate immediately (provided this is possible
under applicable law, which may not necessarily be the case outside of the US).
However, what happens next will depend on applicable law and the bankruptcy
court.
The termination language in the agreement will also include the remedies that
may be sought by the non-breaching party. Clearly, termination for breach can
have significant ramifications for both parties. Therefore, it should not be taken
lightly and should be avoided, although that is not always possible depending on
the severity of the breach. For example, even the non-breaching party will have
to commit time and money to dealing with the breach and missed opportunities
if a game is not released.
For the Licensee, depending on the type of material breach and when it occurs,
the Licensee may have to:
1. Stop development or stop the distribution and exploitation of the game;
2. Accelerate payments upon termination if any advances or guarantees
are owed;
3. Provide a final royalty report for sales of the game;
4. Return all materials delivered by the Licensor and created by the
Licensee, except for any materials that they retained rights to including
source code and development tools; and
530
Licensees will be liable for any breaches by their sub-licensees and will also be required to
indemnify the Licensor against any third-party claims arising from such a breach.
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5. Either return any remaining inventory or destroy the physical units of the
game and provide proof of destruction if there is a retail version.
The Licensor may also seek additional damages such as lost profits depending
on agreed-upon limits on liability due to termination for material breach, as well
as the right to injunctive relief.
Under certain conditions, such as an infringement involving a copyright or
trademark, the Licensor might seek a preliminary injunction against the Licensee.
This could result in the immediate termination of any exploitation associated with
the game subject to a court order.531 This can happen if the Licensee releases
the game without the Licensor’s final approval, or if the Licensee sells the game
beyond the term or in an unauthorized territory. If an injunction is granted, the
Licensee might be required to immediately remove all games from the market in
the territory in which the injunction was granted. This is a difficult and costly
requirement, especially if a retail product is involved with which the Licensee will
have to comply in order to avoid further damages. Because injunctive relief is an
extreme remedy and, in most jurisdictions, requires a number of preconditions in
order for it to be granted by a court, contracts will typically include language
whereby the parties acknowledge certain facts, making it easier for a party to
obtain injunctive relief.
The agreement will usually include language indicating that: (i) a Licensor has
the right to seek injunctive relief (this would be true in many jurisdictions even
without the contractual language); and (ii) the Licensee acknowledges that in
certain situations in which injunctive relief is sought, a material breach would
result in irreparable or immediate harm to the Licensor, and that monetary
damages would not remedy the damage. By including such language in the
agreement, the Licensor will find it easier to prove to the court one of the main
conditions for granting an injunction since the Licensee will have acknowledged
that the material breach has caused irreparable harm. In addition to showing
irreparable harm, in most jurisdictions the Licensor will also have to prove to the
court that there is a likelihood of success on the merits.
If the Licensor materially breaches the agreement depending on when the
breach occurs, the Licensee should seek a return of any advances or royalties
paid (even though doing so may be difficult). In the case of a Primary License,
they should also seek a return of development costs if the game would not have
been developed if not for the underlying licensed property. It is most likely that
disputes involving the return of revenue will result in litigation and be determined
by a court or arbitrator depending on how the parties have elected to settle
disagreements.
A major clause associated with termination for a material breach and remedies
is a limitation of liability. This limitation is typically tied to the type of damages
that may be awarded and the amount that can be claimed by the non-breaching
party. For example, a party may not claim damages that are consequential (i.e.,
loss profits), special, incidental, indirect, or punitive (i.e., damages awarded as
punishment for the actions of the breaching party to serve as a deterrent for
531
In the US, the party seeking injunctive relief must show that they will suffer irreparable harm if
equitable relief is denied. For cases in which money damages are adequate to remedy the problem,
injunctive relief will not be granted. For an example of injunctive relief dealing with confidential
information. see Delphine Software International, S.A.R.L. v. Electronic Arts Inc., 99 Civ. 4454 (AGS),
1999 U.S. Dist. LEXIS 12629, S.D.N.Y. August 18, 1999.
213 Mastering The Game
future activities). The parties may also set limits on the total amount of damages,
which is generally tied to the amount of revenue either received by or paid out
by the breaching party over a period of time. The Licensor most likely will require
that the amount of damages it would be liable for in the event of a breach would
be capped by the amount of money it has received for a specific period
(e.g.,revenues received during the preceding year from the alleged breach). A
Licensee’s exposure would be capped by the amount of money it paid, whether
as advances or royalties, to the Licensor, and possible monies owed (i.e.,
guarantees). Like the Licensor, the Licensee will want to limit this to a certain
time frame. Otherwise, the damage limitation could include the guarantee, which
may or may not have been met at the time of the breach.
If there is a cap (and typically there is), the amount needs to be carefully
considered depending on the type of damages that a party may be exposed to
or could be awarded. For example, a Licensee may suffer significantly more
monetary damage than the amount of money that it paid to the Licensor prior to
Licensor’s breach, especially if development costs are factored into the
damages.
The limitation of liability should not be absolute, and the parties will carve out
exceptions to the limits, although they may vary. In certain jurisdictions, limitation
of liability clauses require additional formalities to be valid and claims such as
fraud and gross negligence would not be limited. In most agreements, the
limitation will not cover breaches of the confidentiality (including data leaks)
provision or either party’s obligations under the indemnification clause. A breach
of confidentiality could reveal valuable trade secrets whose value may exceed
any potential compensation. In addition, a non-breaching party does not want to
be responsible for possible damages for any awards or settlements under the
indemnification provision that exceeds any cap under the limitation of liability.
The parties could also agree to a set damage award in the event of a breach by
one of the parties, referred to as a liquidation clause. This liquidated damage
clause would set a fixed amount of money for any damages incurred by the non-
breaching party for a particular type of breach. However, the amount must be a
fair amount and cannot serve as a penalty against the breaching party (since
under the law of many countries, penalties are liable to be challenged and can
be held as unenforceable if they are clearly excessive). However, if a liquidated
damage clause exists that would be triggered by a particular event, injunctive
relief would be inappropriate in that situation since that parties have determined
that a monetary amount could cover the damage incurred by the non-breaching
party. Both parties need to be careful when reviewing the language relating to
the limitation of liability. Often, drafters (although more common with Licensors)
may only apply limitations to the party they represent, or if there is reciprocal
language, it may only apply to certain situations.
In addition to termination for material breach, the parties may agree to allow the
Licensee to terminate for convenience. In this scenario, the Licensee decides to
terminate the agreement even though no party has breached the agreement.
Instead, a Licensee may feel that the game they are working on is not up to the
standards they had hoped for, or that the economics do not justify the continuing
development or release the game. By terminating the agreement, the Licensee
is reducing their losses which can include development, manufacturing,
marketing, and future licensing fees, whether in additional guarantees and/or
royalties. If the Licensor were to allow for a termination for convenience, thereby
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agreeing to possibly waive some of the consideration that may be owed to them
at a later date, then the Licensor would need to negotiate a final fee which would
most likely be less than the amount required under the terms of the agreement.
532
Some Licensees, including a few in the video game industry, have invoked the force majeure
clause to terminate deals as a result of the coronavirus pandemic. See Section 12.8 for a discussion
on force majeure.
533
The right to sub-license may vary by jurisdiction, but it is typically permitted by courts in the US
even in the absence of any related language in an agreement. As a result, it is common to see
specific language restricting the Licensee’s right to sub-license without the prior approval of the
Licensor. Licensees may need to use sub-licensees to help with distribution in certain countries
where the Licensee may not have connections and expertise. Typically, a Licensor will approve the
use of sub-licensees provided that the financial arrangement does not reduce the Licensor’s share
and that they honor the contractual obligations and restrictions agreed to by the Licensee.
Licensors will prohibit the Licensee's right to assign the agreement without their prior written approval,
which will typically be at the Licensor's sole discretion. The reasoning behind this is that the Licensor
entered into the relationship with the Licensee for a number of reasons, including their belief that the
developer has the talent and resources to develop and distribute a high-quality game and therefore
wants to continue working with them. However, in some situations, a Licensor may approve an
assignment, but it may be subject to some additional concessions. At the very least, the assignee
will need to fulfill the original contractual obligations. A Licensor might also require additional financial
benefits, including an increase in the guarantee or the royalties, or both.
215 Mastering The Game
4.4 – Music
Music534 has always been part of the video game landscape, evolving from the
8-bit jingle of Super Mario Bros. to today’s fully orchestrated versions. With the
continuing improvements in platform and distribution technology, music has
taken on unprecedented significance in how it is used in games, and the way in
which games are developed and played.535
Music has not only enhanced the gaming experience; it has also created a new
format to distribute music, providing additional revenue and exposure for artists,
songwriters, composers, music publishers and music recording labels, ranging
from the introduction of new groups and songs to in-game concerts.
Many games have soundtracks of cinematic quality with full orchestras. The
music for several games has been composed by famous film composers,536 and
many video game composers have become just as famous and have
subsequently worked on films.537 Music from games has also spawned live
concert events across the world including some at iconic venues such as the
Royal Albert Hall in London and The Hollywood Bowl in California.538 During the
opening ceremonies of the Tokyo Summer Olympics, athletes heard music from
video games including Final Fantasy XIII, the original Sonic the Hedgehog,
Monster Hunter, Kingdom Hearts, and Chrono Trigger.539
The type of music that will be used in a game will depend on a number of factors
including the budget, the developer’s vision, and the intended use of each piece
of music.540 Music for games primarily involves pre-existing music that is licensed
and/or original scored music whereby a composer is either hired to provide work-
for-hire services, or licenses scored music to the developer.
534
Every piece of music consists of two separate copyrightable interests: (i) the composition (which
includes the lyrics, notes, orchestrations, and arrangements), and (ii) the master sound recording
(which is the actual recorded version of a particular composition). Unless otherwise noted, the use
of the term ‘music’ in this section will denote both the composition and the master sound recording.
535
Throughout the 1970s and up until the mid-1990s, there were memory and disc space limitations
which severely limited the amount of music in games. With the introduction in 1994 of the CD-ROM
game discs for the Sega Saturn and Sony PlayStation in Japan (which allowed for more music and
provided CD audio quality), music, whether composed or licensed, came to play a more important
role in game development.
536
Hans Zimmer, who has composed over 100 film scores including Rain Man, The Lion King,
Gladiator, The Dark Knight Rises and Dunkirk has scored multiple games, including Modern Warfare
2. “Hans Zimmer Discography”, wikipedia.org. Bear McCreary, who has composed numerous
television shows, including The Walking Dead and Outlander, also composed the God of War video
game soundtrack. Ramin Djawadi composed the scores for Iron Man, Game of Thrones, and the
video games Medal of Honor: Warfighter and Gears of War 4. Danny Elfman, the composer for many
of Tim Burton’s films and former member of the musical group Oingo Boingo, has also composed
music for games. “Danny Elfman is Well Known For His Work as a Film Composer and Front Man of
the Rock Band Oingo Boingo”, giantbomb.com.
537
See Stuart, Keith, “‘Mozart Would Have Made Video Game Music’: Composer Eímear Noone on
a Winning Art Form”, theguardian.com, October 22, 2019. For a history of music in games including
a list of some of the top composers, see Aska, Alyssa, “Introduction to the Study of Video Game
Music”, lulu.com, 2nd ed., 2017.
538
Halder, Arwa, “Why Video Game Concerts Are a Growing Phenomenon”, ft.com, September 29,
2019.
539
Park, Gene, “The Music for the Tokyo Olympics Opening Ceremonies? It Comes from Video
Games”, washingtonpost.com, July 23, 2021. A number of radio stations dedicated to video game
music have joined the airwaves and the music service Spotify has a separate music gaming category
which includes original compositions and soundtracks from games. Some songs have been
accessed more than 25 million times.
540
Once the script for the game is finalized, the developers will typically go through what is called a
spotting session to analyze the script to determine which scenes require music, what kind of music
works where, and whether the scenes should be scored or whether licensed music should be
sourced.
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541
A developer could consider hiring a composer to create original songs for a game. This scenario
is becoming more popular with AAA developers/publishers but can be a complicated and time-
consuming process when dealing with major artists because of the various parties involved as well
as ownership and rights issues, including exploiting the music outside of the game.
542
As discussed throughout the book, a party may try to limit their obligations under the
representations and warranties by including additional language such as ‘best of knowledge’
qualifiers or limitations on territory or term.
543
If a composer is hiring an orchestra or any other musician then they must enter into separate
agreements with these musicians to ensure that the proper rights are acquired and can be assigned
to the developer if the developer is to own all of the rights.
217 Mastering The Game
544
A bonus payment may be a good compromise if there is a difference between the two parties in
terms of compensation. A bonus payment is typically triggered on the basis of the game achieving
certain revenues. A composer will also want to negotiate additional compensation if the music is
exploited on a soundtrack or licensed to a third party (e.g., if it used in a commercial or on a digital
music service).
545
If the developer is to terminate the agreement for convenience, the composer must make sure
they are compensated for any work that has been accepted by the developer and for any deliverables
being worked on, which might include full payment for the next milestone or a prorated payment
based on the amount of work done on the next milestone. It is also possible for a composer to
negotiate an additional payment representing a ‘kill fee’. The parties would also need to discuss who
would own the music, which might be different from what was originally negotiated in the agreement.
Mastering The Game
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10. The developer’s right to use the composer’s name and likeness in
marketing, publicity, and packaging materials, which may be subject to
the composer’s approval.
11. Confidentiality.
12. The right to assign, which will only be permitted for the developer.
13. The fact that there is no obligation to use the music or parts thereof,
since the developer may not release the game or may only want to use
some of the music.546
14. Limitations on composer’s remedies. For example, the composer can
only seek an action for direct damages rather than injunctive relief. In
addition, a developer will typically impose a cap on damages tied to an
amount received by the composer during a period of time.
15. Boilerplate language including how and where disputes get settled and
the law that would be applied.
546
Provided that the composer has met their obligations under the agreement they should receive
their compensation whether the music is used or not.
547
Music houses will provide the synchronization and master rights to their music, which can usually
be licensed for any use.
548
Licensed music will generally be synched to the visual elements in the game but it can also be
included in game radio stations whereby a player can select from a host of songs to play covering a
number of different genres. This feature most notably appears in driving games such as the Grand
Theft Auto (which is credited with starting the trend and included licensed and original compositions)
and Forza Horizon franchises, but has also appeared in a number of other genre type games
including the Fallout games, Mafia III, and Just Cause. Yarwood, Jack, “Radio Ga Ga: An Exploration
of Video Game Radio Stations”, egmnow.com, December 23, 2019.
549
When deciding whether to use previously recorded music, a developer needs to determine: (i)
whether the music needs to be licensed (e.g., it might be in the public domain); (ii) what type of
licenses are needed; and (iii) who owns the copyrights to the music, which can include multiple
copyright owners such as the owners of the compositions and master recordings.
550
Failure to obtain the necessary rights could lead to a claim of copyright infringement which, among
other things, could lead to a game being removed from distribution and damages against the
developer.
551
As part of the synchronization rights the developer would also obtain public performance rights,
which are required in the US if the music is performed publicly.
552
For many licensees, one of the biggest obstacles in licensing music is finding out who owns the
copyrights to the compositions and master recordings. Compositions are often owned by a number
of authors and ownership can change, which sometimes makes it a challenge to find the right parties
to negotiate the rights to a song. Unfortunately, there is no universal database with information
covering copyright ownership. However, a good place to start in finding rights owners for a
composition are the websites for the American Society of Composers, Authors and Publishers
(ASCAP) and Broadcast Music Inc. (BMI), the two major music performing rights organizations in the
219 Mastering The Game
The master use rights allow for the original master recording of a particular artist
to be used in the game or in any marketing materials. These rights are either
owned by the recording company (i.e., the record label) or held onto by the artist.
In some situations, it is possible to acquire just the synchronization rights to the
composition and the developer would create their own master recording of the
music by hiring artists to perform the composition. This may or may not be
cheaper than acquiring the master use rights, although the original recording will
usually bring additional value since it will be better recognized. In most situations,
the owner of the synchronization rights (which could be multiple parties) and
master use rights will be different companies (e.g., the publisher(s) and the
record label), and therefore two or more negotiations will need to occur in order
to obtain the music.
For any developer, one of the major factors involving licensed music will be the
costs associated with the license, which will vary depending on the intended use
of the music, the term, and the forms of exploitation by the developer. The
developer will want to obtain the broadest rights possible, but with the request
for more rights comes a higher price tag.
More specifically, some of the factors that might determine the costs of a licensed
song include: (i) the popularity of the artist and song; (ii) the total amount of the
song used in a game (e.g., 30 seconds or the entire song); (iii) how the song will
be used and how many times the song will be used in the game; (iv) previous
rates paid for the song; (v) the length of the term,553 which has become more
complex with downloadable content extending the length of games and
competitive online multiplayer games having active communities even decades
after their launch; (vi) whether the song can be included in a game and be
broadcast as part of a live or on-demand streaming service; and (vii) whether the
song will be used in marketing materials and what type of materials.
A song used in an advertisement (whether on television, the radio, online, or as
part of other forms of marketing) will increase costs substantially if also used in
a game. In some situations, a developer might license the rights to a song for
marketing materials, such as a trailer or advertisement, which may or may not
be part of the game.554 Furthermore, publishers typically seek a most-favored-
nation clause whereby the fees paid for a licensed song from an established
US. Each has its own database providing copyright information on millions of songs. See
www.repertoire.bmi.com and www.ascap.com/ace. For British songwriters, see
www.prsformusic.com/works/searching-works. The site https://www.prsformusic.com/our-global-
network/partners links to performing rights organizations websites in over 80 countries, some of
which have song repertoires on their websites.
553
Previously, the length of a term was primarily based on the projected shelf life of a boxed product
of a game. Typically, a developer would seek a short term of about two to three years for music in
order to keep costs down. However, with downloadable content extending the life of games,
determining a term has become an important point in an agreement. Developers should at the very
least try to negotiate rights to an option that would allow them to extend the term for additional years
at agreed-upon prices, depending on the use of the music. One of the problems connected to bringing
older games back into distribution is that the licensed rights to the music have probably expired and
therefore the developer would need to contact the owners of the music, which might be difficult, and
negotiate for the rights. Otherwise, the developer would need to remove the licensed music from the
game if they decide to distribute it.
554
Other factors that may lower the overall costs for a developer when negotiating with a publisher
include: (i) the number of songs licensed by the developer, whereby the more songs licensed results
in a lower cost for each song, and (ii) the developer decides to feature a song from an upcoming
group to help their promotion in return for a reduced fee. Furthermore, music owners may be more
flexible on pricing since the worldwide reach of games can provide tremendous publicity value for an
artist, and the ability to reach potential consumers unachievable in other ways.
Mastering The Game
220
artist must be at least as great as the fee paid for the master rights. Some
publishers may even request parity with other licensed songs in the game.
The challenge for the developer is determining which rights they should pay for
when signing the agreement, as failing to secure rights at that time may increase
their costs at a later date. Pre-negotiating optional uses is a useful tactic, but the
developer needs to consider whether paying more money for rights upfront (or
specifying an allocated cost) will be better, even though there may be uncertainty
as to whether certain rights will eventually be needed.
Typically, the owners of licensed music will provide their template agreements
for synchronization and/or master use licenses. The main issues in the
agreement will include:
1. Rights granted, including the ways and media in which the music can be
used in context with the game (e.g., in-game, downloadable content,
marketing and promotional materials which may be subject to additional
fees depending on their use (e.g., television, websites, social media),
platforms, and distribution formats, which may be specific or include any
gaming device or means of distribution, including those that are
introduced to the market during the term, and whether the rights are
exclusive or non-exclusive.
2. Consideration and payment schedule. Typically, a developer will pay a
flat fee for the rights, although for downloadable content it may be based
on a percentage of revenue received for a song if that song can be
downloaded on its own.555
3. The territory (which needs to be worldwide if the developer is seeking
worldwide distribution) and term. The term can vary from a set number
of years (with a possible option to extend) to the length of the game’s
distribution; alternatively, it can be perpetual. If a term is limited by a
number of years and a retail version is being sold then the music
licensors will allow for a sell-off period of remaining inventory for a limited
time, depending on the length of the term and provided that certain
preconditions are met. However, this would be a rare situation since the
game would most likely be distributed digitally as well.
4. Music licensor’s representations, warranties, and indemnification, which
can be extremely limited depending on the publisher and record label.556
5. Royalties, if applicable.557
555
Brabec, Jeffrey, and Brabec, Todd, Music, Money & Success: The Insider’s Guide To Making
Money In The Music Business, 8th ed., , Schirmer Trade Books, 2018, p. 453.
556
Record labels and publishers generally limit their representations and warranties and may only
grant rights on a quitclaim or ‘as-is’ basis, especially for older music, thereby shifting the risk to the
developer of the music. As a result, developers alternatively should try to obtain a representation that
there has been no litigation regarding a particular song.
557
Agreements that include royalty payments may provide a payment on each unit sold or
downloaded and may also require a most-favored clause with other songs. One issue that needs to
be considered is how royalties would be recognized for music that is part of a subscription service or
is bundled with other songs as part of downloadable content. Developers should generally avoid
paying royalties and instead insist on a flat fee for the rights, unless paying out royalties would reduce
the upfront costs to obtain the rights and be economically advantageous. If royalties are to be paid
then the developer should consider capping payments at a certain amount. If the developer agrees
to pay royalties, then they will need to issue statements and may also be subject to an audit.
221 Mastering The Game
6. Approvals involving the use of the music from where it may appear to
revisions made by the developer and/or game player. The developer will
want to have rights to edit for any objectionable lyrics, rating purposes,
content restrictions, and maybe to fit a particular scene in the game.
7. Developer’s representations and warranties,558 and indemnification.559
8. Ownership issues.
9. Grounds for breach and termination.
10. Delivery.
11. Rights to use the name of the artist or songwriter as part of packaging,
marketing and any other materials.
12. Limitations on the use of the music including making any changes to the
music, which may even involve a player being allowed to remix songs or
using the name of the song as the title to a game.
13. Limitations on liability whereby the music licensors will usually limit it to
the amount of money received for a license.
14. Credit and copyright notices.
15. Boilerplate language and issues dealing with how and where disputes
get resolved, similar to other agreements discussed throughout the
book.
Alternatively, the parties might consider a flat fee and pay additional fees in the event that the game
reaches certain benchmarks such as sales numbers or revenue numbers. For instance, a bonus of
$5,000 will be paid to the music rights holder if the game sells 500,000 units at the original suggested
retail price (this option would not be applicable for free-to-play games) or generates an agreed-upon
dollar amount in revenue which may be more applicable for free-to-play mobile games. If the parties
elect to incorporate a bonus payment based on sales of the game, it is important the parties decide
the pricing for games that will qualify as part of the bonus numbers. Selling games at 50% off the
initial suggested wholesale price might not trigger a bonus payment. The developer will also need to
be aware of any possible music fees other than fees associated with obtaining the master and
synchronization fees. For example, are there any union fees that might be owed to musicians or
reuse or residual fees? This might be the case when an original score is being produced using a live
orchestra in the US or in some cases using an existing orchestral piece of music from a record label
that utilized a live orchestra.
558
The developer will often need to represent and warrant that the game and any marketing materials
incorporating the music do not infringe on the rights of third parties and will also need to indemnify
the music licensor for any breach of such representations and warranties.
559
In addition to the language discussed in this chapter, the indemnity will also include language
indemnifying the music licensors against any revisions, if allowed, made by the developer or any
players to the original song.
560
Some of the music library companies in the US include Associated Production Music (APM),
Manhattan Production Music, Megatrax, Universal Production Music (UPM) formerly known as Killer
Tracks, and Opus 1.
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222
561
Fishman, Stephen, The Public Domain: How To Find And Use Copyright-Free Writings, Music,
Art And More, 6th ed., Nolo, 2012, pp. 87-126, pp. 297-314. See also “Public Domain Resources”,
copyrightfree.blogspot.com, January 11, 2008.
562
According to Game Industry Biz, virtual concerts became popularized with Second Life in 2003.
Ombler, Mat, “Are video games the future of live music”, gameindustry.biz, June 10, 2020.
563
The audience was even larger if you include other outlets which broadcasted the concert. Webster,
Andrew, “Fortnite’s Marshmello concert was the game’s biggest event ever”, theverge.com, February
21, 2019. The concert can also be accessed on YouTube.
564
The initial performance was seen by over 12 million people and can now be accessed on YouTube.
Hogan, Marc, “Where Can Virtual Concerts Go After Travis Scott’s Fortnite Extravaganza?”,
pitchfork.com, May 5, 2020. Coverage of the concert was reported by over 9,000 media outlets.
Ombler, Mat, “Are Video Games the Future of Live Music?”, gamesindustry.biz, June 10, 2020.
Fortnite wasn’t the only game in town. Lil Nas X’s virtual performances across four shows in Roblox
drew 33 million. The music group American Football also played a recorded concert in Minecraft.
Andrews, Travis M., “Thousands gathered Saturday for a music festival. Don’t worry: It was in
Minecraft”, washingtonpost.com, April 15, 2020.
565
Wickes, Jade, “Inside Ariana Grande’s Fortnite virtual concert”, theface.com, August 9, 2021; and
White, Abbey, “How Epic Games Built “Fortnite” Rift Tour for Gamers and Ariana Grande Fans”,
hollywoodreporter.com, August 7, 2021. The concert can also be accessed on YouTube.
223 Mastering The Game
566
Ziwei, Puah, “Travis Scott reportedly earned $20 million from ‘Fortnite’ event”, nme.com,
December 2, 2020.
567
See also “RS Charts: Travis Scott and Kid Cudi’s ‘The Scotts’ Explodes to Number One With Help
From Fortnite”, rollingstone.com, May 4, 2020.
568
It may be only a matter of time before esports tournaments involving sports games incorporate
virtual music concerts during half-time.
Mastering The Game
224
569
According to a survey released by Licensing International, formerly known as the Licensing
Industry Merchandisers’ Association (LIMA), global retail sales of licensed merchandise and services
reached $292.8 billion in 2019. The entertainment/character was the largest sector accumulating
$128.3 billion in revenue and representing close to 44% of all sales of the different types of properties,
followed by corporate brands with $61 billion. “Licensing International’s 2020 Global Licensing
Survey reveals that sales of licensed goods have climbed 4.5 percent”, licenseglobal.com, June 8,
2020.
570
“License Global’s April issue highlights the rapidly expanding gaming sector within the licensing
industry”, licenseglobal.com, April 29, 2021.
571
Parker, Garrett, “How Much is the Pac Man Franchise Worth?”, moneyinc.com.
572
According to the website Den of Geek, there were over 40 motion pictures based on video games
in development at the end of December 2018. Byrd, Matthew, and others, “41 Video Game Movies
Currently in Development”, denofgeek.com, December 31, 2018. A few of the films made it to the big
screen in 2019 and 2020 and were financially very successful, including Angry Birds 2, Pokémon
Detective Pikachu, and Sonic the Hedgehog. See Tait, Amelia, “What happened to all the video
games based on movies?”, newstatesman.com, June 14, 2017.
573
See Park, Gene, “Tired: The Marvel Cinematic Universe. Wired: The Video Game Cinematic
Universe”, washingtonpost.com, March 6, 2020; and Fahey, Rob, “The Witcher heralds an era of
game Ips on TV | Opinion”, gamesindustry.biz, January 24, 2020.
574
See Bud Light Super Bowl XLIX “Coin” Ad – Pac Man (Full Length)”, January 23, 2015 at
https://www.youtube.com/watch?v=w-7AacHGVR8.
575
In 2017, Bandai Namco internally developed and introduced video slot machines based on Pac-
Man for casinos. Aljic, Admir, “Game maker Bandai Namco ready to join gambling market”,
calvinayre.com, April 26, 2019.
576
Nintendo, working with Universal Studios, opened a reported $550 million theme park area called
Super Nintendo World as part of Universal Studios in Osaka, Japan. AFP-Jiji Reuters, “Super Mario
attraction opens at USJ in Osaka after postponements”, japantimes.co.jp, March 18, 2021. It is one
of the first major attractions in the world to be based on a video game franchise and other parks are
scheduled to open in the near future in the US and Singapore. Albeck-Ripka, Livia, “Ride on Yoshi.
Race in a Mario Kart. Try to Forget the Pandemic.”, nytimes.com, March 18, 2021; and Yeo, Julia,
“Super Mario creator confirms plans for Super Nintendo World to open in S’pore”, mothership.sg,
December 19, 2020.
577
Atari is developing Atari themed hotels which will also serve as esports venues. Bryson Taylor,
Derrick, “Atari, Video Game Pioneer, Plans to Open 8 Hotels to ‘Eat, Sleep and Play’”, nytimes.com,
January 29, 2020.
225 Mastering The Game
578
In the last few years there has been a resurgence of retro-game consoles which include several
games that were once popular on particular consoles. Some of the retro consoles have included the
Sega Genesis Mini, NES Classic, SNES Classic, Sony PlayStation Classic, Atari Flashback (Atari
2600), and the C64 Mini (Commodore).
579
According to a survey conducted by Licensing International, worldwide revenue from sports
merchandise and services reached $28.9 billion in 2019. “Sales of Licensed Goods and Services Up
4.5 Percent”, licenseglobal.com, June 8, 2020.
580
Traditionally, Licensees would commit to original licensed properties once a project was given the
green light for a film or television show since that would give the property instant recognition and the
likely support of a national marketing campaign, which in turn would help publicize licensed
properties.
581
Fortnite may have been an exception for which Epic Games was able to take advantage of the
incredible initial success of the game and enter into licensing arrangements relatively quickly. The
number of players of the game and its broad appeal to various age groups also attracted licensees
to the property. Because Epic Games probably did not have the capabilities to undertake the
opportunities, they may have hired an external agency.
Mastering The Game
226
6. Approvals;
7. Product liability insurance;
8. Manufacturing guidelines;
9. Various legal provisions dealing with IP, including ownership, protection
and enforcement of trademarks and copyrights;
10. Representations and warranties, indemnification;
11. How and where disputes get resolved, and choice of law;
12. Termination; and
13. Boilerplate language.
While many of these terms will be similar in different licensing agreements, there
will be some variation depending on the type of product that will either be
manufactured or developed by the licensee. One of the most significant factors
that can affect the structure of a licensing agreement involves production
companies and studios interested in licensing IP for a possible motion picture or
television series.582 It is critical that a developer seeks proper advice from an
experienced attorney that deals with film and television licensing, since these
particular deals address issues that are unique to these mediums.583
For example, film licensing deals address issues relating to the procedures
undertaken to get a film made. These can be time-consuming and do not offer
any guarantee that a film will eventually be produced. Some of the issues include
approvals which might be limited, ownership rights possibly involving new
storylines and characters, how royalties are determined, and allowable
deductions which are considerably more than those allowed under standard
licensing agreements, and can greatly restrict a developer’s opportunity to
receive any back-end revenue.
Film Options
582
A few video game publishers have established separate divisions to oversee development based
on their IP, providing them with greater control over production but with greater risks and potential
rewards. Sony created a new division in 2019 called PlayStation Productions to handle film and
television productions based on Sony games. Fahey, Rob, “Putting PlayStation on the silver screen”,
gamesindustry.biz, May 24, 2019. Activision-Blizzard and Ubisoft also have film production divisions.
See also, Shanley, Patrick, “Ubisoft Planning Animated TV Adaptations of Popular Games
Franchises (Exclusive)”, hollywoodreporter.com, October 10, 2019.
583
This issue is addressed in greater detail in the WIPO publication “From Script to Screen”. See Aft,
Rob H., From Script to Screen: The Importance of Copyright in the Distribution of Films, WIPO, 2022.
227 Mastering The Game
buying time, and usually at a very low price. This is generally done because
the production company wants to ensure that they can assemble an
acceptable creative package (script, director, cast), secure the financing,
and possibly find a distributor for the project.
Once the decision is made to proceed with the production, the producer
exercises the option and pays the purchase price in accordance with the
terms of the option agreement. Typically, the purchase price represents
the greatest amount of money that a licensor will receive from the
production company. A number of factors will determine the purchase
price, including the rights being granted, the length of the term and, most
importantly, how much interest there is in the property. The more producers
interested in the property, the higher the likelihood that the competing
parties will drive up its value. Even if the production company purchases
the property, there is still no guarantee that the film will get made.
Turning a property into a film or television show can be a long, potentially
frustrating process: even if a property is optioned, it can still take time for
a production company to decide whether the project should move forward
to principal photography. At the end of the option period, all rights should
revert to the licensor (at no cost to the licensor and without having to return
any monies), and the agreement is terminated. However, many option
agreements contain renewal clauses that give the producer the right to
renew the option in exchange for an additional payment, and/or upon
completion of certain milestones (usually completion of a script,
attachment of director or cast).
An agency should first advise a developer on whether the IP has the potential to
be a merchandisable product based on the value and interest in the property,
market conditions, competitive products, and industry trends.584 If the property is
merchandisable then an agency should devise a licensing strategy outlining
opportunities and covering products with potential licensees in targeted markets.
The value of the agency’s services will also greatly depend on their relationships
with licensees and retailers to discern interest in the developer’s property.
Without these relationships, it might be difficult for most properties to draw
interest from licensees.
Assuming an agency is able to enter into agreements, the agency is responsible
for managing the relationships among the various parties, including serving the
interests of the developer and working with licensees and possibly retailers.
Some of the responsibilities may include:
1. Seeking potential deals with licensees;
2. Negotiating agreements;585
3. Undertaking due diligence in determining that a licensee is financially
sound and can meet their obligations of an agreement;
4. Reviewing the product, packaging, marketing, and business plans of the
licensee;
5. Collecting payment and confirming the accuracy of those payments;
6. Remitting payment to the developer;
7. Creating a style guide together with the developer;586
8. Promoting the licensed product, which may include exhibiting at trade
shows;
9. Confirming that the obligations undertaken by the licensees are fulfilled;
and
10. Assisting the developer in combating potential infringements.
In hiring an agency, some of the most important contractual terms between the
agent and the developer/licensor include:
584
Not all IP is worth introducing to a market immediately, and a bad launch could weaken a brand
for a later and more beneficial release. In some situations, it might be better to launch a property
slowly in specific markets in order to build recognition and value.
585
The agent would negotiate deals with licensees although the terms of the deal should be subject
to the Licensor’s approval. Typically, the agent will have a template agreement that they will use
when signing licensees with an additional attachment covering specific business terms of the deal
such as the name of the property, licensed products, rights, term, territory, payment, and release
dates. The Licensor should review the agent’s agreement and approve the language to ensure that
it is consistent with the Licensor’s agreement with the agent and that there are no obligations imposed
upon the Licensor that have not been agreed to by the Licensor.
586
The style guide sets forth the guidelines on how the licensed IP should be used by a licensee in
creating their products and accompanying materials. This provides for consistency involving the
Licensor’s IP among all licensed products. This will typically cover the specific designs, colors, sizes,
characters, the rules related to dealing with characters, trademarks, storylines, and the use of legal
notices on materials and products. Style guides will vary in terms of the amount of information
provided, but more information usually leads to fewer problems with approvals. Battersby, Gregory
J. and Simon, Danny, The New and Complete Business of Licensing: The Essential Guide To
Monetizing IP, Kent Press, 2018, pp. 604-605.
229 Mastering The Game
1. The specific rights granted to the agent. It needs to be very clear what
property the agent is representing and whether or not it includes
derivatives.
2. Specific services and obligations of the agent and whether they are
exclusive. An agent will want an exclusive deal, ensuring that they are
the only party representing the property in a particular territory to avoid
confusion among licensees on who they need to work with to obtain
licensing rights. However, it is important for the licensor to determine,
especially if they grant a worldwide license, that the agent has the
capabilities to perform their services throughout the world. If not, then
the licensor should limit the agent’s rights to specific territories unless
the licensor permits the agent to sub-license rights in certain territories.
3. The specific responsibilities of the licensor to ensure that the agent can
fulfill their duties. For example, what type of materials need to be
submitted to the agent so they can create promotional and marketing
items? Also, which party would be responsible for creating a style guide
if one has not already been created by the licensor?
4. The territory that will be represented by the agent. Also, a licensor needs
to discuss whether the agent works with other companies within certain
countries and how are they compensated. Does their payment come out
of the agent’s share?
5. For how long will the agent represent the property? A number of issues
need to be addressed when discussing the term, which may include the
right to shorten or extend it. In addition to terminating the agreement, if
the agent materially breaches and fails to cure, a licensor might want to
terminate the entire agreement or terminate rights for certain territories
if the agent is unable to secure a minimal amount of revenue for a
particular region or country. At the same time, an agent may try to
negotiate an extension of the term if they have achieved certain minimal
revenues for the licensor. For example, if an agent secures $500,000 in
revenue for the licensor,587 they therefore have the option to extend the
term, typically under the same terms and conditions of the current
deal.588
6. Dealing with a potential licensee. A licensor must negotiate the right to
approve any deal considered by an agent. They want to have approval
of the financial terms of the deal as well as approval of the licensee, to
ensure that they are satisfied with the quality of the products
manufactured by the licensee. The amount of time to approve a potential
deal will need to be negotiated, and the licensor should include language
indicating that if they fail to respond within the allocated time then the
deal will be deemed disapproved. However, a procedure should be
worked into the agreement that allows the agent to resubmit for the
licensor’s feedback. Otherwise, without any feedback, the agent is
unable to perform their duties nor get the value of the deal.
587
If the parties were to agree to this type of language, they would also need to decide whether the
agent can pay any shortfall to secure an option, or whether an option can only be secured using
revenue derived from licensees.
588
It is important to factor in the business relationship: if it is not ideal, then the licensee may choose
to work with another agent.
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Prior to entering into any deal with a licensee, it is advisable for the
licensor and agent to consider establishing financial parameters that
may include minimum guarantees and royalty rates for potential deals.
Although every deal is different, and economic terms could depend on
other contractual factors, setting minimums can be helpful in quickly
determining whether a potential deal would be considered by a licensor.
7. Information on the agent’s personnel. A developer might consider
including a list of the personnel who will actually work on the licensing
program. One of the main reasons a licensor typically enters into a deal
with an agency is based on the personnel. If a licensor decides to enter
into a deal with an agency because of particular person or personnel,
then they should ensure that those people actually work on the property
in a continuing and meaningful way. Otherwise, the licensor may want
the right to terminate the agreement.
8. Financial matters. The fee that the agent receives for their services and
how the fee is determined are two of the most important points in
deciding on an agency. Typically, the agent will receive a fee based on
revenues received from deals that they have entered into on behalf of
the licensor. This would include any advances, guarantees, and royalties
paid by the licensee.589 It is possible that the fee may vary depending on
the type of deal that the agent enters into with a licensee. For example,
a deal for a television series might be higher than a deal for apparel.
One of the major negotiating issues involves whether an agent should
receive their fee or part of their fee when a deal is signed after the term
has expired or terminated, but based on a deal initiated by the agent.590
How this issue is resolved will primarily depend on the reason for the
agreement ending and what services have been performed for a
particular deal during the term.
The parties will also need to negotiate the parties’ responsibilities
covering costs incurred in promoting the brand. Such costs may include
expenses associated with creating materials, appearances at trade
shows, and travel. In most situations, the agency would pay for these
expenses. However, the parties would need to negotiate whether those
expenses are the sole responsibility of the agency or recouped from
revenues, or a combination of both depending on the deduction. If costs
are to be deducted, then the licensor should have approval rights and
may also ask that costs be capped. Since revenue will be paid by the
agent to the licensor based on any third-party licensing deals, the
agreement must include language about statements and audit rights
covering issues similar to those discussed in the licensing section.
589
One issue that may come up in relation to an agent’s compensation is whether an agent should
be further compensated if they are able to secure a marketing commitment from a licensee.
Hopefully, a guaranteed marketing spend by the licensee would help increase sales, which would
translate into more revenue for the agent. However, what happens if the licensor wants to take a
smaller advance payment for a bigger commitment in marketing?
590
In this situation, the agent has negotiated a deal during the term, but the deal is not signed until
after their term has expired. Therefore, the parties would need to negotiate the compensation that
the agent would be entitled to even though they would not be performing any services in
administering the deal. There are also situations in which the agent has negotiated and administered
a deal, but the deal continues after the agent’s services have expired. Typically, in this situation, the
agent would still be entitled to a fee.
231 Mastering The Game
In addition to the above terms that should appear in an agreement, the parties
also need to discuss various legal issues covering representations and
warranties, indemnification, how and where disputes are settled, termination,
and other boilerplate provisions covered throughout the book.
591
In a typical cross-promotion opportunity, the developer incorporates the Licensor’s brand into the
game and in return, the Licensor promotes the game with their brand. For example, a company that
manufacturers basketballs grants a Licensee the right to use the name of the manufacturer on the
balls in the game and in return, the ball manufacturer attaches a tag about the game with the
basketball at retail or cross-promotes the game on their website and social media.
592
If the Licensee is unable to enter into any of the other types of licensing agreements then there is
the free-license scenario whereby the Licensee receives permission to incorporate the Licensor’s IP
but no money or cross-promotional opportunities are exchanged. This is done to provide realism in
the game in exchange for providing branding opportunities for the Licensor. For example, a stadium’s
name and design are provided to the developers creating a sports game (e.g., Oracle Park, home of
the San Francisco Giants US baseball team).
593
For an early history of product placement, see Glickman, Len, and Kim, Anita, Product Placement
and Technology, Developments, Opportunities, And Challenges, Entertainment and Sports Lawyer
1, Spring, 2012.
594
See Section 10.4.
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595
How much the Licensor pays typically depends on a number of factors, including the popularity of
the game in development, distribution plans, how much properties have been paid for in similar
games, and the amount of exposure for the licensed IP.
233 Mastering The Game
596
Licensing without supervising the quality of the trademarks is often referred to as a ‘naked license’,
and in the US could lead to its abandonment. As a result, the trademark owner must assure that their
licensed trademarks maintain a certain consistent level of quality (although there is no established
level). If the Licensee does not maintain the same type of quality as the licensor then consumer
expectations involving products might not be met. Therefore, it is important for the licensor to maintain
approval rights and supervision can vary depending on factors such as product and costs. Schechter,
Roger and Thomas, John, Intellectual Property: The Law of Copyrights, Patents and Trademarks,
Thomson West, 2003, pp. 781-785.
597
The parties will want to sign a confidentiality agreement if information about the game is being
disclosed prior to its public release. Also, it is possible that the Licensor is introducing new IP as part
of the game and therefore want it to remain confidential until the time of its release.
598
In some situations in which a Licensor is only receiving publicity for their brand, they may only
provide their IP ‘as is’, and thereby make no representations and warranties nor agree to indemnify
the Licensee. While these situations may be rare, a Licensee may be reluctant to include the IP in
the game although they would need to evaluate the risk. If the Licensor has not been sued for an IP
claim and they have properly registered their copyright or trademark then the Licensee may consider
it a small risk.
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599
Licensees should include language indicating that if they were to breach the agreement, then the
only remedy for the Licensor would be monetary damages, prohibiting the Licensor from seeking
injunctive relief and other types of damages.
600
See Chapter 11 on legal issues typically addressed in an agreement.
235 Mastering The Game
CHAPTER 5
ACTOR-TALENT AGREEMENTS
5.1 – Introduction
The use of actors and sports athletes in games and promotional material has
evolved considerably since the days of the Atari 2600, when only a person’s
name and picture might be used to package and market a game. Developers
would either sign athletes for sports games, or actors for games based on movies
or television shows. At the time, graphics were too simplistic to capture a
person’s image, sometimes only consisting of a straight line. With advances in
technology developers began creating realistic renditions of a person’s likeness:
synchronized their voices with characters and motion captured them to
incorporate their signature moves, whether scoring a goal in a soccer game,
performing at a concert, or jumping between buildings in a single bound.601
Today, developers are increasingly relying on actors to provide a variety of
services. This chapter will examine a number of the business and legal issues in
hiring actors for games.602
601
See GameSpot Staff, “33 Hollywood Actors Who Appear in Video Games”, gamespot.com, April
6, 2020.
602
References in this chapter to actors’ unions that have entered into agreements with video game
companies mainly concern the Screen Actors Guild - American Federation of Television and Radio
Artists (SAG-AFTRA).
603
A developer entering into an agreement with a well-known actor might need to sign an agreement
with the actor’s corporate entity, or “loan-out” company, which controls the right to the actor, and
primarily provides the actor with tax advantages and reduces their personal liability. In such cases,
the actor would similarly need to sign an inducement agreement, guaranteeing that they will comply
with the loan-out agreement and would bear responsibility if the loan-out company breached the
agreement. In the event of such a breach and, in the absence of an inducement letter, the developer
would have to sue the loan-out company, which may not have any assets. Appleton, Dina and
Yankelevits, Daniel, Hollywood Dealmaking: Negotiating Talent Agreements for Film, TV, and Digital
Media. 3rd ed. Allworth, 2018, p.180.
604
It is recommended that you contact the actor’s union (assuming one exists) in the country that you
wish to produce a game if you decide to use union talent to verify an agreement covering the video
game industry. Alternatively, a developer could also contact counsel knowledgeable about talent
unions.
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605
Some actors, whether represented by a union or not, hire talent agents to assist them to negotiate
deals with developers. The biggest such agencies in the United States include William Morris
Endeavor, United Talent Agency, International Creative Management Partners, Paradigm, Gersh,
Creative Artists Agency and Agency for the Performing Arts. Actors may equally be represented by
smaller agencies, or agencies specializing in specific services, such as voice-over, or may represent
themselves.
606
Developers hiring minors (under 18 years of age in many jurisdictions), whether for voice-over or
as an esports player or for any other service, must be aware of any relevant national or state
regulations and limitations. In the United States, protections for minors have been enacted to prevent
economic and employment exploitation, covering areas such as working conditions, compensation,
and the legal capacity to enter into binding minor contracts. In the United States, while minors do not
usually have such legal capacity, some states, including California and New York, limit minors’ rights
to disaffirm signed contracts. There are additional guidelines on minors who are SAG-AFTRA
members. For instance, the SAG-AFTRA Interactive Media Agreement (IMA) requires that a parent
must be within sight and sound of a minor subject to production requirements and, if the minor needs
to travel, the parent must be provided with the same transportation, lodging, per diem allowance and
meals (at the same time) as the minor. Developers must also be aware that SAG-AFTRA rules apply
whether a minor is used in a television commercial or online.
607
With a few exceptions, actors’ unions worldwide have yet to be engaged with video games as they
have been with motion picture and television. By way of example, SAG-AFTRA and the Alliance of
Canadian Cinema (ACTRA), are the only two actors’ unions in the Americas with agreements with
the video game industry. At the time of this writing, the British actors’ union, Equity, has had
preliminary discussions with video game companies, but does not have a collective bargaining
agreement. Expect unions to be more involved in the years ahead.
608
For purposes of this chapter, the party entering into a performer agreement with an actors’ union
will be understood to be a developer. However, signatories to such agreements can be developers,
publishers, or producers.
609
At the time of writing, the following companies were signatories to the SAG-AFTRA IMA: Activision
Productions Inc., Blindlight LLC, Disney Character Voices Inc., Electronic Arts Productions Inc.,
Formosa Interactive LLC, Insomniac Games Inc., Take 2 Productions Inc., VoiceWorks Productions
Inc. and WB Games Inc. McNary, Dave, “SAG-AFTRA Extends Video Game Contract to 2022”
variety.com, November 5, 2020. However, other publishers, developers, and producers have also
entered into deals with SAG-AFTRA without signing the IMA, and instead sign alternative union
agreements which incorporate many of the IMA terms.
237 Mastering The Game
Deals with athletes in the major American sports leagues involve negotiating
with a union, team, agent, or a combination thereof. While an athlete’s rights
are represented by both a union and an agent, depending on the desired use
and number of athletes requested for a project, a developer may not
necessarily have to deal with a union.
If the game is based on active rosters and teams, the developer should
negotiate with the players’ union. A license involving a minimum number of
players set by the union is known as a group license. The advantage for
developers dealing with US sports unions is that they only need to deal with
one party to obtain the rights to use the athletes in the game.611 However, the
licensing rates are expensive.
While the developer would not be required to negotiate with the union if the
number of players was below that set threshold, the union may have to
approve any deal signed between the union and the athletes’ representatives
or agents. These deals are known as highlight agreements, as the athletes
concerned feature in the game more prominently than other athletes. A
developer may want a specific athlete to be the face of the game, for example,
by featuring them in a commercial, on packaging, or in advertisement
materials. Like in the case of an actor agreement, the parties must negotiate
terms and conditions, such as the services provided, when such services will
be performed, compensation (usually a one-time fee), exploitation rights,
term, exclusivity, ownership rights, approvals and legal issues, such as
representations and warranties, indemnification, termination, confidentiality,
and where and how disputes are settled. It is important to note that the right
610
Some SAG-AFTRA signatory developers that draft their own agreements and incorporate SAG-
AFTRA’s terms will forward the agreements to SAG-AFTRA for their review to confirm that the
language in the agreements that deal with specific SAG-AFTRA terms are consistent with the
applicable SAG-AFTRA agreement. Some developers may feel this is beneficial since an
inconsistent provision could cause problems later while others may not feel comfortable sharing
certain information even with a confidentiality obligation. If a signatory wants their agreement
reviewed by SAG-AFTRA then then need to make sure they work into their schedule enough time
for SAG-AFTRA to review and provide feedback.
611
In very rare situations, an athlete may elect to “opt-out” of a union’s licensing deal and therefore
negotiate separately with a licensee to use their likeness. Michael Jordan and the baseball player
Barry Bonds were two athletes who elected to opt-out of the union deal, thinking that they might make
more money negotiating a deal on their own. As a result, if you wanted to make a basketball game
with all the players and wanted to include Michael Jordan, the developer would need to sign two
agreements for them to appear in the game: one with the player’s union to obtain the rights to the
players; and a separate agreement with Michael Jordan to include him in the game. See
https://www.espn.com/blog/playbook/tech/post/_/id/4185/michael-jordans-erratic-video-game-
history; and https://www.quora.com/Why-has-MLB-The-Show-2006-2018-not-list-Barry-Bonds-as-a-
record-holder-in-their-list-of-records-and-accolades.
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to use an athlete in marketing materials does not include the right to use logos
and other indicia of the team. These rights must be negotiated separately with
the team or league.
612
Given the importance of localizing games, more developers are using voice actors for languages
other than the traditional EFIGS languages. For some games, well-known actors in a particular
country have been used to provide the localized voice over. See https://genshin-
impact.fandom.com/wiki/Voice_Actors for a list of voice talent covering Japanese, Chinese and
Korean translations for Genshin Impact. Games based on licensed property, namely, film, that use
alternative talent rather than the original film actors’ voices, are subject to the licensor’s approval.
613
See Section 2.5 on publicity rights. Certain licensing agreements involving a property such as a
motion picture may include rights to an actor. However, if the actor is a member of a union and
services are required, a separate agreement might still be needed to cover additional union issues
(e.g., working conditions). Studios and production companies realize the ever increasing value of
tying films to video games and thus include rights to actors in licenses to make them more attractive
although this may increase the licensing fee. If the actor’s rights are included in the license
agreement, it is important to negotiate which rights are included therein and whether they cover
services required for the game’s development, such as voice-over. In the event that rights to an actor
are not included in the licensing agreement, the licensor should work with the developer to secure
those rights, and a separate agreement must then be signed with the actor.
239 Mastering The Game
marketing) will be performed and should include days (costs could increase on
weekends), and times (costs might be higher for evening sessions), and location
which may vary depending on the services being provided. A developer should
also be aware that they will most likely be responsible for travel, and
accommodation expenses for certain actors required to travel to a location.
Typically, all of these issues would be part of the negotiations subject to union
requirements, if applicable. 614
At times scheduling an actor’s services can be trickier than it appears, if an actor
is providing services for other companies including possibly working on a motion
picture, then there could be scheduling conflicts-sometimes unexpectedly. At the
same time, a developer has to balance their development schedule and studio
time, which may involve renting space to record voice-over or motion capture.
Failure to consider all these different factors and provide for backup plans can
be costly for a developer, even if the actor may have caused the problem. Some
agreements may include language that if there is a conflict with scheduling that
the developer would have first priority in the use of the actor’s services.
Depending on the types of services a prominent actor provides, a developer may
request that the services and rights granted be exclusive to the video game
category for an agreed period. For example, a developer may require that an
actor’s likeness can only be used in the developer’s game for one year from the
game’s release.615
Depending on the role played by the actor, rights might consist of the proceeds
from using the actor’s likeness, voice, motion capture moves, or a combination
of these in the game and any additional content. The developer will also want to
exploit the rights for marketing and publicity materials, such as trailers,616
packaging, and for advertising, including for print, broadcast, and online media.
Furthermore, a developer may request the right to link to the actor’s social media
accounts.
The parties must also negotiate how the rights granted by the actor to the
developer can be exploited: through which platforms, where, and for how long.
With digital media now providing unlimited worldwide distribution, developers
should seek to obtain worldwide rights to distribute their games by any future or
currently available means, including by disc, download, or streaming. Likewise,
they should seek to secure the right to exploit the game perpetually on all
currently available platforms, including consoles, PCs, and mobile devices, and
on any platforms developed in the future.617 A developer does not want to be in
a situation where the ways in which they can distribute a game is limited because
the developer did not foresee new forms of distribution. Should it not be possible
to negotiate a perpetual license, the developer should try to negotiate the right
to renew the license upon set terms. As with any type of agreement, the more
rights a developer seeks, the higher the fees for the developer. Furthermore, the
614
Depending on the recognition of an actor, a developer may also need to factor in costs associated
with an actor’s appearance whether dealing with make-up artists and hairdressers.
615
To avoid an unlimited exclusivity period, especially if the game is delayed, an actor may want to
add an outside date.
616
THE SAG-AFTRA IMA contains specific rules on additional payments for union actors featured in
trailers. If a trailer or teaser exceeds 12 minutes in length the actor is entitled to compensation in
addition to the payment received for performing in the scenes used in the trailer.
617
This request will be subject to any underlying license for a game. For example, if a game is based
on a licensed property such as Spiderman then the actor’s rights will only be needed for the length
of the underlying license. Even if a developer does not intend to exploit a game on a particular
platform, it should be noted in the agreement that the developer has the right to market on that
particular platform.
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developer should opt for a pre-determined fee based on the amount of work
required to use the actor’s services for derivative works, such as sequels and
downloadable content. This is especially important when an actor’s voice
becomes associated with a character in a game.
5.3.2 – Ownership
The developer needs to own all the rights to the services the actor provides for
the game. In the United States, this ownership is covered by a “work for hire”
agreement, provided that certain conditions are met.618 If the services provided
do not qualify as work for hire, provisions should appear in the agreement
assigning the rights to the developer. Furthermore, any marketing materials
(which may be subject to approval rights) created by the developer and
incorporating the actor’s services should be owned by the developer, although
they can usually only use these materials to promote the specific game. If the
rights are obtained pursuant to a work for hire agreement, the developer, as
copyright owner, is entitled to exploit the actor’s proceeds by any means in
perpetuity, subject to any negotiations and, if applicable, union restrictions.
618
See Section 2.2 on work for hire. The SAG-AFTRA IMA may limit the re-use of materials unless
additional compensation is paid to the talent. See the section on Limited Integration under the SAG-
AFTRA IMA.
241 Mastering The Game
they pay the actor additional compensation if the game generates a set amount
of revenue, instead of paying a higher fee or royalties.
For well-known actors, they typically require the entire payment, even if the game
is not completed, whether their services were provided or not, unless they have
breached the agreement. The actor may justify this position by noting that they
may forego other job opportunities to work on the game. Developers may then
seek to counter this requirement by establishing an alternative settlement
amount, by means of a liquidated damages clause, for example.
When negotiating compensation, it is essential that the parties address whether
any additional payment will need to be paid for services other than those
performed specifically for the game (i.e., voice-over, motion capture). For
example, if the developer wants to use scenes from the game in a television
commercial or create marketing materials using the actor’s likeness or wants the
actor to appear at trade events. Would these costs be included as part of the
overall fee, or will they be additional costs?619 All of this should be spelled out in
the agreement. In some situations, a developer may not know what they want
the actor to do, possibly a year or two from the signing of the agreement, and
therefore faces the challenge of dealing with unknown variables. As a result, a
developer may want to include options in the agreement that will allow them to
decide at a later date if they desire to use the actor’s services and would also
lock in a price for those services to avoid uncertainty.
The parties will also need to negotiate the actor’s credit in the game and any
other materials, and that will mostly vary depending on the actor’s reputation and
their role in the game. As games take on greater significance, actors will want to
receive more prominent credits realizing an attachment to a successful game will
increase their market value and prestige similar to starring in a well-received
motion picture. At the same time, developers will want to promote well-known
actors since this allegedly will help market a game. As a result, it would appear
that providing credits for well-known actors should not be a problem. However,
the issue becomes a little more challenging when a game may employ a number
of well-known actors. A developer, therefore, needs to be careful when
negotiating the type of credit provided to the actor, its placement,620 size and
even the length of time of a screen credit. For other actors, the discretion of the
type and where the credits appear typically will be at the developer’s sole
discretion.
Agreements generally also include clauses on the eventuality that a developer
makes a mistake in a credit, specifying that the actor’s only remedy would be
direct damages, thereby prohibiting them from terminating the agreement or
seeking an injunction to prevent the continuing distribution of the mistaken item.
Developers usually agree to correct any mistakes for all future releases of the
item.
619
If the developer has the right to license the actor’s likeness for potential merchandising
opportunities (assuming the game is not based on a licensed property), the parties will need to
discuss how the actor might be compensated. It is unlikely that an actor would not request additional
compensation. See Chapter 4 on licensing.
620
This would include in the game, marketing materials and social media.
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242
5.3.4 – Conduct
One unique provision that may appear in an actor’s agreement is a morals
clause.621 A developer may request the right to terminate the agreement if the
actor’s conduct, even if it has nothing to do with their work on the game, is
detrimental to the developer or to the game. This can be a difficult clause to
negotiate and introduce into an agreement, since actors may feel that it is
insulting. Yet it is also important for developers to protect their image and to be
able to cut their losses if a scandal jeopardizes the game’s potential success or
results through negative consumer feedback. Therefore, to avert any potentially
uncomfortable situations, developers should investigate the prior conduct of their
talent by carrying out some initial internet research, while being careful to only
use reliable sources. Morals clauses may provide for the termination of the
agreement in the event of the actor engaging in unsavory conduct, particularly
any criminal or morally reprehensible behavior. Developers usually define such
conduct in broad terms, while actors seek to remove the clause or limit the
definition. In addition, the developer should not only consider conduct during the
term of the agreement, but also any act occurring prior to the agreement that
reflects negatively on the talent, but that is not revealed until during the term of
the contract or after the game’s release.
Moral clauses should also provide for the possibility that the event triggering the
termination occurs after the actor has performed their services, and before or at
the time of the game’s release. If the game has already been released and,
assuming the actor has been paid, what would be the remedy, if any, for the
developer? How would the parties deal with a situation where the developer has
been harmed by bad publicity or a loss of sales, or had to incur costs to remove
the actor from the game or marketing materials, bearing in mind that it may be
impractical to remove the actor, depending on their presence in the game?
5.3.5 – Approvals
Like with most licensing agreements, under which licensors require that their
prior approval be given for all uses of their licensed property, actors, particularly
those who are well-established,622 may seek to obtain similar rights before
materials are publicly released. How the actor appears in materials, what
materials are used and how they are used might all be subject to negotiations.
An actor’s approval rights will most likely be very limited however, and whether
an actor can negotiate them mostly depends on their status. A well-known actor
may request very broad approval compared to a day player who might have no
approval rights. If approval rights are granted, the agreement will need to include
provisions covering the process by which materials are approved. This is
important, since delays in approvals could impede the release of the game and
marketing materials.
621
Morals clauses, which originated in Hollywood contracts under the old studio system, meant that
actors could be fired for engaging in improper conduct on and off set. This was especially significant
during the anti-communist scare in the United States during the 1950s. Crowell, Thomas, The Pocket
Lawyer For Filmmakers: A Legal Toolkit for Independent Producers. 2nd ed. Focal Press, 2011, p.
221.
622
Licensors, sports leagues and player associations, as part of their licensing agreements, request
approval rights that include the teams’ or unions’ trademarks or other indicia in the materials including
the use of a player's likeness. Therefore, a developer may need to factor in the additional time
required to seek approval from the appropriate licensors.
243 Mastering The Game
These provisions vary among agreements and may or may not include approval
of all uses. If approval rights are granted, the developer will likely impose certain
limitations. One such way is to seek pre-approval of marketing materials that can
be used continuously without the need for additional approvals, provided the
materials are not substantially altered. Furthermore, if the actor fails to respond
within a certain period, which may vary depending on the items that need
approval, the item would be deemed approved. The developer should include
provisions indicating that certain publicity or marketing opportunities that arise
may require swift approval so as to not be lost, and accordingly the actor agrees
to respond within a shorter time period, perhaps 48 hours. However, an actor
may require that if no response is provided during the set time period, the
materials be deemed disapproved.
It is also important to stipulate that, once materials have been approved, they
cannot then be disapproved, unless they have been substantially altered.
Otherwise, a developer could, on the basis of prior approval, move forward with
the development of their game and marketing materials only to have to later
revise them, costing them time and money. If materials are disapproved, the
actor must provide the reasons thereof within an agreed time period so the
developer can make the necessary corrections for approval.
An actor may want to share with the public materials developed for the projects
they are working on. Provided that they coordinate with the developer’s
marketing and publicity efforts; this can be beneficial for the developer, as it
increases the game’s visibility. With social media, it is easy to reach a huge
number of people across the globe. However, the developer should make sure
that the materials are released subject to the developer’s prior approval, in order
that no materials are released prematurely.
5.3.6 – Termination
Another key point in negotiations between an actor and developer centers on the
right to terminate an agreement for an uncured breach. The grounds for
termination and its timing must be established, as well as the possible remedies
for the non-breaching party. For the developer, the possibility of terminating an
agreement could be allowed if the actor fails to provide their services, materially
breaches any of the representations or warranties, or conducts themself in a way
that violates the morals clause.
Conversely, an actor could seek termination if the developer fails to pay, violates
terms and conditions under the guild or union agreements, or materially
breaches a representation or warranty. However, even if a developer fails to cure
a material breach, the developer should insist on provisions stipulating that, if the
actor’s services have been provided and are included in the game, the actor
would only be entitled to direct monetary damages and would not be entitled to
prevent the distribution of the game or marketing materials by seeking injunctive
relief.623 Agreements also usually contain provisions limiting the developer’s
liability. Monetary compensation should be capped at a set amount, which might
be based on the agreed amount of compensation, although it becomes more
complicated if the actor was entitled to royalties.
623
For more information about injunctive relief in the United States, see Section 3.2.18.
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In the event that either party breaches the agreement, the breaching party will
have the opportunity to cure the breach within a certain time period. However,
given that a cure might not restore the parties to their positions prior to the
occurrence of the breach, the applicability of a cure period depends on the nature
of the breach.
624
Actors in “right to work” states, where non-union work may be more prevalent, may find a number
of opportunities without joining SAG-AFTRA. However, actors may decide to become SAG-AFTRA
members if they work on a production in a state such as California where developers are more
commonly SAG-AFTRA signatories.
625
The IMA also notes “or anywhere else in the world for which the Performers are engaged in the
United States by Employer.” This would include situations whereby an actor may be hired in the US,
contracted in the US, or the deal is negotiated with their US agent, but the performance takes place
outside the US.
626
Alternatively, some developers may hire an actor through a 3rd party which is a signatory to the
SAG-AFTRA agreement while the developer remains a non-signatory. Furthermore, a developer can
enter into a one-production only (OPO) agreement with SAG-AFTRA whereby they commit to abide
by the SAG-AFTRA agreement entered into for a specific project. Currenty, there is no limit on the
amount of OPO agreements a developer can enter into with SAG-AFTRA. In this scenario, a
developer could develop games with union actors under the OPO agreement and develop other
games without union actors provided those games do not employ SAG-AFTRA members. SAG-
AFTRA can involve a number of agreements and amendments which can be challenging to navigate
and therefore it may be worth speaking with counsel experienced in this area to understand the
obligations required by the union. Additionally, you may contact SAG-AFTRA directly to discuss and
clarify the procedure to follow if you would like to hire union members in the United States. A party
seeking to hire a SAG-AFTRA actor must also provide the union with various paperwork for its
approval before engaging in the production. Some of the paperwork includes information about the
company, production and a list of actors to confirm that they are union members.
627
See https://www.sagaftra.org/production-center/contract/820/ for links to the various SAG-AFTRA
agreements. The IMA agreement has been amended by the SAG-AFTRA 2017-2020 Memorandum
of Agreement https://www.sagaftra.org/files/2017SAG-AFTRAIMAMOAwSchA_final.pdf and the
2020 Extension Agreement https://www.sagaftra.org/files/2020SAG-AFTRAIMAExtension.pdf.
628
The ILA, which is a temporary agreement and is scheduled to be renewed on November 13, 2022,
covers actors providing dubbing, or localizing English language soundtracks, for games originally
produced in a language other than English. Actor’s pay under the ILA is slightly higher than the IMA,
but allows for integration and reuse rights for future games without any further compensation. If a
developer is a SAG-AFTRA signatory, they must first seek approval from the union to determine if
they are eligible to sign the ILA. SAG-AFTRA will check that: (i) the game was scripted in a language
other than English; (ii) the English recording is synched to a finished visual product; and (iii) the IP
owner is based outside the United States. Releasing a foreign version game prior to undertaking any
localization for an English version of the game would qualify under the ILA. If a game does not qualify,
the IMA would need to be signed to use SAG-AFTRA performers. The ILA incorporates the terms in
the IMA and all subsequent amendments.
245 Mastering The Game
financial terms629 and re-use fees. For many developers costs to hire union
actors will increase the game’s budget compared to a non-union production
because of minimum requirements involving payments and other benefits. The
trade off however is that the pool of union talent consists of the most experienced
and professional actors. 630
One of the most significant terms in the SAG-AFTRA agreements establishes
certain hiring requirements for games employing union talent.631 On the one
hand, according to SAG-AFTRA’s Global Rule One, SAG-AFTRA members can
only enter into a deal with a developer if the developer is a signatory to a SAG-
AFTRA agreement.632 On the other hand, besides a few limited circumstances,
signatory parties to the SAG-AFTRA agreements generally engage union
members.633 As per the SAG-AFTRA agreements, absent an exception, a
signatory must employ union members during the term of their agreement with
SAG-AFTRA. One possible exception is when a signatory can employ a non-
union member under the Taft-Hartley Act.634 In this situation, the actor possesses
unique talents for a particular production that could not be provided by a union
member635 and agrees to apply for SAG-AFTRA membership within the allotted
time period after the beginning of employment. The developer would then submit
a Taft-Hartley form to the union detailing the actor’s employment, the production,
and the reasons why the actor is necessary for the game.
629
For instance, the LBA provides performers with additional payments (capped once it reaches a
certain amount) using a sliding scale based on the number of unit sales of a game. For example, a
game that sells over 500,000 units would entitle a performer to an additional payment of $225.50
based on the LBA in effect at the time of writing. If the same game was to sell 1 million units, then
the performer would be entitled to another $225.50, etc. Since business models will vary among
games and one based on unit sales might not be appropriate, the developer and the union would
need to determine a different form of contingent compensation.
630
The decision to become a signatory should be discussed with counsel to weigh your options for
using talent. Many voice over recording studios may also be able to provide insight into union
productions.
631
Under the IMA, talent includes voice-over, (which may include singers and atmospheric voices)
on-camera (which may include performance motion capture, stunt performers, stunt coordinators,
singers and dancers) puppeteers and background performers. See
https://www.sagaftra.org/production-center/contract/820/getting-started. Prior to joining the union, an
actor must first submit various forms to see if they qualify for admission and upon acceptance, must
pay initiation and on-going yearly fees.
632
A rarely used exception to this rule which originates from a US Supreme Court decision and is
applicable to any union member no matter what their employment, is when that union member
requests “financial core status”. In this situation, as it relates to SAG-AFTRA, a union and non-union
member can work on both SAG-AFTRA and non-union projects. if they declare financial core status
and abide by certain rules. Actors may declare financial core status as a dues paying nonmember of
SAG-AFTRA, or if already a member, resign and seek financial core status. Actors who declare
financial core may enjoy more flexibility to do union and non-union work but would lose certain rights
and benefits offered by SAG-AFTRA, including voting and running for union office, to name a few.
There are benefits and drawbacks in deciding whether to declare financial core status, so it is highly
recommended that an actor seek legal counsel specializing in this area to discuss the consequences.
Additionally, developers in “right to work” states may have additional flexibility when engaging union
and non-union talent.
633
US labor law prohibits SAG-AFTRA from preventing non-union members from participating in a
union project, or requiring that actors auditioning for a role already be SAG-AFTRA members to be
hired (although nonmembers can be required to pay initiation fees and membership dues within a
certain period after employment).
634
The Taft-Hartley Act is a US federal statute passed in 1947 that among other things places limits
on unions by prohibiting unions from requiring workers in a unionized work place to join a union. See
National Labor Relations Board, "1947 Taft-Hartley Substantive Provisions", nlrb.gov.
635
Another example would be a well-known person who portrays themself (i.e., a musician plays
herself as a singer in a game). See https://www.sagaftra.org/what-taft-hartley-report for other
possible reasons why a non-union member may qualify for work on a SAG-AFTRA production, but
certain qualifications may apply. If a non-union actor is hired instead of union actor who could play
the role in a game, then the developer could be subject to a fine by the union. See Preference of
Employment in the IMA where the IMA requires developers to give “preference of employment” to
performers under certain conditions who live within a defined geographic proximity to the site of the
production.
Mastering The Game
246
636
The minimum payment requirements apply, whether an actor is providing voice-over, motion
capture or appearing in a television commercial for a game, and will vary depending on the services
provided.
637
At the time of writing, pension and health benefits was an additional 16.5% of the talent’s wages.
The bonus payment, which is due no later than the game’s release date, is based on the number of
sessions worked on each game, beginning with a $75 payment on the first session and totaling
$2,100 after 10 sessions worked. See https://www.sagaftra.org/files/2017SAG-
AFTRAIMAMOAwSchA_final.pdf.
638
What the SAG-AFTRA agreements define as “vocally stressful sessions” in voice-over work
provide one example of limitations imposed on working conditions using SAG-AFTRA talent. Under
the IMA, these sessions are limited to two hours per day (payment is for four hours, however) and
are defined as “any work that risks damage or undue strain to the Performer's voice which may be
due to prolonged requests for the actor to enact: yelling/shouting/screaming, fighting sounds, death
sounds, battle cries, complicated creature sounds, unnatural vocal textures, extensive whispering,
high pitched vocal sounds, or any other voice/sound that is difficult/challenging for the performer to
deliver”. This clearly illustrates the importance for a developer to fully understand the regulations
involving actors in advance, to avoid development delays and unexpected costs. See
https://www.sagaftra.org/files/2020InteractiveLocalizationAgreement.pdf.
639
The longest strike in SAG-AFTRA’s history involved a dispute over benefits between the video
game industry and voice-over talent. Handel, Jonathan, “SAG-AFTRA Video Game Strike Ends”,
hollywoodreporter.com, September 25, 2017.
247 Mastering The Game
CHAPTER 6
VENDOR AGREEMENTS – INDEPENDENT
CONTRACTORS
As the development and exploitation of games has become more complex, many
developers, whether major publishers or small mobile developers are
increasingly relying on third parties to help with various aspects of their games.
This can range from development aspects, such as providing additional artwork,
programming, music, storytelling, motion capture, and voice-over, to distribution
and marketing, including producing a trailer, organizing an event or even hiring
an influencer to help promote a game or esports competition, or hiring a sales
agent for a particular territory. These third party vendors can provide the required
expertise and assistance in a particular area at potentially lower costs, and if
done correctly, enable the developer to own the proceeds of the vendor. The
vendor is usually hired as an independent contractor, thereby creating a
relationship different from that of an employee, and with, it different rights,
responsibilities, and limitations that are imposed on the hiring entity and the
vendor.640
In some jurisdictions, the developer must enter into a written agreement with the
person, whether they are deemed an employee or independent contractor, for
the parties’ rights and responsibilities to be enforceable. Moreover, this ensures
that both parties understand their responsibilities, and establishes ownership and
the amount to be paid in compensation or salary to the vendor or employee for
their services. This chapter illustrates the main points from a US perspective
while many of the key legal considerations regarding this type of agreement are
relevant from an international perspective, readers must be aware that laws and
regulations might differ substantially between jurisdictions.
When hiring employees, the employment agreement should cover, at the very
least: ownership matters, namely, of an employee’s work product;
responsibilities; salary; rules of conduct, which can cover the treatment of fellow
employees, to restrictions on social media involving the developer:
confidentiality, which should include the handling of trade secrets, and a
representation that the employee will not use any confidential information or
trade secrets of others during their employment and for a limited time
thereafter.641
640
Are esports athletes deemed to be employees or independent contractors? See Winn, Audrey,
“League of Legends gamers could become California’s newest workforce”, qz.com, January 9, 2020.
According to an article on the Quartz website, while League of Legends players are not deemed to
be employees of the teams that hire them according to their agreements, this could conflict with CA
law. See also Hankins, Patrick, “Here Comes a New Challenger! Esports and California AB 5”,
Marquette Sports Law Review, vol. 31, (2020). p.129.
641
See ZeniMax Media Inc. et al. v. Oculus VR, Inc. et al., Civil Case No. 3:14-cv-01849-P (2017),
where ZeniMax sued Facebook for trade secret violations, a breach of confidentiality, and copyright
249 Mastering The Game
infringement involving the Oculus Rift headset. Although the jury did not find a trade secret violation,
it did find for the other causes and the court awarded ZeniMax $250 million. The parties, however,
settled out of court. See Matney, Lucas “Facebook Settles Oculus VR Lawsuit with ZeniMax”,
techcrunch.com, Yahoo, December 12 2018.
642
While some jurisdictions adhere to a “work-for-hire” doctrine, others do not allow freelancers to
assign all or certain rights and, where such assignment or rights is allowed, the formal requirements
differ. These differences are often solved in practice through the transfer of rights, unless this is
forbidden by law or broad exclusive licenses. Some countries also grant extra protection to artists,
such as active exploitation, best seller clauses, and reporting requirements.
643
The agreement should contain the procedure for accepting the vendor’s material, including the
time period within which the developer can review the materials. The agreement should also specify
the procedure for resubmitting the material if the developer rejects the material. Failure by the vendor
to deliver acceptable materials could result in termination. However, this can be a delicate matter
with regard to independent contractors, due to the oversight involved, which could determine whether
the vendor is deemed to be an employee or an independent contractor.
644
The recognition that an employee or a vendor should receive for working on a game has drawn
an increasing amount of attention in recent years. This is due to the fact that credits are usually given
at the developer’s discretion, yet, when an employee or vendor has worked on a successful game,
credits can help to improve future career opportunities - a fact long recognized by actors’ unions and
US courts when dealing with credits in the film industry. Most agreements provide the developer with
wide discretion to determine whether to give a credit, as well as its type, placement, and size.
Vendors and employees generally have to negotiate to receive a credit, which can be challenging,
and they should be aware that receiving one will most likely be subject to certain pre-conditions,
including remaining on the project from their recruitment until the project’s completion. Given that
some games’ development cycles last several years, this is a major issue for many employees and
vendors who have to leave before the project’s completion, because they are replaced, were only
hired for a limited period, or move onto another opportunity.
Mastering The Game
250
The specific matters in the attachment typically cover: (i) the services to be
performed and their delivery schedule; (ii) if applicable, an asset delivery
schedule covering what is to be delivered and when; and (iii) a payment
schedule. For example, an attachment signed with a public relations firm might
include, among the services to be provided: writing and issuing press releases,
contacting media outlets, and dealing with influencers and the press, along with
the delivery dates and payments associated with each service.
Two critical points to consider when dealing with independent contractor
agreements involve ownership, and the vendor’s legal status, namely, whether
they can, in fact, be deemed to be independent contractors. In the United States,
certain pre-conditions must be satisfied in both cases, in order for a work to be
considered a work for hire, and for a person to qualify as an independent
contractor.
As mentioned previously, under US law, an employer can own the work created
by an employee provided it is done within the scope of their employment 645 or
as an independent contractor under a work for hire pursuant to a written
agreement. Otherwise, the author of the work would be considered the owner of
the copyrighted material.646 In order for the work to be deemed a “work for hire”,
the agreement must be in writing and signed before work starts and the work
must fall within one of nine categories of service.647 While audiovisual works,
which include video games, are among the nine categories, software is not, and
falls instead under the category of literary works for copyright purposes. This
poses a potential issue as to whether creating software qualifies as a work for
hire.648 Some courts have ruled that it does, but did so by ruling that software
creations are both “contributions to collective works” and “compilations”.649
Due to the potential uncertainty as to whether services performed can qualify as
a work for hire and the fact that jurisdictions may not recognize the concept, it is
critically important that the agreement also contains provisions stipulating that
the vendor assigns their rights to the developer. The assignment of rights
transfers the vendor’s rights to the developer, although an assignment could
pose a number of long-term problems in certain jurisdictions. Under US copyright
laws, authors, under certain conditions, have the right to reclaim their copyrights
in what is known as the termination of transfers.650 In this situation, if the author’s
645
See Mattel, Inc. v. MGA Entertainment, Inc., 616 F.3d 904, United States Court of Appeals for the
Ninth Circuit 2010, involving the creation and ownership of the Bratz line of toy dolls.
646
Dannenberg, Ross and Dravenport, Josh, “Top 10 video game cases (US): how video game
litigation in the US has evolved since the advent of Pong”, Interactive Entertainment Law Review,
(2018), vol.1, pp. 89-102.
647
United States Code, Title 17, Sect. 201.
648
United States Code, Title 17, Sect.101.
649
Rutkowski, Chad A., “Can Software Be Created as a Work-for-Hire?” lexology.com, 2016.
650
United States Code, Title 17, Sects 203, 304(c). See Johnson, Ted, “Legal Landmark: Artists Start
to Reclaim Rights to Their Music”, variety.com, Penske Media Corporation, April 16, 2013. This has
become relevant in the age of new distribution formats, as copyrights can be more easily exploited
through new media worldwide. Content that might not have previously generated much revenue
years after its initial release due to distribution limitations imposed on physical goods can now
generate greater revenue. The music industry has seen a number of artists claims ownerships of
some of their original music, including Don Henley of the Eagles, Tom Petty, Bob Dylan, Blondie,
Fleetwood Mac and film composer, Ennio Morricone. However, while the legislation initially focused
on musicians, the right can apply to other media forms besides, such as film and video games. See
“Little-known aspect of US copyright law means creators can reclaim their work: when franchises get
‘terminated’’, thenextweb.com, Financial Times, November 9, 2019 regarding the motion picture
industry. See also Jefferson, Richard B., “The Music Professionals Guide to Copyright Termination
Rights”, lawyersrock.com, October 1, 2017 with regard to music rights. The video game industry’s
251 Mastering The Game
rights were assigned and not provided as a work for hire, the author, after 35 or
40 years (depending on when the grant was made) and, provided they serve
notice of termination to the current rights holder, can reclaim ownership of their
copyright within very specific time frames.
If there is no written agreement, it is highly possible that a vendor could own the
source code. And, while the developer may have an implied license for the
specific project, a developer would have to license the rights back from the
vendor for any future project.651 This is a painful position for the developer,
especially when there is uncertainty as to whether a license can be obtained and
how much it will cost. However, such a situation can be avoided by ensuring that
an agreement is properly drafted beforehand.
Another concern for a developer is determining whether an individual who is an
independent contractor on paper is deemed to be an independent contractor
under the laws of the United States. The language used in a contract may not
stand up to close scrutiny under the various state employment laws.
In the United States, provided certain conditions are met, an individual, that is, a
vendor, can almost always be hired as an independent contractor rather than as
an employee.652 This provides benefits for the developer, who is not then
required to take on responsibility for taxes and worker benefits, such as sick
leave, and unemployment and disability insurance. Likewise, it allows the vendor
to work on various projects for different companies and have greater control over
their projects, although they are not entitled to the benefits they may receive as
an employee.653 However, there are also limitations to this possibility, including
regarding the amount of oversight a developer can maintain on a project. The
line can easily be blurred and can vary by state, or by national jurisdiction.
Developers therefore need to be careful that they label vendors accurately,
otherwise they can be subject to various fines and back taxes. In addition, a
vendor who was misclassified can file claims against the developer to seek back
pay to cover any time not compensated for, such as overtime, meals, and rest
breaks.
Recently, the distinction between an independent contractor and employee has
taken on greater significance with the growth of the gig-economy654, illustrated
by companies, such as Uber and Lyft, whose business models rely on
future in this regard is unknown, since earlier games were not as content intensive as they are today,
although source code could pose a problem for some earlier games if the work was assigned. It
would appear that it would not nearly be as easy to exploit an author’s rights in video games and
films as it is in music. Therefore, a license for a film production company or game developer to retain
the rights might suffice. Since this is a relatively new area of potential controversy with specific
procedural issues and restrictions, including derivatives, it is advisable to contact a lawyer with
expertise in copyright and familiarity with termination of transfers.
651
Dannenberg, Ross and Dravenport, Josh, “Top 10 video game cases (US): how video game
litigation in the US has evolved since the advent of Pong”, Interactive Entertainment Law Review,
(2018), vol.1, pp. 89-102.
652
See S.G. Borello & Sons, Inc. v. Department of Industrial Relations, No. S003956, Supreme Court
of California, 1989. Furthermore, the Internal Revenue Service has adopted a test to determine
whether a person qualifies as an employee or independent contractor. See IRS, “Independent
Contractor (Self-Employed) or Employee?”, irs.gov, “Independent Contractors IRS 20-Factor Test”,
regent.edu. Failure to classify a person properly can result in civil penalties; criminal penalties may
apply if the misclassification was intentional. See Messina, Frank, “Employee Versus Independent
Contractor: The IRS and Department of Labor’s Focus on Worker Classification”, cpajournal.com,
January 2019.
653
Independent contractors cannot claim unemployment insurance from the hiring entity, nor are they
entitled to the minimum wage. These issues were addressed by California’s Assembly Bill 5.
654
A gig-economy is characterized by temporary jobs and companies’ tendency to hire independent
contractors and freelancers instead of full-time employees. See Brock, Thomas, “Gig Economy”,
investopedia.com, February 4, 2021.
Mastering The Game
252
independent contractors to move passengers around. This issue has drawn even
more attention, as a result of California’s Assembly Bill 5 (AB5), which came into
force in 2020 and is the strictest law in the United States regarding the
classification of workers as independent contractors. Under this law, the state
imposed a test adopted from a California Supreme Court decision655 to determine
whether an individual is an employee or independent contractor, the burden
being on the hiring entity to show that the person meets the requirements to be
deemed to be an independent contractor. The person is assumed to be an
employee under the law unless proven otherwise by the hiring entity. For a
person to be considered an independent contractor, the hiring entity must
complete what is known as the “ABC test” and show that:
1. The person is free from the control and direction of the hiring entity as
regards the performance of their work, both in the work contract and in
fact;
2. The person performs work that is outside the usual course of the hiring
entity’s business; and
3. The person is customarily engaged in an independently established
trade, occupation, or business of the same nature as that involved in the
work performed.656
If the hiring entity cannot demonstrate one of the above factors, the person would
be considered an employee unless they are covered by one of the exemptions
under the law. Under AB5, there are a number of professions that are exempt,
which may be relevant to the video game industry, including marketing
professionals,657 graphic designers, fine artists, still photographers, and
freelance writers, as defined by the bill and who work under a written contract
that specifies certain terms, subject to prescribed restrictions.658
In 2020, more exemptions for workers were added to AB5 with the passing of
Assembly Bill No. 2257. Under the bill, translators, editors, content contributors,
narrators, producers, illustrators, musicians, and music professionals, such as
recording artists, songwriters, composers, record producers, vocalists,659 and
engineers, whose work is primarily original and inventive are now exempt.660
While an individual may be covered by one of the exemptions, they are not
automatically deemed an independent contractor. Instead, a hiring entity would
need to apply the so-called Borello test, which was used prior to the adoption of
655
See Dynamex Operations West Inc. v. Superior Court of Los Angeles, 4 Cal. 5th 903, Supreme
Court of California, 2018.
656 Assemb. Bill 5, 2019 (Ca. 2020).
657
A marketing professional can qualify, “provided that the contracted work is original and creative in
character and the result of which depends primarily on the invention, imagination, or talent of the
employee or work that is an essential part of or necessarily incident to any of the contracted work.
Assemb. Bill 2257, 2020 (Ca. 2020).
658
Id.
659
“Musicians and vocalist who are not royalty-based participants in the work created during any
specific engagement shall be treated as employees solely for purposes of receiving minimum and
overtime wages for hours worked during the engagement.” The bill also excludes from the exemption
musicians performing for a symphony orchestra, at an amusement park or in a musical theatre
production. Cole, Aaron H., and Luster, Julia A., “AB 2257 Enacts Significant Changes to AB 5 on
Classification of Workers as Independent Contractors”, The National Law Review, vol.11, ser. 319,
November 15, 2021.
660
Assembly Bill 2257, 2020 (Ca. 2020).
253 Mastering The Game
the ABC test. The Borello test considers more factors, possibly making it easier
to qualify as an independent contractor.661
Another important provision of the law is that it gives the California Attorney
General’s office, local prosecutors, and cities in the state the right to sue
companies for violating the law and the right to seek injunctive relief, to prevent
employees from misclassifying.662
The various tests involving independent contractors are very fact specific. AB5
is still relatively new and in a state of flux, with new legal challenges, additions to
the list of exemptions, and questions will take time to clarify. Developers wishing
to hire in California need to monitor the various laws, which will continue to evolve
over the next few years.
661
The Borello test considers the following factors:
(a) The individual (defined in this subdivision as an individual providing services through a sole
proprietorship or other business entity) maintains a business location, which may include the
individual’s residence, that is separate from the hiring entity. Nothing in this subdivision
prohibits an individual from choosing to perform services at the location of the hiring entity.
(b) If work is performed more than six months after the effective date of this section, the individual
has a business license, in addition to any required professional licenses or permits for the
individual to practice in their profession.
(c) The individual has the ability to set or negotiate their own rates for the services performed.
(d) Outside of project completion dates and reasonable business hours, the individual has the
ability to set the individual’s own hours.
(e) The individual is customarily engaged in the same type of work performed under contract with
another hiring entity or holds themselves out to other potential customers as available to
perform the same type of work.
(f) The individual customarily and regularly exercises discretion and independent judgment in the
performance of the services.
See S.G. Borello & Sons, Inc. v. Department of Industrial Relations, No. S003956, Supreme Court
of California, 1989.
662
In May 2020, the California Attorney General sued Uber and Lyft, claiming the companies
wrongfully classified their drivers as independent contractors, rather than workers, which is a violation
under California’s Assembly Bill 5. However, before a court could decide the merits of the case, the
voters in California supported a proposition that allowed the drivers to be classified as independent
contractors, thereby making the lawsuit moot. In California, a proposition allows voters to change the
state’s constitution, or other state laws, and overturn previous legislatively enacted laws. See
Legislative Analyst’s Office: The California Legislature’s Nonpartisan Fiscal and Policy Advisor,
“Ballot Initiatives and Propositions: Voter Initiatives”, lao.ca.gov. However, a California court
subsequently ruled that sections of the proposition were unconstitutional since it violated the state’s
constitution. At the time of writing, the decision is under appeal. See Siddiqui, Faiz, “California judge
rules unconstitutional the measure classifying Uber and Lyft drivers as contractors”,
washingtonpost.com, August, 20 2021. How important was Proposition 22 to ride-hailing and delivery
apps? According to the Washington Post newspaper, Uber, Lyft and DoorDash spent more than $200
million on Proposition 22 challenging AB5. Faiz Siddiqui and Nitasha Tiku, “California Voters Sided
with Uber, Denying Drivers Benefits by Classifying Them as Contractors”, washingtonpost.com,
November 4, 2021.
254 Mastering The Game
CHAPTER 7
CONSOLES
7.1 - Introduction
One of the most important relationships that a publisher or developer forms is
with the platform owners that manufacture game consoles and provide the
software663 and hardware tools necessary for publishers and developers to
develop and publish their games, whether a retail or digital version, on each
respective platform.
The console manufacturers (“CM”), of which three dominate the market, are
usually referred to as first parties. Since the introduction of Microsoft’s Xbox in
2001, the primary CMs have been Nintendo, Sony, and Microsoft. Nintendo has
been in the industry the longest, having entered in the late 1970s. It competed
primarily with Sega until 1994, when the PlayStation was introduced in Japan.
That would be the first time that three major console manufacturers would
compete for market share. Sega would eventually leave the console market in
1998, due to disappointing sales with the Dreamcast console. However, only a
few years later in 2001, Microsoft would introduce the Xbox. At various times,
different manufacturers, including Sega, have led yearly worldwide console sales
driven by the hardware and games developed for their consoles.664
663
Software tools can consist of object code, source code, libraries, and firmware.
664
See van Dreunen, Joost, One Up: Creativity, Competition, and the Global Business of Video
Games, Columbia Business School Publishing 2020, pp. 36-37, which charts sales of the worldwide
console gaming market from 1984-2018. A few historical facts about each CM and their significance
in the industry: Nintendo, the only company of the three whose primary business today is video
games, manufactured its first console, called Color TV-Game, in 1977, with distribution limited to
Japan. Six years later, it introduced in Japan the Nintendo Entertainment System (NES), originally
known as Famicom followed by a US release two years later. Many believe that the 8-bit system
saved the video gaming industry, which was near collapse in the early 1980s, with groundbreaking
games, such as Super Mario Bros. and The Legend of Zelda. Nintendo’s hand-held video game
device, the DS, is the most successful line of handheld dedicated video game devices in terms of
sales, with over 154 million units reported sold. “Global unit sales of Nintendo DS as of November
2021, by region", statista.com, November 10, 2021. Nintendo’s Wii console, introduced in 2006,
helped expand the video game audience with its motion-sensing technology. Sony entered into the
video game console market in 1994 in Japan with the introduction of the PlayStation after Nintendo
abandoned a partnership with them to build a CD-ROM drive for Nintendo’s SNES. Sony would soon
become the leader among the console manufacturers, and its early success was attributed to a
number of factors, including the introduction of 3D graphics, the use of a CD instead of cartridges
used by Nintendo, which allowed for more memory for games, and a reduction in manufacturing
costs, helping entice developers, strong third party developer support, and strong brand and
infrastructure in manufacturing, marketing, and distributing products. The PlayStation sold over 100
million units, followed by the PS2, which would become the best-selling console in history, selling
over a reported 158 million units. “Global unit sales of PlayStation 2 as of August 2021, by region",
statista.com, August 11, 2021. Microsoft entered the console business in 2001 with the Xbox, later
adding Xbox Live, an online gaming service that allowed subscribing end-users to download content.
Microsoft has been at the forefront of online and cross-platform play. For further information on the
various CMs, see Harris, Blake, Console Wars: Sega, Nintendo, and the Battle That Defined a
Generation, Dey St, 2014; Sheff, David, Game Over, Press Start to Continue: How Nintendo
Conquered The World, Cyberactive Media Group, 1999; Takahashi, Dean, Opening the Xbox; Inside
255 Mastering The Game
Microsoft's Plan to Unleash an Entertainment Revolution, Prime, Prime Publishing, 2002; Pettus,
Sam, Service Games: The Rise and Fall of Sega, 2013; and Geeks Line The PlayStation Anthology,
Geeks-Line, 2015/2017.
665
Wijman, Tom, “Global Games Market to Generate $175.8 Billion in 2021; Despite a Slight Decline,
the Market Is on Track to Surpass $200 Billion in 2023”, newzoo.com, May 6, 2021.
666
“2020 Essential Facts About the Video Game Industry", theesa.com.
667
In 2020, Nintendo sold 26.3 million Switch consoles: the highest yearly number of sales for any
console in Nintendo’s history. Batchelor, James, “Ampere: PS5 and Xbox Series X|S sales in line
with, not ahead of, previous gen”, gamesindustry.biz, February 11, 2021.
668
With the growing importance of downloadable games through the CMs’ digital distribution platform,
and the recognition of the growing importance of independent developers, it is expected that
procedures, barriers to entry, legal issues and guidelines established by the CMs will continue to
evolve to deal with the changing video game landscape. All three CMs have increased outreach
efforts to the independent development community, but is still a greater challenge to distribute
digitally compared to other digital platforms such as Steam and mobile.
669
Privacy rights, IP, end-user created content, content regulation, and monetization policies,
including those involving virtual currency, are some of the potential areas that might take on greater
legal relevance in the future.
670
See the following platform manufacturer sites regarding information for developers and publishers:
https://developer.nintendo.com/ https://partners.playstation.net/ and
https://www.sie.com/en/blog/how-to-pitch-your-game-to-playstation/; www.xbox.com/en-
US/developers?xr=footnav; http://www.xbox.com/en-us/ developers/id; and
http://msdn.microsoft.com/en-us/aa937791.aspx.
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Under the publisher agreement, the publisher would typically have the non-
exclusive, non-transferable right to publish, develop, and distribute games, as
well as any additional content, such as downloadable content (DLC) and
microtransactions (referred to collectively in this chapter as “Game Content”) on
the console platform; to manufacture retail versions of a game through the
hardware manufacturer or approved CM vendors, and market games.673
The publisher will also need to follow specific procedures for the submission of
games, and commit to a number of other important obligations, which may
671
Historically, publishers would have to submit materials separately for different regions, namely,
the United States, Europe and Japan, for certain CMs, with each possibly having different acceptance
criteria. Consequently, a game accepted in Europe might not have been accepted in Japan. CMs
eventually moved towards single submissions and a single final candidate game may contain a
number of different versions to satisfy various rating boards and regional customs, although
consumers would only be allowed to play the version of their designated country.
672
See Chapter 3 regarding the publisher-developer relationship.
673
In addition, the publisher would have the right to use the CM’s trademarks, subject to the CM’s
approval, but only in connection with the publishing, that is, the manufacturing, sale, and marketing,
of the game. The agreement will also state that the publisher is granting non-exclusive rights to the
CM to exploit the content material and publisher’s trademarks on their platform, as well as any
marketing materials. This would also include the right of the CM to allow the game to be streamed
on the CM’s platform and to allow third-party applications and services by players, although the
publisher would have the right to disable the streaming of their game. If the publisher allows for
streaming, it is important for a publisher to exclude any content that may not be licensed for that
purpose, namely, music.
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674
Some of the hardware development systems needed by developers and publishers can be costly,
depending on the number required by the developer. As a result, the publisher and developer need
to factor these costs into their development budgets if they are developing for multiple platforms. In
some situations, CMs are reducing some of the costs associated with obtaining development kits, in
an effort to promote development for their various systems. See http://us.playstation.com/develop
and http://www.xbox.com/en-us/developers/id.
675
See Chapter 12 for a discussion on common clauses that appear in many agreements, including
the various CMs’ tool agreements.
676
At one time, CMs exercised broad discretion regarding approvals and could reject game
submissions and other materials for almost any reason. In Europe, the courts and regulatory bodies
looked unfavorably towards CMs’ blanket discretion. Over the years, the CMs have reduced their
discretion, with regards to game concepts, not only due to policies in Europe, but also as a result of
competition, for example, Apple’s more liberal approval process compared with that of CMs gave rise
to a number of changes. However, CMs still exercise broad control over technical issues and maintain
the right to disapprove video games and remove them from their platforms, although this is rare after
a game’s release.
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static advertising.677
Each CM has its own submission policies and guidelines
covering technical and content requirements involving game development. While
a developer or publisher may begin development on a game at any time once
they have signed the appropriate agreements, at some time before a game can
be released on a console platform, certain information about the game, including
the game’s concept, will need to be approved by the CM. However, it is probably
best practice to submit a game’s concept as early as possible, to avoid any
unnecessary costs and time involved in developing a game concept that is later
refused by the CM.
Prior to submission for the CM’s final approval, referred to as a game’s
certification, the publisher must first test the game to ensure that it is compatible
with the appropriate hardware and configurations; works with any approved
peripherals; and that there are no bugs, viruses, or defects in the game that
would prevent it from playing on a platform. Once the publisher has tested the
game, it would submit a final version to the CM for its approval678 to ensure that
the game meets the CM’s technical and quality requirements and is functional,
and therefore ready to be released for distribution.679 Following the CM’s
approval, the master candidate is then ready for duplication or digital
distribution.680 Publishers should also be aware that they must comply with all
certification requirements on an ongoing basis and, in most cases, they must
obtain approvals for updates and patches. Finally, CMs might also require that
all games be localized to the same extent as the localization carried out for any
other CM. This would include, at the very least, languages, text, voice, and
packaging.
The publisher will also need to submit all retail packaging materials, including
related artwork, user instructions, warranty information, brochures, promotional
inserts, and packaging. Furthermore, all marketing and promotional materials
must be approved by the CM that incorporates its trademarks or name on, for
example, press releases. These requirements are quite broad and cover any
activities involving the use of any of the CM’s trademarks, brand names, and any
other intellectual property. For example, this could include advertising materials,
such as online, television, radio, print, promotions, posters, public relations,
677
In-game advertising is also usually subject to other provisions in the agreement, including
compliance with a countries’ advertising regulations, which may prohibit certain products targeting
children.
678
The CM will conduct so-called first party checks to verify that the software works on the platform
and does not violate any technical requirements or guidelines established by the CM. Publishers or
developers must not submit a game to the CM expecting it to do the initial testing, since this will only
delay the approval process and increase costs.
679
If the submission is approved, the CM will release the master candidate to manufacture, that is,
for retail versions, this would include duplication and packaging. If the master is rejected, the
publisher would need to resubmit, and the CM would need to review it again. A publisher might be
allowed to request an expedited review, in order to respect a projected release date, although that
would usually result in an additional charge.
680
To date, CMs have required that all manufacturing for game discs, cartridges, and demos be
carried out, either by the CMs or by their certified vendors. European publishers have the option to
use other vendors, although CMs will still need to approve anything manufactured. This ensures that
the quality and security measures required by the CM are carried out pursuant to the CM’s
requirements. All the CMs have a number of approved certified manufacturers to duplicate their
products throughout the world. In contrast, for games on PC, the publisher can contact and enter into
a deal with any DVD replicator. Even after materials have been approved by a CM, the CM will be
entitled to require a publisher or developer to correct any defects in a game or mistakes in materials,
such as an incorrect use of a CM trademark. This could entail a recall of products or the publication
of an update for a game in order to correct the problem.
259 Mastering The Game
press releases, contests, web pages, and retail displays. Failure to submit such
materials could result in a breach of the agreement.
CMs may also stipulate the following requirements:
1. Each game, whether sold at retail or digitally distributed, must receive a
rating and include the assigned content descriptors by the region or
country’s rating board. In addition, the rating can be no more restrictive
than a mature rating in the United States and its equivalent in any other
territory with a rating system.681
2. Unless approved by the CM, restrictions may apply to the bundling of
games and the use of peripherals.
3. Once the game is in distribution, the publisher will be required to provide
customer support for the game, including technical support for issues
relating to game play.
4. The publisher must provide a standard defective product warranty on all
products sold.
5. The publisher will have the right to provide their own end-user license
agreements, subject to restrictions. Some of these restrictions may
include that the publisher’s terms and conditions do not conflict with
those of the CM’s end-user license agreement, or disclaim any
warranties and damages on behalf of the CM.
6. The publisher must correct on a continuous basis any bugs and errors
once a game has been certified.
7.3.2 – Distribution
If the developer elects to have their game distributed digitally through the CM’s
online distribution channel,682 the publisher agreement will include specific
sections covering digital distribution. Those sections usually contain various
business terms similar to those in PC digital distribution agreements,683 including:
1. The submission and approval process for Game Content, which can vary
between retail and digital, and accompanying marketing and publicity
materials.
2. Rights granted by each party, which will also include matters pertaining
to end-user rights after the removal of a game.
3. Term of the agreement, and the rights of either party to terminate for
breach, which includes the publisher’s right to terminate for convenience,
subject to fulfilling certain obligations.
4. Territory in which a game may be distributed.
681
See Chapter 10 regarding ratings. For some CMs, if a rating board does not exist in a territory,
the CM will have the right to approve the game and has the right to reject the game if it contains
excessive violence, or sexual content, inappropriate language and any other elements they may
deem unsuitable. Furthermore, all additional content provided digitally must be consistent with the
game’s rating.
682
Sony’s PlayStation Network, Microsoft’s Xbox Game Store, formerly known as Xbox Live
Marketplace, and the Nintendo eShop.
683
See Chapter 8.
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5. The revenue share between the parties from the exploitation of the
Game Content.
6. When payment is made by the CM and what information will be provided
to the publisher regarding the payment, such as statements and the right
to audit.
7. What materials will need to be delivered.
In addition, sections in the publisher agreement will apply both to retail and
digital, including such sections as representations and warranties,
indemnification, dispute resolution, ownership rights, limitation of liability, and
boilerplate language.
684
CM's primarily make money from: (1) the sales of each unit of a game manufactured by the
publisher, whether or not the product is ultimately sold in the form of a platform royalty; (2) sales of
their hardware, although this is usually done at an initial loss as the CMs subsidize the costs to help
drive software sales; (3) a share in all sales of digital content on their online network; (4) sales of
games developed by the CMs, whether by internal teams or third parties hired pursuant to a
developer agreement; (5) sales of licensing fees for any peripherals compatible with the hardware;
and (6) licensing involving their IP, such as films and merchandising.
685
These might include, for example, North America, South America, Europe, Australia, Asia, and
Japan.
261 Mastering The Game
factors including the region in which the product is sold, the number of units
ordered by the publisher,686 and the pricing of a game.687
Even if the publisher is unable to place the units ordered in retail, whether this is
due to a lack of demand for the minimum order requirements, the publisher
incorrectly ordering more units than needed based on sales forecasts, for
example, the units being returned by the retailer, or the price being lowered to
incentivize consumers, the publisher will still be responsible for the entire
payment of an order based on the initial wholesale price, and will not be entitled
to a refund.688 The publisher must determine, therefore, even before developing
a game, that the anticipated numbers of packaged goods sales combined with
digital sales make its efforts economically viable.689
In some situations, although very limited compared to past years, publishers
receive manufacturing discounts for packaged goods if the publisher is eligible
for any of the CM’s qualified programs. In this scenario, the game has achieved
a certain number of sales established by the CM, as well as a certain shelf life
and would be re-released and re-branded subsequently at a reduced price,
under the CM’s special sales program. These types of programs can extend a
game’s brand recognition and help distinguish the game for the end user as a
previously top-tier selling game, providing an additional incentive for the end user
to purchase the product at a reduced price. Furthermore, for the publisher, it
provides an opportunity to sell its product later in the game’s distribution cycle at
a reduced price, with lower royalty commitments and, if applicable, with the goal
of selling additional content digitally.
Manufacturing and minimum order requirements are not relevant to digitally
distributed content. Instead, like with other forms of digital distribution channel,
the CM receives a percentage of the sales price of the item sold. Traditionally,
CMs have taken a 30% fee. The price of the items would be determined by the
publisher, and sales revenue would be received by the CM and remitted with a
statement to the publisher.
7.4.3 – Marketing
For video games, the marketing budget is one of the most significant expenses
incurred by a publisher outside development and manufacturing. In a highly
competitive market, a video game may have a very short window of time to attract
consumers. A marketing “spend” can therefore increase customer recognition of
686
Like with the purchase of any type of goods, royalty rates may decrease as the number of orders
increases for a particular region. Unlike the CMs that require a royalty payment for each unit of a
game manufactured, there are no royalty payments paid to PC hardware manufacturers.
687
Historically, publishers paid their licensing/royalty fee based on, either the initial wholesale price,
or SRP, even if the price was subsequently lowered.
688
An additional challenge with retail sales is the fluctuation of pricing between digital and retail
games. The growing popularity of digital games has brought about widely fluctuating price points and
dynamic price changes. In the traditional retail market games, prices tend to drop if the game is not
selling as well as hoped, in a sale, or during a promotion, but not to the same extent as in the digital
marketplace. Moreover, digital allows for games to be sold significantly more cheaply when initially
released, at prices that would not be sustainable for most games in the retail market, especially if set
below $10, not to mention all the costs and time needed to even place a game on the retail market.
Furthermore, a market saturated with low priced digital games poses an additional challenge for other
games, which despite higher development and marketing costs, may have to reduce their retail price
to compete.
689
See additional information on retail sales matters in Section 3.2.8.
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a game.690
Developers should consequently try to negotiate a marketing
commitment from a CM, which could even include premium placement on the
CM’s website While this can be difficult to negotiate, it could be possible if the
publisher enters into an exclusive distribution opportunity with the CM for a set
time period or provides unique content.
7.4.4 – Exclusivity
One way that may help increase the visibility of a video game is by entering into
an exclusive distribution relationship with a CM. However, this can be challenging
for many publishers without a successful track record. Publishers may elect to
release a game on a single platform, or release unique content for a certain
period of time in return for possible development and/or marketing costs and/or
improved placement on the CM’s storefront. The developer would need to gauge
whether the exclusive window with one platform, assuming that it is provided with
relevant support from the CM, outweighs distribution across various platforms.
690
Typically, the marketing spend for a retail console game will be a percentage of projected sales
and revenue. Publishers, in determining what percentage to allocate to marketing a game, will usually
consider the following factors: (i) anticipated revenue, including units forecasted and possibly in game
purchases; (ii) the game’s budget; (iii) current market conditions; (iv) marketing spends for similar
games; and (v) past sales of a franchised game, if applicable. Marketing plans might encompass
television, print, and online advertising, event sponsorships, outdoor advertising, direct mail, and
cross-promotion. In addition to marketing, publishers will spend on retail or channel marketing, which
may include pre-sell giveaways, point-of-purchase displays, and coop retail advertising campaigns.
Actual marketing numbers for games are difficult to obtain, as they are sometimes combined with
development costs. For AAA titles, marketing dollars can easily run into the tens of millions, especially
if there is a television campaign.
263 Mastering The Game
691
For example, in the United States, an implied warranty of merchantability means that the goods
must meet certain criteria: they must be fit for the ordinary purposes for which such goods are used,
be adequately packaged and labeled and conform to any affirmations of fact made on the container
or label. Uniform Commercial Code (U.C.C.) Sects 2-315 and 2-314(2)(c).
692
In the United States, state law may limit the enforceability of limitations of liability, and courts will
not limit liability if a party has engaged in gross negligence, fraud, unlawful acts, or intentional torts.
See Cannady, Cynthia, Technology Licensing and Development Agreements, Oxford University
Press, 2013, p. 275 and California Civil Code, Sect.1668.
693
See Sections 3.2.16 and 4.3.11 for a more detailed discussion on E & O insurance.
Mastering The Game
264
and that the publisher fails to cure the breach (assuming that it can be cured),
the CM would then be entitled to terminate the agreement.
CMs will also restrict their liability, in the event of a breach on their part, by limiting
the potential amount of monetary damages and the type of damages, such as
consequential and indirect damages, which may include lost profits, opportunity
costs, loss of goodwill, and damage to reputation, that could be claimed by a
publisher. For example, if a CM’s online network went down, or there was a
problem with the hardware or software, this could result in a loss of potential
sales for a publisher. Agreements also include provisions limiting the publisher’s
liability, but these are more limited in scope and typically exclude certain
breaches by the publisher.
7.5.2 – Confidentiality
Even though the publisher may have signed a separate confidentiality
agreement, subsequent agreements will contain a confidentiality clause and will
generally supersede the previous confidentiality agreement, given that the
relationship between the parties will have developed since their initial
communications. Since the publisher and CM would both be exchanging
extremely sensitive business information, whether orally, in writing, or in machine
readable format, each party is required to maintain the confidentiality of the
disclosing party’s information.
The CM will likely receive information from the publisher that might include: (i)
product proposals, and (ii) game designs and other information about the game
planned for development. Later, the parties may exchange business and
marketing plans, followed by yet-to-be-published game software and marketing
materials. Likewise, depending on the type of agreement between the CM and
publisher, which could consist of an exclusive development deal, or a distribution
deal, which may involve more information exchange, the CM will be providing
confidential information about the hardware and software, including development
tools, and any marketing or business strategies.
Due to of the important nature of the confidential information exchanged, each
party will be required to maintain confidentiality for a fixed period of time and take
the necessary steps to maintain confidentiality. Furthermore, both parties will
generally only be permitted to share confidential information on a need-to-know
basis with employees, developers, and subcontractors, who may also have to
sign a separate confidentiality and non-disclosure agreement. However, in
certain circumstances, confidential information may be disclosed publicly, upon
a decision by the parties or by a court, government, or administrative order.694
7.5.3 – Assignment
As in the case of a licensor-licensee relationship, the CM is specifically entering
into an agreement with the publisher based on a number of factors, which may
include the company’s expertise and financial security. The publisher will be
prohibited from assigning the agreement or transferring their rights and
obligations to another party without the CM’s prior approval.
694
See Section 11.3.2 on the common exceptions in confidentiality agreements.
265 Mastering The Game
support for online features, and any CM materials in the possession of the
publisher, whether the materials consist of developer kits or confidential
information, would need to be returned or destroyed subject to the CM’s decision.
For digital products and content (associated with retail games with downloadable
content), the CM may require the publisher to provide adequate notice to the end
users that the video game will be removed from the catalogue, thus becoming
unplayable or some features might be removed. However, in some cases, a
video game can be removed immediately on account of legal issues or the
termination of an underlying license.
CHAPTER 8
PC DIGITAL DISTRIBUTION
8.1 – Introduction
Digital distribution means delivering content through the internet without the use
of physical media. Digital distribution provides many advantages compared to
retail, as it bypasses the associated limitations and expenses.695 Digital
distribution provides players with instant access to the game, downloadable
content (DLC),696 updates, and enhancements.697 It facilitates innovative
monetization strategies, such as microtransactions while providing an easier and
faster mechanism for developers to acquire feedback from players.
While retail sales of console games still play an important part in the gaming
industry, digital sales from mobile, PC, and consoles are now the leading form of
distribution. It is easy to understand why this has happened, although for many,
it happened faster than expected. Within the last ten years, the number of players
spending on digital games compared to retail games shifted dramatically. In
2009, retail sales reportedly accounted for approximately 80% of all sales and,
by 2019, they accounted for less than 18%,698 eventually dropping to around 10%
in 2020.699 This is a remarkable turn of events that has affected almost every
aspect of the video game industry, including how games are developed and
monetized, retail, accessibility to games, and the platforms consumers use to
play games.
For many console manufacturers and publishers, games that are digitally
distributed on console now exceed retail sales. Digital sales have been steadily
increasing in the console market and reached unprecedented levels in 2020,
695
The traditional retail channel continues to provide a major source of revenue for publishers who
have built up the relationships and infrastructure to support retail distribution of physical content.
Generally, unless a developer has signed an agreement with a publisher to distribute the developer’s
game, traditional retailers will probably not represent a viable option for independent developers, due
to the costs and logistics of retail distribution. Such costs include manufacturing, shipping, storage
and inventory risk, coop advertising, insurance, returns, and price protection. In addition, there could
be problems or delays with reporting and payment, while digital distribution platforms (DDPs) tend to
report and pay earlier. Even for major publishers, retail costs in certain countries pose an even
greater challenge due to taxes and government regulations.
696
Downloadable content (DLC) generally refers to online content and features unique to a specific
game that can be purchased, downloaded, or accessed separately from the game or through in-
game store purchases. Online content and features may include virtual items, new game scenarios,
or levels and additional functionality to enhance user experience. DLC can be for both digital and
retail games.
697
Games and other content can be downloaded or streamed. Downloading involves transferring a
file from a remote server that is then saved onto an end-user’s computer hard drive. Streaming, on
the other hand, consists of the transmission of data, that is, a game, to a device as required, instead
of downloading and saving an entire game. An advantage of streaming is that the game can be
picked up on another device and continued at the place the gamer stopped. Unlike downloaded files,
which remain on the computer until the user deletes them, streamed content is automatically deleted
from the computer by the operating system after it has been played or watched.
698
Clement, J., “Digital and physical game sales in the US 2009-2018, by format” statista.com, May
5, 2021.
699
Smith, Mina, “91% of 2020’s Game Industry Revenue was Digital”, gamerant.com, December 24,
2020.
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700
Sony reported that from April to June 2020, digital sales accounted for 74% of full game sales,
compared to 53% the previous year. Nintendo also reported record digital sales. Good, Owen S.,
“COVID-19 pandemic turns console gamers to digital sales in record numbers”, polygon.com, August
11, 2020.
701
Coulson, Josh, “Nintendo Is Selling More Digitally Than Physically For The First Time Ever”,
thegamer.com, August 17, 2020.
702
Ibid.
703
Morris, Chris, “One year into the pandemic, video game sales aren’t slowing down”, fortune.com,
April 16, 2021.
704
Ibid.
705
Valentine, Rebekah, “Digital games spending reached $127 billion in 2020”, gamesindustry.biz,
January 6, 2021. Most industry reports also calculate mobile sales as part of digital sales.
706
Established publishers may have greater leverage when dealing with DDPs because they may
have stronger IP and a more extensive catalog, to which DDPs would like to access. Consequently,
publishers may be able to negotiate more favorable terms, including marketing and placement
commitments from DDPs.
707
van Dreunun, Joost, One Up: Creativity, Competition, and the Global Business of Video Games,
Columbia Business School Publishing, 2020, p.19. But see below for information about the issue of
geo-blocking in the EU.
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708
Over the years, the amount of space allocated in retail outlets has dwindled substantially, or has
been eliminated altogether for certain formats, such as PC, in certain regions. This has mostly been
driven by the growing popularity of digital distribution on various platforms. With retail space limited,
retail stores focus on selling the potentially most successful games, thus keeping other games off the
shelves. Retail space is largely dominated by games from AAA publishers and by sequels, reducing
opportunities for independents (unless distributed by a AAA publisher). Consequently, competition
for shelf space can be intense. In contrast, digital DDPs provide a significantly wider selection of
games. In 2021, Steam had more than 50,000 games available on their platform. Bailey, Dustin,
“Steam just reached 50,000 total games listed” pcgamesn.com, February 12, 2021.
709
For older games that a developer or publisher may be interested in bringing back to market, it
must be confirmed that any licensed content, including music, is still under a valid license. Otherwise,
the developer will need to (i) remove the game, or (ii) pull the content from the game, depending on
the content’s significance in the game, and may not be possible due to technical issues; or (iii) enter
into a new license for the content, which may be time consuming and expensive to obtain.
710
See the commitment of Electronic Arts (EA) to live services, which has been echoed by many
other developers. Valentine, Rebekah, “EA ‘Doubling Down On Live Services’ As Digital net Revenue
Share Grows in Q2” gamesindustry.biz, October 29, 2019. Some developers are able to exploit other
IP rights, such as the music soundtracks of their game on a DDP site.
711
The Epic Games Store and Borderlands 3 deal is an illustration (albeit, probably a unique
agreement due to the amount of money involved), of a business deal that probably would not have
been offered in the past because of the limited competition in the PC digital market. During the Epic-
Apple antitrust trial in the United States, it was disclosed that Epic Games paid $146 million for a six-
month PC exclusivity for Borderlands 3. The deal included an $80 million guarantee, a $15 million
marketing commitment, and $20 million non-recoupable fees. Batchelor, James, “Epic Expects Epic
Games Store to be Profitable by 2024” gamesindustry.biz, May 4, 2021. According to court
documents, it was also revealed that Epic recouped $100 million in the first two weeks of the game’s
release and reported a 50% increase in users. Zhang, Carol, “Borderland 3’s Exclusivity On Epic
Games Store Cost $115 Million” screenrant.com, May 5, 2021.
712
van Dreunun, Joost, One Up: Creativity, Competition, and the Global Business of Video Games,
Columbia Business School Publishing 2020, p.149.
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270
713
Digital distribution, including mobile, allows developers to revise games by modifying them with
additional content continuously. This can be advantageous for both a developer and consumer since
it extends the opportunity to attract and maintain end-users while generating revenue. In a growing
number of situations, revisions in games have been driven by community feedback from end-users
providing commentary on what they like, dislike, and what they would like to see in the game. In no
other form of entertainment can consumers impact the development of a product like video games.
714
All the major console manufacturers now embrace, to various degrees, cross-play. Initially, unlike
Microsoft, Sony was slow to adopt to cross-play on their platform. This decision was probably
primarily driven by economic reasons since exclusive content on their platform presumably helps
drive platform sales. It was revealed during the Epic lawsuit against Apple that Sony permitted cross-
play involving Fortnite in 2018 subject to Sony receiving royalty payments. The payments would be
triggered if revenue fell below a certain threshold involving end-users playing on a PlayStation but
paying on another platform (i.e., iPhone) and therefore denying Sony revenue from the game. Goslin,
Austen, ”Epic Boss”: We Paid PlayStation for Cross-Platform Fortnite”, polygon.com, May 4, 2021.
This royalty payment appears to have been applied to any publisher in which Sony allowed a
publisher to cross-play a game that included the PlayStation 4 console. However, as cross-play
becomes more important for end-users, especially for games distributed on multiple platforms, it may
make more sense to allow for cross-play.
715
DDPs will provide prominent placement based on a number of factors, which may include: the
publisher or developer’s previous success and recognition; publicity generated about the game; pre-
sales; algorithms and positive feedback and support from the DDP’s staff.
271 Mastering The Game
716
Players now also have greater access prior to a game's release with beta and alpha versions.
This also expands communication between players and developers, providing developers with
valuable information on possible bugs in the game, and what their players like and dislike about it,
enabling them to tweak it accordingly.
717
Initially, publishers were against the resale of games because they believed it hurt sales and they
received no form of compensation. Publishers therefore tried to create mechanisms to discourage
re-sale, including by requiring codes to play a game. However, publishers eventually accepted them,
in order to support their retail partners, which earned a little revenue from resales, and counter
negative publicity from the gaming community. Rogers, Dan Lee, “Reselling Video Games in A Digital
World [Industry Contributor]” gamedaily.biz, October 1, 2019.
718
While retail purchases of games are sales and, therefore, subject to the first sale doctrine in the
United States (United States Code, Title 17, Sect.109(a)) and the exhaustion of the right of
distribution (the European Union (EU) equivalent), the situation is more complex for digital sales.
First, they are not actually sales as such, but non-transferable licenses to access/use. Second, digital
“first sale/exhaustion” is not accepted globally; in particular there is arguably no digital first sale
doctrine in the United States and, in the EU, for copyright work that are not only software. See Capitol
Records, LLC v. ReDigi Inc., case No.16-2321, United States District Court for the Southern District
of New York, March 30, 2013; Directive 2001/29/EC of the European Parliament and of the Council
of 22 May 2001 on the harmonization of certain aspects of copyright and related rights in the
information society; Directive 2009/24/EC of the European Parliament and of the Council of 23 April
2009 on the legal protection of computer programs (Codified version); UsedSoft GmbH v Oracle
International Corp, C-128/11, European Court of Justice, 3 July 2012. See Trapova, Alina and Fava,
Emanuele, “Aren't We All Exhausted Already? EU Copyright Exhaustion and Video Game Resales
in the Games-as-a-Service Era” Interactive Entertainment Law Review (IELR), 3(2) 2020, pp. 77-93.
See also Entertainment Software Association v. Society of Composers, Authors and Music
Publishers of Canada, case No. 33921, Supreme Court of Canada, July 12, 2012. In France, the
District Court of Paris noted – some believe incorrectly – that under European law there is no
difference between digital and the permitted resale of games. See Bulleri, Fabrizio, “French High
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Court Rules Against Steam, Says the Company must Allow the Resale of Game Licenses”
reclaimthenet.org, September 20, 2019. While this case is being appealed, it is too early to tell
whether it will have any effect outside of France. Publishers are obviously reluctant to allow digital
resales, but they might be more open to them if they could receive a share of revenue. This idea has
been floated by at least one DDP, whereby both the publisher of a game and a consumer, through
the use of blockchain technology, would receive some financial renumeration. See Senior, Tom,
“Robot Cache takes aim at Steam with digital store that lets you resell your games”, pcgamer.com,
September 27, 2018.
719
Since more games may be added to an agreement during the term when it comes to dealing with
established developers, which tend to release a number of games during the year and have a catalog
of games, the DDP and developer will often enter into a template agreement whereby the standard
terms to the relationship will be spelled out in an agreement and supplemented at later dates with an
attachment that may be referred to as an Appendix, Schedule, or Exhibit (“attachment”) outlining the
specific business points for each subsequent game added to the agreement. The attachment will list
the name of the game(s) added to the agreement, revenue percentage splits, specific territories,
delivery and release dates, term, marketing obligations, suggested retail pricing by currency and
recoupable advances, if any, and any other unique business terms, such as exclusivity. Terms and
territories might vary among products if there are restrictions on underlying rights. By adding an
attachment, the parties do not have to draft a new agreement every time additional games are
licensed to the DDP.
273 Mastering The Game
length of time (i.e., term) during which the rights can be exploited; (iii) the territory
in which the Products can be exploited;720 and (iv) the rights the DDP has to
exploit the Products, including selling and marketing. Typically, the developer will
grant a non-exclusive, non-transferable license during the term and within the
territory, allowing the DDP to sell, license, advertise, promote, market, modify,721
and otherwise distribute the Products.
Many developers enter into non-exclusive deals so they can exploit their games
on several different platforms, on the assumption that doing so will generate the
most revenue for them. If the developer is not receiving any consideration other
than a percentage of the revenue earned or guaranteed meaningful marketing
commitments by the DDP, the deal should always then be structured on a non-
exclusive basis. And, while most developers enter into non-exclusive deals, there
are situations where a DDP will seek an exclusive deal as a way to distinguish
their platform from the competition. These types of deals will offer incentives,
which may include one or more of the following: advances, guarantees,722 higher
revenue share, and marketing support. However, the benefits and risks must be
weighed by a developer since a DDP, for example, may require pricing and
release parity for games and updates, thereby prohibiting games from first being
exclusive on another DDP. Furthermore, it has been reported that Steam
prohibits games from being pulled off its platform and becoming exclusive on
another platform.723
The licensing grant will also include a non-exclusive license for the DDP to use
the developer’s trademarks for selling and marketing the developer’s Products.
This extra marketing and publicity are always beneficial for the developer,
especially when it may be difficult to distinguish between most games on a DDP.
At the same time, not only does the developer license rights to a DDP, but rights
are typically licensed by the DDP, on a non-exclusive basis, to the developer.
These rights may include tools, such as a software development kit (SDK)724
720
But see “Antitrust: Commission fines Valve and five publishers of PC video games €7.8 million for
‘geo-blocking’ practices” ec.europa.eu, January 20, 2021. In January 2021, the European
Commission fined Valve and five publishers (Bandai Namco, Capcom, Focus Home, Koch Media,
and ZeniMax) a total of €7.8 million for enacting restrictions on the sale of video games within the
European Economic Area (EEA) which violated EU antitrust laws. These restrictions, referred to as
geo-blocking, prevented the cross-border sales of certain PC games, including the use of Steam
activation keys. According to the Commission, one of restrictions imposed meant that consumers in
certain countries within the EEA were unable to purchase restricted games because the keys could
not be activated in those territories. If contractual territorial limitations are imposed upon the DDP,
the agreement may include provisions stipulating that publishers acknowledge that end-users may
be able to access content on the DDP’s platform outside the territory, which would not be a breach
of the agreement. On the other hand, since it is very difficult to restrict cross-territory purchases,
DDPs might specify in agreements with publishers that they are not responsible for such sales in
unauthorized territories.
721
DDPs may request the right to modify the games to enable them to be downloaded via the DDP’s
service. For example, a DDP may need to wrap a game with their download manager and/or their
digital rights management (DRM) solution.
722
The DDP guarantees that the developer will receive an agreed amount of revenue at a particular
time. If the developer has not received the revenue, the DDP will then make up the difference.
723
Amjad, Talha, “Valve Makes Changes to Steam Distribution Agreement to Counter Epic Store”
respawnfirst.com, September 9 2019. It is unknown whether this policy also applies to publishers
that have their own DDP. See Leonard, Mike, “Valve Corp.’s Steam Platform Monopolizes Game
Sales, Suit Says”, news.bloomberglaw.com, January 29, 2021; and Yin-Poole, Wesley, “Lawsuit
accuses Valve of abusing Steam market power to prevent price competition”, www.eurogamer.net,
Gamer Network, January 30, 2021.
724
SDK, typically consisting of a set of software development tools, allows for the creation of
applications for a certain software package, hardware platform, software framework, computer
system, video game console, operating system or similar development platform. For example,
Steam’s SDK, known as Steamworks, can include digital rights management (DRM), matchmaking
services, statistics and achievements, an anti-cheat detector, community information, and integrated
voice communications.
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specific to a platform that the developer can use only on the DDP’s platform. In
addition, DDPs will allow developers, subject to the DDP’s guidelines and prior
approval, to use certain trademarks associated with the DDP to promote their
game on the DDP’s site with an approved store page (what Steam calls the
”developer’s page”).
725
In some cases, the DDP may pay for assistance with the delivery of materials if additional work is
needed to comply with the requirements of its platform.
726
Typically, the gold master will be a final build of the game and it may include DRM (Digital Rights
Management), which encrypts the game to help minimize the risk of unlawful copying. There are no
requirements to deliver different masters for different countries unless (i) localized versions are
provided to one DDP then others may require parity; and (ii) required because of ratings, language
(e.g., French versions for Quebec and all text in simplified Chinese for games distributed in China),
government regulations, or social norms. However, in today’s market, localization of games plays an
important role in the greater success of a game.
275 Mastering The Game
8.2.4 – Term
The length of the term will again vary depending on the type of agreement signed
with the DDP. In situations where no monies have been exchanged, and the
developer agrees to the DDP’s form agreement, there is usually no set term,
other than perhaps an initial one-year period. The developer will have the right
to remove the game at any time, provided that they meet certain pre-requisites,
which may include providing enough notice to the DDP and fulfilling any
obligations as required by the Agreement, such as providing notice to players
and satisfying their obligations under their terms of use. Likewise, when a click-
through agreement has been signed, the DDP is entitled to terminate the
Agreement for any reason, including for a breach of the Agreement by the
developer, as discussed in Section 8.2.8.
However, in certain situations, a term may be specific. For agreements involving
some form of consideration, whether it be money, such as an advance, or
marketing commitments, the DDP will most likely request a fixed term, without
the right to terminate other than for an uncured material breach. In some
situations, these may be exclusive deals.
The term for a game will usually commence on the DDP’s acceptance of
materials and continue for an agreed period, unless terminated earlier, in
accordance with the Agreement. For deals that include multiple games, the
terms may vary, on account of the different delivery dates and approvals for each
game.727
727
A DDP may prohibit termination for convenience by the developers, especially is the DDP is
providing some form of consideration.
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728
Some agreements may require one party to provide notice to the other party within a certain time
period to permit additional term extensions. Failure to provide notice will result in termination.
729
See Chapter 12.
730
See Section 8.2.8.
731
The developer may also seek to have the right to terminate the agreement for a specific game if
one of the game’s underlying licenses is due to terminate or if, in the developer’s judgment (and that
of the publisher), a game may potentially become the subject of litigation and removing the game
may therefore minimize possible damage from any pending, threatened, or possible suits or
proceedings involving a game’s potential infringement.
732
A publisher may have a more extensive catalog, including franchised properties, that a DDP will
want to license for its platform.
277 Mastering The Game
733
Some DDPs may request the right to reduce the selling price of the games unilaterally.
734
“Welcome to Epic Games”, epicgames.com. Robot Cache announced their revenue share would
be a 95-5% split favoring the publisher-developer. Desatoff, Sam, “Brian Fargo Announce Robot
Cache, Digital Games Marketplace that Will Allow Players to Resell Games”, yahoo.com, December
11, 2018.
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735
Tom Warren, “Microsoft Shakes Up PC Gaming by Reducing Windows Store to Just 12 Percent”,
the verge.com, April 29, 2021.
736
Statt, Nick, “Valve’s new Steam revenue agreement gives more money to game developers’’
theverge.com, November 30, 2018. Revenue includes DLC, game packages, in game sales and
community marketplace game fees. Kuchera, ‘Ben, “Valve now rewards successful games with a
larger cut of Steam revenue”, polygon.com, December 3, 2018.
737
Some DDP’s will limit their payment obligation if revenue owed to the developer falls below a
minimum amount. (e.g., $100) for a reporting period.
279 Mastering The Game
Furthermore, all revenue should be stated in the currency of such sale followed
by the equivalent amount of such revenue in the currency in which final payment
is made.738
8.2.8 – Termination
The termination provision allows either party, at their choice, to terminate the
Agreement under two circumstances: (i) if a party materially breaches the
Agreement and fails to cure the breach within the agreed cure period;739 and (ii)
for convenience. However, termination rights vary depending on the type of
agreement entered into, and whether financial or other benefits were provided to
the developer/ or publisher. For example, in click through agreements, where no
consideration was paid by the DDP740 either party will have the right to terminate
at any time outside a possible fixed initial term, provided that certain conditions
are met in accordance with the Agreement. For example, providing proper notice
of termination to the other side and fulfilling any outstanding obligations with end-
uses.
Under termination for convenience, a party can terminate without cause, subject
to sending a notice to the other party within an agreed period, which can vary
from 30 to 90 days. The reason for termination does not matter, provided that
the reason is not to avoid any obligations, such as payment, although certain
clauses will survive termination, including any payments that may become due,
representations and warranties, and indemnification.
Either party, in addition, will also have the right to terminate for cause, namely,
an uncured material breach, which may include any of the reasons listed below.
For the DDP, a material breach could involve:
1. Failure to pay monies owed to the developer;
2. Distribution of a game outside the agreed territory or beyond the term;
3. A material breach of a representation or warranty;
4. Failure to issue a statement;
5. Distribution of a game prior to the agreed launch date; and
738
The parties will need to agree to: (i) the currency that the developer will be paid in; (ii) the exchange
rate that will apply; (iii) the time at which the currency will be calculated; and (iv) which party will pay
for the currency conversion. Generally, the DDP would be responsible for the currency conversion
costs and for any decline in the currency’s value after the date on which the DDP was obliged to pay
the developer.
739
Termination rights, which can have significant consequences, should only be triggered by a
material breach of the agreement, rather than for any type of breach. In addition, for certain material
breaches, the developer may add provisions that makes it easier to seek an injunction to prevent a
continuation of a breach, such as the selling of a game beyond the term, or outside the territory, in
violation of the agreement. In the United States, an agreement might state that a breaching party
acknowledges that certain actions may cause irreparable harm and determining damages might be
difficult, thereby providing some of the prerequisites for an injunction.One of the interesting issues
with digital distribution is that many of the terms continue to survive the expiration or termination of
the agreement because of the ongoing licenses for end-users when they purchase a game. End-
users will still want to have access to the game, new content, including materials offered by other
DDPs that are not unique to that DDP, and customer support, regardless of whether the relationship
ended between the developer and the DDP.
740
If advances were paid this would be a problem, since the DDP may not have received the value
of its bargain if a game can be removed prior to the expiration of the term. As a result, if some form
of consideration, such as an advance is paid to the developer, then only the DDP should have the
right to terminate for convenience.
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741
See Wales, Matt, “Valve bans developer who sneakily named his company Very Positive on
Steam”, eurogamer.net, February 17, 2021.
742
In case of agreements involving multiple games, it should be noted that a party may choose to
terminate rights to a game, but the agreement still remains in effect.
743
Subject to the end-user license agreement (EULA), the DDP or the developer or publisher has the
right to prohibit or limit access to the game and any additional updates.
744
This section confirms for both parties that the rights and remedies under the agreement are
cumulative and are not exclusive of any rights or remedies available at law or equity or by any other
agreement that the parties may have entered into.
281 Mastering The Game
8.2.10 – Assignment
An additional matter that the parties will need to negotiate concerns whether
either party would have the right to assign its rights under the terms of the
Agreement. In this situation, the party transfers its rights and obligations to
another party. In some Agreements, a party might have the right to freely assign,
or would have the right to assign, subject to the other party’s approval, which
might be at the party’s absolute discretion or not to be unreasonably withheld. A
valid justification for refusing an assignment could be to avoid requiring the non-
assigning party to possibly now work with a company that may be a competitor,
or a company that may have had a previously poor relationship with the non-
assigning party, or concern regarding the financial stability of the party acquiring
the rights, namely, the assignee.
In other Agreements, the developer might insist that it has the right, at its
discretion and without limitations, to determine whether to approve an
745
DDPs usually seek to include provisions to the effect that their products are provided “as is’”,
thereby disclaiming any representations and warranties, except for those expressly provided for in
the agreement, including that any products or other materials will be error-free or operate without
interruption or be compatible with DDP’s system. At the same time, the DDP will insist on disclaiming
that the distribution system will be available at all times, operate as intended and that the system will
be free of errors and that its use with the products will not result in uninterrupted errors.
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• Confidentiality;
746
In some situations, the developer’s right to assign will be subject to the DDP's prior written
approval.
283 Mastering The Game
• Credits, use of developer’s logos, and legal notices and where they will
appear;
• Press releases;
• End-user license agreements (EULAs);747
• Procedures and precautions taken when dealing with infringers; and
• Ratings.748
747
Both the DDP and developer may have their own EULA. The EULA primarily establishes the
conditions and restrictions for the end-user (i.e., consumer) when playing the game. In addition, the
developer’s EULA should include provisions regarding: (i) ownership and other rights issues; (ii)
acceptable conduct for end-users, including online play and chat sessions; (iii) grounds for
termination; (iv) limitations on damages; (v) privacy; (vi) the process by which EULAs can be updated
by the developer; (vii) indemnification; and (viii) ways in which disputes are settled. If the end-user
does not accept the terms of the EULA they cannot then play the game and must return the game
for a refund. Furthermore, the DDP will also establish its own guidelines with which end-users must
comply before using the system.
748
Some DDPs do not require a rating although certain content may still be prohibited from the site.
See Chapter 10.
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CHAPTER 9
9.1 – Introduction
Mobile gaming, which includes games playable on mobile devices such as
smartphones and tablets, is now the leading platform for video games and
captures more than 50% of the total global market. In terms of consumer
spending, mobile gaming revenues exceeded $73.8 billion in 2020749 and grew
to $116 billion in 2021 .750 By 2021, 85% of internet users used smartphones to
play games, compared to 63% in 2015.751 Mobile games are now the most
popular applications (apps) on mobile devices.752
Market entry barriers for mobile gaming are relatively low and, as a result, there
is an unprecedented abundance and variety of content available to gamers.
Mobile games are played by almost every demographic, particularly hyper-
casual games, which are quick to download, easy to play and lend themselves
to being played in short sessions throughout the day. These games have,
therefore, become extremely popular and have contributed significantly to the
growth of the global gamer base.
The demographics of mobile players are split almost evenly and women now
account for up to 51%, although different sources indicate slightly different
percentages and percentages vary depending on territory.753 With regards to
age, the average player is 36 years old, while over 33% of gamers are 45 or
older.754 This could help explain why, according to one report, more than 50% of
gamers play mobile games while in the bathroom,755 although we may assume
that it is not while taking a shower.
749
NewZoo, “Newzoo Global Games Market Report 2020” (light version), newzoo.com. According
to App Annie, a mobile analytics company, 70 cents out of every dollar spent in Apple App Store and
Google Play Store involved mobile games. “State of Mobile Gaming 2021,” appannie.com. Sensor
Tower, a mobile app analytics company, reported revenue to be as high as $79.5 billion. “Global
Consumer Spending in Mobile Apps Reached a Record $111 Billion in 2020, Up 30% from 2019,”
sensortower.com, January 4, 2021.
750
data.ai, “State of Mobile 2022, data.ai.
751
“Share of internet users worldwide playing games on selected devices as of 1st quarter”,
statistica.com, September 7, 2021.
752
“Global games market to generate $175 billion in 2021- Newzoo”, gameindustry.biz, May 2021.
See chart in Section 1.4.1.
753
McConnell, Nicolas, “Mobile gaming audience guide for app publishers”, mopub.com, March 31,
2020.
754
Ibid.
755
For some interesting statistics on mobile gaming, see Knezovic, Andrea, “141 Mobile Gaming
Statistics for 2021 That Will Blow Your Mind”, blog.udonis.co, May 5, 2021.
285 Mastering The Game
The shift towards an older audience reflects to some extent the advantages of
mobile devices, which are easily accessible and allow games to be played
quickly. It should also be noted that most mobile games are free of charge. As a
result, it is much easier for people to play a game that they otherwise might not
feel comfortable playing, without having to invest in other platforms to do so.
These numbers are important and reflect a major shift since the early days of
gaming when the audience was primarily young teenage males. This is
significant because developers need to be aware of the different preferences for
a given territory and the players they wish to reach.
Mobile gaming is a truly global market. Following rapid growth over the last five
years,756 China currently dominates, unchallenged, the global mobile gaming
market, with revenues of $29.2 billion in 2020 and projected revenues of $40.5
billion by 2025.757 The figure for 2020 represents 25% of the global mobile
gaming market. Countries such as the United States, Japan, South Korea and
the United Kingdom758 lag far behind, while India, which has the second highest
number of smartphone users after China,759 continues to progress.
For developers, the mobile market offers advantages that may be unattainable
in other sectors of the video game market: low entry barriers, including lower
development costs compared to other platforms;760 ease of global distribution
since, compared, for example, to the more elaborate and lengthy process
required to publish content on consoles, games can be made available relatively
quickly in app stores with practically no advance costs because, unlike with
consoles, mobile distributors are generally paid only if the game generates
revenues; and the ever-growing availability of mobile devices throughout the
world. As of 2020, 2.6 billion people had played a game on a mobile device,
which represents a third of the world’s population761 Furthermore, consumers
who would not necessarily wish to spend hundreds of dollars on a console
system or PC to play games can now play high-quality, sophisticated apps on a
phone. All these factors have contributed to the tremendous growth of apps on
mobile devices.
This is not to say that it is easy for developers to make money with mobile games.
Mobile gaming does pose challenges for developers: an intensely competitive
marketplace due to the abundance of products,762 where product visibility or
“discoverability” is increasingly an issue, particularly for independent developers
756
Wallach, Omri, “How Big is the Global Mobile Gaming Industry?”, visualcapitalist.com, December
9, 2020.
757
“China Mobile Games”, nikopartners.com, May 2021.
758
“Mobile Games”, statista.com.
759
“Top Countries by Smartphone Users”, newzoo.com.
760
Development costs for apps can vary considerably depending on the resources and time allocated
to development as well as the complexities of an app. Some apps may cost as little as tens of
thousands of dollars, while higher-end games are averaging millions of dollars. Costs are expected
to increase with improvements in technology, which will allow developers to expand on features and
create more elaborate artwork, resulting in bigger development teams. Marketing costs are also
increasing rapidly as the mobile game market becomes a more crowded ecosystem and developers
and publishers find themselves fighting for product visibility both inside and outside the app stores.
At the same time, the market will become even more competitive because more of the major
publishers are actively distributing their AAA titles on the mobile market including games specifically
developed for mobile, which will increase the average costs of development and marketing.
761
Valentine, Rebekah, “Mobile games to see the least negative impact from COVID-19”,
gamesindustry.biz, May 8, 2020. By 2011, smartphones had more computing power than the original
PlayStation console. See “All the World’s Game”, The Economist, December 10, 2011.
762
In 2020, the Apple App Store and the Google Play Store offered approximately 957,000 and
427,000 games, respectively, on their platforms. See “Number of available apps in the Apple App
Store from 2008 to 2020”, statista.com, July 6, 2021; and “Number of available gaming apps in the
Google Play Store from 1st quarter 2015 to 1st quarter 2021”, statista.com, May 26, 2021.
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which have to rely on much smaller marketing budgets than the bigger players;
the seamless introduction of new devices763 and technologies;764 constant
updates to operating systems;765 new and rapidly-evolving revenue business
models766 and regulatory landscapes;767 and, last but not least, the ever-present
threat of game cloning. Moreover, unlike PC and console gamers, mobile gamers
seem reluctant to spend money on mobile games. A recent survey confirmed
that, despite being the most popular gaming platform, mobile platforms have the
lowest player-to-payer ratio.768 Moreover, the cost of acquiring and retaining
763
A handful of devices dominate the mobile market, with a growing number of companies originating
from China. A few of these companies have made inroads into other countries due to their lower
costs, but political and economic barriers may play a role in their expansion and possible rollback.
According to a report by Statcounter, as of June 2020, the leading mobile devices were Samsung,
Apple, Huawei and Xiaomi; although additional vendors had a strong presence in certain regions,
such as Mobicel and Oppo. Listed below are the top vendors in various countries and regions, as
reported in June 2020 by Statcounter:
United States: Apple (58.17%) and Samsung (25.59%).
Europe: Samsung (34.43%), Apple (26.25%), Huawei (18.17%) and Xiami (8.39%).
China: Huawei (29.58%), Apple (20.68%), Unknown (9.96%) and Xiaomi (8.5%). In China, one
percentage point represents close to 10 million people.
Asia: Samsung (29.52%), Apple (16.5%), Xiaomi (12.6%), Huawei (9.78%) and Oppo (8.75%).
South America: Samsung (46.64%), Motorola (17.3%), Apple (10.5%) and Huawei (9.1%).
Africa: Samsung (33.71%), Huawei (17.3%), Apple (12.3%) and Teeno (8.2%).
Oceania: Apple (48.9%), Samsung (26.23%) and Huawei (12%).
India: Xiaomi (26.02%), Samsung (21.13%), Mobicel (12.89%) and Oppo (11.16%).
United Kingdom: Apple (46.5%), Samsung (30.5%) and Huawei (10.38%).
Germany: Samsung (40.97%), Apple (27.69%) and Huawei (17.06%).
“Mobile Vendor Market Share Worldwide”, statcounter.com.
764
For instance, Google launched its cross-platform cloud gaming service, Stadia, and Amazon
introduced its service, Luna. Solotko, Simon, “The Emergence of Cloud Mobile Gaming”,
tiriasresearch.com, April 2020. In general, the development of cloud gaming could boost mobile
gaming market growth. In fact, the mobile gaming market could benefit from new and advanced
technologies and provide users with a faster, low-latency experience suitable for massive multi-user
interactions. This should eventually allow mobile gaming to keep up with other platforms, particularly
regarding esports titles that have heavy graphics. See McGregor, Jim, “Cloud Is Mobile Gaming
Ready With Emergence Of Arm Infrastructure And High-Performance Video Streaming”, forbes.com,
April 14, 2020.
765
The smartphone operating system market is now completely polarized, with Android and iOS
sharing the market. As of May 2020, Android stands at 70.68% and iOS at 28.79%. “Mobile Operating
System Market Share Worldwide, May 2019 - May 2020”, statcounter.com. Nonetheless, an app that
is developed for one operating system cannot automatically work on the other one and, more
importantly, apps must be optimized and constantly updated in order to work with different versions
of operating systems and device software updates. Apple uses the iOS operating system, and other
mobile device manufacturers, such as Samsung, Huawei, Xiaomi and Oppo, use the Android
operating system. In the context of the China–United States trade war, the US government is, at the
time of writing, blocking US companies from trading with Huawei, thereby preventing Google from
supplying certain services associated with the Android operating system. In particular, some Huawei
smartphones using Android will have to do without Google Mobile Services (GMS), which include
useful apps, such as Maps, Photos, Play Store and Drive. See McGregor, Janhoi, “Here’s How
Huawei’s Android Ban Affects You [Updated]”, forbes.com, May 20, 2019; and Moon, Angela,
“Exclusive: Google suspends some business with Huawei after Trump blacklist – source”,
reuters.com, May 19, 2019. Even though Huawei is not currently banned from using Android’s open-
source code per se, a Huawei executive described an in-house operating system, such as Huawei’s
HarmonyOS, as a "plan B" if Huawei is prevented from using Android on future smartphone products.
Phelan, David, “Move Over Android: Huawei’s Harmony OS Is Plan B, But Could Be Implemented
‘In Days’ If Needed”, forbes.com, August 10, 2019.
766
See Section 9.3.2.
767
See Chapter 10.
768
Valentine, Rebekah, “Newzoo: Mobile most popular platform, least popular to spend money on”,
gamesindustry.biz, June 26, 2018.
287 Mastering The Game
users and convincing them to pay for content is rising; yet, at the same time,
many mobile games have very low retention and conversion rates.769
Yet, for many developers and publishers, the mobile market has been an
extremely profitable opportunity,770 all the more so in light of the surge in
popularity of esports and the advent of new technologies, such as the 5G
network,771 which will enable large volumes of content to be delivered at high
speeds. This could support cloud gaming and facilitate the integration of apps
with television and other platforms, including other gaming platforms, to allow
cross-platform play.772 Esports, in particular, have opened up opportunities for
the development of games designed specifically for competitive video gaming,
which benefits from and to a large extent effectively requires building large player
communities, and mobile devices appear to be particularly suitable for this.
All of these elements including improved hardware and bigger screens have
contributed to making mobile gaming the most rapidly-evolving sector in the
video game industry and perhaps the one with the biggest potential for further
growth.
This chapter will discuss some of the business and legal issues specific to mobile
gaming that developers and publishers wishing to operate in this sector should
consider when evaluating not only the opportunities but also the risks inherent in
769
According to a 2019 report prepared by Liftoff, a mobile analytics marketing company, it costs an
average of $4.37 to acquire a new gaming app user. The cost to acquire a user and have him/her
register was $9.17 and the cost to convince a user to make a first-time purchase was $35.42. These
costs make it very difficult for many developers, and some may even lose money. These costs also
affect licensed properties since they need to be factored in when determining royalties. Costs to
acquire users can vary by platform (e.g., iOS or Android), channel (e.g., Facebook or Instagram) and
country. For example, the costs in China ($1.32), Brazil ($1.42) and Russia ($2.17) are on the low
end, while those in Japan ($5.35), Canada ($5.12) and the United States ($4.71) are on the high end.
Nguyen, Kathy, “New! 2020 Mobile Shopping Apps Report”, liftoff.io, June 17, 2020; and Valentine,
Rebekah, “On average, it costs $35.42 to get a mobile gamer to make first in-app purchase”,
gamesindustry.biz, October 1, 2019.
770
According to data.ai formerly known as App Annie, the mobile analytics company, in 2019, 140
mobile games generated over $100 million, while more than 1,100 reached at least $5 million. Iqbal,
Mansoor, “App Revenue Data (2021)”, businessofapps.com, August 4, 2021. Five games hit the
$1 billion mark in 2020, including PUGB Mobile ($2.6 billion), Honor of Kings ($2.5 billion), Pokémon
Go ($1.2 billion), Coin Master ($1.1 billion) and Roblox ($1.1 billion). “PUBG Mobile Tops List of
Billion-Dollar Mobile Games in 2020”, sensortower.com, December 15, 2020. In May 2021, Activision
Blizzard announced that, 19 months after its release, Call of Duty had reached the $1 billion mark.
As of May 2021, it has hit 500 million downloads. It also became the fastest game to reach 100 million
downloads. Jordan, Jon, “Call of Duty: Mobile hits 500 million downloads, over a $1 billion revenue”,
pocketgamer.biz, May 5, 2021.
771
5G connections in combination with cloud storage are projected to revolutionize the mobile gaming
industry with higher data speeds and lower latency. Lower latency will remove the hardware barriers
for games such as AAA titles, which could only be fully appreciated on PC and consoles, thus
allowing players to play these games on any device with similar quality. The type of device will no
longer be important when playing games, except for other limitations such as screen size, sound and
the possibility of receiving a phone call. This should also help grow esports and perhaps virtual and
augmented reality. It may, however, take some time for the 5G network to be adopted worldwide, as
rollout has been limited to certain countries and, even within those countries, to certain cities.
Consumer costs may also affect initial acceptance. According to Newzoo, in 2020, less than 1% of
all active devices were 5G ready, although that figure is expected to grow quickly to around 22% by
the end of 2022, with China representing the largest market. Gu, Tianyi, “5G and the Games Market:
How the New Era of Mobile Networks Will Impact Gaming”, newzoo.com, May 11, 2020. Highly-
dedicated players will most likely want to adopt the 5G network. In contrast, the more casual gamer
may not want to spend more money on 5G for games but perhaps for other services. Despite some
initial growing pains, major publishers are investing in the 5G network and see it as an excellent
opportunity to expand the mobile gaming market. South Korea (the first country to adopt 5G), the
United States, China, Canada, Japan, Australia, Brazil, the Scandinavian countries, France,
Germany, the United Kingdom and Italy are among the 58 nations that had to some extent launched
the 5G network by June 2021. Buchholz, Katharina, “Where 5G Technology Has Been Deployed”,
statista.com, August 3, 2021.
772
Cross-platform play is becoming a reality for more and more titles, the most significant of which is
probably Epic Games’ Fortnite, which can, at the time of writing, be played on Android, Windows,
Nintendo Switch, PlayStation 4 and 5, Xbox One and Xbox Series X/S.
Mastering The Game
288
773
“Top 30 Mobile Gaming Companies in the World 2019”, blog.technavio.com, May 13, 2019.
774
Supercell’s profits before taxes (EBITDA) amounted to $577 million in 2019. See Paananen, Ilkka,
“My Take on Supercell in 2019 As We Enter Our Second Decade”, supercell.com, February 11, 2020.
775
Curry, David, "Candy Crush Revenue and Usage Statistics (2021), businessofapps.com,
November 11, 2021.
776
Takahashi, Dean, “Candy Crush Saga: 2.73 billion downloads in five years and still counting”,
venturebeat.com, November 17, 2017.
777
Kaplan, Omer, “Mobile Gaming is a $68.5 billion global business, and investors are buying in”,
techcrunch.com, August 22, 2019.
289 Mastering The Game
game was released on mobile in October 2019, it has grossed over $1 billion and
has been played in countries where distribution was previously difficult.778
The potential availability of investment money combined with low market entry
barriers, such as virtually non-existent distribution costs, has already allowed a
multitude of independent developers and publishers to step into the mobile
market, and this trend is very likely to continue. In fact, there are now billion-
dollar publishers dedicated only to mobile development and distribution.
778
“Call of Duty: Mobile”, wikipedia.org; and “Activision Blizzard 2019 Annual Report”,
investor.activision.com. Takahashi, Dean, "Call of Duty: Mobile has 500 million downloads, $1 billion
in player spending since 2019”, venturebeat.com, May 4, 2021.
779
Google is able to reach more players, but players that use iOS are more willing or able to spend
money on apps. See “Global Consumer Spending in Mobile Apps Reached $133 Billion in 2021, Up
Nearly 20% from 2020”, sensortower.com, December 7, 2021.
780
Nevertheless, the Android app store market in China is fragmented, with Tencent’s My App,
Huawei’s App Market and Oppo’s Software Store holding the largest market shares. See “App Store
Index”, appinchina.co. In 2019, Apple earned 20% of its revenue from the Apple App Store in China.
Porter, Jon, “Apple closes Chinese App Store loophole, causing thousands of games to be removed”,
theverge.com, June 22, 2020. According to a 2021 Niko report, approximately 25% of Chinese
gamers play games on iOS smartphones. “Take Rates in China – Will Quality Development Beat Out
Traditional Distribution?”, nikopartners.com. In this context, TikTok owner ByteDance has recently
built a gaming division aiming to compete with market rival, Tencent. It recently released in China its
first internal developed game, One Piece The Voyage, which was reported to have earned $50 million
in the first two months after its release. Ye, Josh, "ByteDance scores its first mobile game hit in China
in ongoing battle with market leader Tencent", scmp.com, June 15, 2021.
781
Revenue covers money generated by iOS and Android and includes advertising, in-app
purchases, subscriptions and app purchases. See “Global Consumer Spending in Mobile App
Reached a Record $111 Billion in 2020, Up 30% from 2019”, sensortower.com, January 4, 2021;
and Iqbal, Mansoor, “App Revenue Data (2021)”, businessofapps.com, August 4, 2021.
782
Ibid.
Mastering The Game
290
billion in 2021 which includes third-party Android app stores in China with games
representing approximately $116 billion in revenue.783
There is no doubt that, even though the mobile gaming market is very competitive
for game content supply, there are still very few mobile distribution platforms
playing a significant role in downstream distribution.784 Despite the small number
of distributors, competition continues to intensify as they compete for games for
their own subscription services. In many ways, the situation is similar to what
first-party console manufacturers have done by offering business incentives to
publishers and developers in exchange for distribution rights that may include
some form of exclusivity or restrict the distribution of games on other platforms.
The App Store is one of the main digital distribution platforms and hosts hundreds
of thousands of gaming apps. In 2020, consumer spending in the App Store
reached $ 72.3 billion785 and games accounted for almost 66% of that spending,
which is equivalent to $47.6 billion.786 Even though Apple does not develop
games, it is considered to be one of the largest gaming firms globally,787 with
revenue projections around $85 billion in 2021, with 70% originating from
games.788
The App Store integrates with the pre-installed Apple Game Center app, which
allows users to synchronize game progress across all iOS devices and facilitates
competitive playing and social interaction among gamers.
Riding the wave of the gaming phenomenon, in September 2019, Apple
launched a unique subscription service for mobile, desktop, and the living room:
Apple Arcade, which makes App Store games available on different devices,
such as iPhone, iPad, Mac and Apple TV.
Apple Arcade constitutes the first gaming subscription service that allows mobile
games to be played on less-casual devices, such as desktop computers and
televisions. The service offers a catalog of games that are selected by Apple,
indicating that Apple is beginning to take more editorial control over its game
distribution business, which may potentially have positive effects on the quality
of App Store games in general. Arguably, what Apple is also trying to achieve
with Apple Arcade is offer a different mobile game environment, which does not
rely on continuous cash draws and where driven purchasing and loot boxes have
783
“Global Consumer Spending in Mobile Apps reached $133 Billion in 2021, Up Nearly 20% from
2020”, sensortower.com, December 7, 2021; and data.ai, “State of Mobile 2022”, data.ai.
784
With the noticeable exception of China, which has hundreds of Android distributors but is
dominated by 10 to 20 companies. See Niko “Take Rates in China – Will Quality Development Beat
Out Traditional Distribution”, nikopartners.com.
785
Statista Research Department, “Worldwide gross app revenue of the Apple App Store from 2017
to 2020”, statista.com, July 6, 2021.
786
“Global Consumer Spending in Mobile Apps Reached a Record $111 Billion in 2020, Up 30% from
2019”, sensortower.com, January 4, 2021.
787
Clement, J., “Gaming revenue of leading public companies worldwide during 4th quarter 2020”,
statista.com, June 24, 2021. According to Apple, as of January 2022, it has remitted $260 billion to
app developers since 2008 with $60 billion from 2021. “Gurman, Mark, “App Store Developers Made
About $60 billion in 2021, Apple Says”, bloomberg.com, January 10, 2022. With a 30% share, it is
clear why Apple is one of the major gaming companies. Bursztynsky, Jessica, "Apple v. Epic ruling
reveals 70% of App Store revenue comes from a small fraction of customers playing games",
cnbc.com, September 10, 2021.
788
“Global Consumer Spending in Mobile Apps Reached $133 Billion in 2021, Up Nearly 20% from
2020", sensortower.com, December 7, 2021.
291 Mastering The Game
Google Play Store is the digital distribution platform operated and developed by
Google, and it also serves as the official app store for the Android operating
system, allowing Android users to browse, purchase and download games. In
2019, Android announced that there were more than two and a half billion active
Android devices worldwide,792 which would make Android the most popular
operating system for apps and games. In 2020, consumers spent $32 billion on
games in the Google Play Store, an increase of about 27% from 2019.793
In 2013, Google introduced Google Play Games, an online gaming service for
the Android operating system, featuring gaming-related services, such as
leaderboards, achievement systems and cloud saves. Like Apple’s Game
Center, it operates as a dashboard through which the user has access to a
plethora of services, such as in-game achievement systems. It promotes social
interaction between players through a system of leaderboards designed to
increase engagement and encourage competition among hardcore and casual
players.794
In September 2019, only a few days after the launch of Apple Arcade, Google
also launched its first app subscription service, Google Play Pass, intended only
for mobile use and, again, offering a hand-picked selection of games. This
service was originally launched only in the United States, but now has expanded
to 90 countries.795 The main features of this service appear to be very similar to
those of Apple Arcade, namely a subscription service providing advertisement-
free games designed by selected developers. Unlike Apple,796 Google did not
explicitly announce that it would support a portion of the development costs for
Google Play Pass games but highlighted the advertising potential that this
subscription service could have for mobile developers. However, a major
concern about the service was the way in which royalties would be determined
for developers. Originally, the Google Play Pass monetization model involved
789
At the time of writing, there are over 100 publishers and developers participating in the Apple
Arcade subscription service. For many of the developers, the service provides a better chance to be
discovered because a select number of games are offered as part of the service. Furthermore, as
content improves on a platform, it tends to attract new publishers and developers.
790
Games on Apple Arcade do not contain in-app purchases, and all features and any updates are
included as part of the subscription price. Barrett, Brian, “How Apple Arcade Will Reshape Mobile
Gaming”, wired.com, September 19, 2019.
791
Farough, Amanda, “Apple Arcade invests in developers while ensuring studios retain rights to
their games”, gamedaily.biz, September 18, 2019; and “Apple Arcade: What This Really Means for
Mobile Game Developers (Updated)”, gameanalytics.com, October 11, 2019.
792
Brandom, Russell, “There are now 2.5 billion active Android devices”, theverge.com, May 7, 2019.
793
“Global Consumer Spending in Mobile Apps Reached a Record $111 Billion in 2020, Up 30% from
2019”, sensortower.com, January 4, 2021.
794
Google Play Game Services, “Achievements”, developers.google.com.
795
For a list of countries as of December 2021, see https://play.google.com/about/pass-availability/.
796
Batchelor, James, “Why are developers betting on Apple Arcade?”, gamesindustry.biz, November
25, 2019.
Mastering The Game
292
paying developers according to the amount of time their games were played, and
this created an unexpected problem because it connected royalties to the time
spent playing a specific game. The model, therefore, encouraged a re-playable
gaming experience rather than a short gaming experience and eventually led
developers to design games that required heavy grinding from the player in order
to increase payments.797 However, the practice appears to have changed, as
Google now states that developers earn a royalty that is based on algorithmic
methods, which take into account how users value all types of content.798
New Players
As cultural barriers become less of an issue worldwide and the market for games
becomes more and more global, with Western consumers becoming increasingly
interested in Asian games and vice versa, the market for digital distribution
platforms, particularly mobile platforms, is likely to become even more
competitive in the years to come.
Unsurprisingly, the success of mobile gaming in Asia is leading Asian companies
to invest in mobile gaming platforms in an attempt to carve out a slice of the
global mobile gaming market. While Silicon Valley is still the center of the mobile
gaming market, a few interesting competitors are emerging in the East, perhaps
taking advantage of the crisis between Google and Huawei, which may have
been an excellent opportunity for new players to attract Android users recently
orphaned from the Google Play Store,799 and using the chance to leverage the
immense power that Asian technology companies have acquired in the
smartphone market.
The limited accessibility of the Chinese market appears to be playing a key role
in supporting Chinese mobile industry players. In fact, aside from the specific
political relations between China and the United States, compliance with the
Chinese regulatory framework poses a great obstacle to Western businesses
operating at a global level, and this can be leveraged by China-based tech
giants.800
The attractiveness of the mobile market from a business perspective is also a
factor capable of increasing competition among distribution platforms because it
drives new players to capitalize on the opportunities offered by new technologies
and take advantage of the intrinsic flexibility of the mobile gaming sector
compared, for example, to the console sector where platform owners exert
significant control over their platforms with strict processes, rules and
requirements. The mobile market has demonstrated a peculiar ability to come up
797
Kim, Matt T.M., “Developers Raise Alarm Over Their Cut of Google Play Pass’ Subscription
Money”, ign.com, September 23, 2019.
798
“Grow with Google Play Pass”, play.google.com
799
Chinese smartphone giants, which together control 40% of global smartphone shipments, have
joined forces and are planning to launch a new platform that is intended to challenge the international
dominance of Google Play Store. Porter, Jon, “China’s smartphone giants reportedly unite to
challenge Google’s Play Store”, theverge.com, February 6, 2020.
800
A large number of games were removed from the Apple App Store because of failure to comply
with Chinese regulations. Peters, Jay, “Apple removes thousands of games from the Chinese App
Store, alarming observers”, theverge.com, August 18, 2020.
293 Mastering The Game
with new and innovative business models and solutions that could enable new
players801 to acquire commercial relevance if they appeal to consumers.802
801
Regarding PC gaming platforms, a successful example of a new player entering the market is
Epic Games, Inc., which attracted 108 million PC customers in its first year with its Epic Games Store
and, according to Epic, had 180 million users in 2021. See Epic Games Inc., v. Apple Inc., 493 F.
Supp. 3d 817 (N.D. Cal. 2020); “Epic Games Store 2020 Year in Review”, epicgames.com, January
28, 2021; and Brightman, James, “Epic Games Store has generated $680M so far, with exclusives
being ‘critical’, says Tim Sweeney”, gamedaily.biz, January 14, 2020.
802
Consider, for instance, the Chinese multinational conglomerate, Tencent, which capitalized on the
interoperability opportunities offered by technological advancements and built on the growing appeal
of social games to integrate mini-games into its WeChat platform. Facebook subsequently replicated
this approach with its Instant Games platform. Another example relates to the adoption of new
monetization models by subscription-based platforms – whether cross-device platforms, such as
Vortex and Apple Arcade, or platforms specifically designed for smartphones, such as Google Play
Pass and Hatch Entertainment – which now offer cloud gaming content, generally stripped of all in-
app purchases and advertising.
803
The involvement of a publisher often implies that, under the terms of the publishing agreement,
the publisher will be entitled to recoup any minimum guarantee paid to the developer, in addition to
its right to make deductions and establish reserves.
804
Sometimes, a platform may be willing to pay a minimum guarantee to the developer to secure the
rights to distribute a specific game in its digital store. This distribution approach, which focuses more
on the quality of game selection than on the quantity of games available, has already proved to be
successful, as illustrated by the launch of the Epic Games Store platform for PC. It is now also being
tested for mobile games by Apple with Apple Arcade.
805
According to some of the documents presented by Epic Games in its lawsuit against Apple, the
Vice President of Developer Relations noted that Apple does not routinely negotiate the terms of its
developer program license agreement with developers and, to his knowledge, Apple offers the same
agreement to all developers.
Mastering The Game
294
that leave virtually no room for negotiation by the developer, it is important that
developers carefully read and understand the platform’s terms. This is because
one critical, but often overlooked, requirement set out in the distribution
agreement is that the app must comply with all the platform’s terms and
conditions, otherwise it will be denied distribution or, perhaps even worse, taken
down after launch. It is essential to understand the mobile platform’s admission
requirements to avoid the app being refused admission or removed because, for
example, it includes inappropriate content according to the standards set by the
platform or breaches the rules on the promotion of other apps.806 Moreover,
developers should be aware that, before or even after their games are admitted
to the distribution platform, they may have to answer questions from the platform
about issues as diverse as IP right ownership or licenses, gambling law, data
collection or other types of regulatory compliance.
As a result, the best practice for developers wishing to avoid or minimize the risk
of having to substantially change or redesign an app in order to have it admitted
or re-admitted to the distribution platform is to review the relevant app store terms
and conditions prior to and during the design process. This will enable the
developer to ensure compliance with all the platform’s key terms and conditions
relating to content and monetization models.
Understanding all key platform admission requirements at an early stage is all
the more important when a developer is considering distributing its game on
several platforms, some of which may be based in different countries or
continents and may, therefore, have different admission requirements set out in
their terms and conditions. In this regard, it is important to consider, for example,
different cultural sensitivities and how they may impact content as well as
differences in regulatory requirements regarding, for example, gambling, and
how they may impact monetization models.
806
In early 2020, it was reported that Google removed almost 600 apps from Google Play Store and
banned the developers for violating the Google Play Store terms by including disruptive mobile
advertisements. Lyons, Kim, “Google bans hundreds of Android apps from the Play Store for
obnoxious ads”, theverge.com, February 20, 2020.
807
So far, this model has proved to be quite successful since mobile gaming generated revenues
close to $74 billion in 2020. As such, mobile gaming revenues are greater than those of all other
sectors of the game industry. See Newzoo, “Newzoo Global Games Market Report 2020” (light
version), newzoo.com.
295 Mastering The Game
store revenue from games comes from in-app purchases, including loot boxes,
XP boosts and time savers.808
Depending on initial end-user reaction, the business model for an app may
change. In some cases, the pricing model for an app may vary depending on the
app store, and there may be restrictions on pricing changes if an app is initially
offered free of charge. A strong brand, for example, may be able to command
higher fees because the app has been well received and is popular with
consumers. Certain business models have worked well for some developers,
while those same models have failed for others, although many factors contribute
to the success or failure of a game. As a result, developers and publishers must
carefully consider what model works best for them since the transition from one
model to another, for example, from a premium model to a free-to-play one, may
be difficult due to consumer expectations and the distributor’s terms or technical
restrictions.
At present, the most popular monetization models all involve some form of
payment or free-to-play elements or a combination of both.809 The table below
illustrates the ways in which a developer or publisher may earn money at different
stages of gameplay as per different business models.
At the “Start Game” stage, end users either pay money to start playing the app
or access the app for free. At the “During/Finishing Game” stage, end users can
either continue playing the game at no additional cost or can choose to pay a fee
to enhance their gameplay, perhaps with new characters or costumes, additional
or enhanced functionality to improve their playing skills or, more frequently, by
speeding up their game progress. For some titles, it may be considerably harder
to complete the game without paying additional fees and/or it may require the
player to spend more hours farming for resources than a paying user. However,
under most of the business models, payments made at the “During/Finishing
Game” stage are technically not necessary to complete the game. An exception
to this is the unlockable demo, where the end user can play a certain amount of
the game for free but must pay money to unlock the entire game; however, this
is becoming a less common business model for mobile gaming. A further
advantage to paying a fee may be that the game becomes advertisement free,
so the player is not constantly interrupted by advertisements during playtime.
808
Some interesting statistics are available in Jugovic Spajic, Damjan, “Mobile Killed the PC Star:
Mobile Gaming Statistics for 2020”, kommandotech.com, December 4, 2019.
809
In this context, a key tool for the mobile gaming business is game analytics, which involves the
collection and interpretation of data on consumer conduct and buying habits to help developers better
target their audience and learn what models and practices are most effective from a monetization
standpoint. Some areas of particular interest to developers and publishers may be (i) how many
consumers are paying and how many are playing for free; (ii) what purchases are being made by
consumers; (iii) how long consumers play the game; (iv) which application programming interfaces
(APIs) are most effective in encouraging consumer purchases; (v) how many consumers become
paying customers; (vi) what the game retention rate is after a given period; and (vii) what the
consumer’s average spend is.
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more control over its game, including the monetization method, may find that
subscription services will not be financially advantageous for some games,
especially new releases. However, as a distribution platform expands, it may
provide enough financial incentive and promotional value for it to be worthwhile
for a developer to create original IP and/or license a game. Since fewer games
are offered as part of a walled subscription service, a game may benefit from
promotional and marketing value that would have been more expensive and
more difficult to obtain on other distribution platforms. Catalog titles may also
provide economic benefits to major developers, especially if they receive
additional payments besides royalties. These issues are, in many ways, similar
to those encountered with other forms of digital distribution.810
Due to the monetization limitations that the subscription business model imposes
upon publishers and developers, it may not be as economically viable as other
business models unless the subscription service has a large enough consumer
base to generate royalties or the distributor offers other financial consideration,
such as guarantees or development costs. However, one advantage for
publishers and developers is the additional marketing value provided by the
distributor, which otherwise may not be easy to obtain in a crowded market.
Since there are fewer games in a subscription service, there is more chance that
consumers will discover a game, and the platform provider is more likely to
feature and promote the game in order to showcase added value to the existing
subscriber base and attract new subscribers.
810
In April 2021, several major publishers and developers announced that they would develop for
Apple Arcade. Some of the games include a few notable brands, such as 2K’s basketball game NBA
2K21 Arcade Edition and a Star Trek game. In addition, some well-known developers, including the
ones behind Final Fantasy and Hot Shots Golf, signed on to create games for the service. McWhertor,
Michael, “Apple Arcade gets new games from Final Fantasy creators, PlatinumGames, and more”,
polygon.com, April 2, 2021.
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applicable to games, the publisher may be able to provide the developer with
expertise and support, either through its in-house legal department or by
securing the services of a law firm, to ensure a game complies with all applicable
local laws as well as the platform’s terms and conditions, thereby avoiding or
minimizing the risk that the app be refused admission by the platform(s) or
subsequently removed for lack of compliance. The fourth reason is that a
successful publisher can include the app in its network of games and thus
provide more visibility.
From the publisher’s point of view, mobile gaming clearly offers economic
opportunities, sometimes publishers may have considerable experience (and in-
house studio talent) in the console and PC worlds but lack expertise in relation
to mobile games, and therefore, they may elect to work with a developer as a
strategic move to enter this segment of the market and develop internally,
through the relationship with the developer, the expertise they require to grow its
own mobile business. Developers should be mindful of the potential interest on
the part of publishers that may extend beyond the publishing of one or more
games of the developer so that the developer can leverage this factor in the
context of the discussions with the publisher around the terms of their
collaboration (including in respect of the economic terms).
There are various scenarios in which a developer and a publisher may enter into
an agreement with respect to a mobile game, including:
• the publisher provides financing to help pay for all or part of game
development expenses and for costs associated with game promotion
and marketing and, in return, acquires certain rights to the game,
including distribution rights;
• the publisher hires a developer to create a game that will be owned by
the publisher;
• the publisher/marketing agency is simply involved in marketing the game
and targeting the relevant player base, thereby increasing the game’s
visibility in the marketplace, but it is not otherwise involved in funding or
distributing the game;811
• a developer ports a game for a publisher; or
• the publisher distributes the developer’s game and enters into
agreements with distributors. This may benefit the developer,
particularly in terms of managing relationships with distributors located
outside the developer’s zone of operation, for example, when a
developer intends to launch a European game for distribution on
Chinese mobile platforms. For some countries, such as China, a
developer is required to enter into a relationship with a Chinese
distributor for its game to even be considered for distribution.
811
This may be the case when a developer wants to retain control over the development and
publishing of its games but lacks the expertise to market them. In what is an increasingly crowded
ecosystem, a developer may find it more efficient or more effective to outsource only the marketing
of its app to publishers.
299 Mastering The Game
Master
Candidate
The rights and obligations between the developer and publisher will vary widely
depending on the kind of deal agreed between them. For example, if the
publisher is funding the developer to create one of the developer’s own apps, or
if the developer is creating an app as a work for hire for the publisher, then some
terms such as IP and revenue splits will be different. Key points that may require
negotiation between a publisher and a developer may relate to which party will
be responsible for carrying out various obligations and which party will pay for
costs. If the publisher makes commitments, for example, marketing
commitments, it is critical that the developer include language in the agreement
confirming those obligations. The key points for negotiation are:
1. Delivery of the app covering services to be provided and a milestone
schedule;
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300
2. Rights granted and, if limited, the term of exploitation of the said rights;
3. Operating systems (e.g., iOS and Android) and devices (e.g.,
smartphone and tablet) for which the game will be delivered;
4. Late delivery or failure to deliver an app, which may involve termination
or reduction in payments or royalties;
5. Update obligations812 and delivery of possible new content;
6. Consideration of virtual reality (VR) and esports capabilities;813
7. Testing of the various submissions for different devices;
8. Territory, which may also involve app localization;
9. Porting of the app to additional devices;
10. Customer support;
11. Ownership;814
12. Revenue sharing (see below);
13. Distribution and marketing obligations, including which party will be
responsible for user acquisitions;
14. End-user agreement and enforcement;
15. IP enforcement and protection;
16. Game-content pricing strategy and/or business model to generate
revenue;
17. Data collection and ownership, for example, who owns the data, who
administers access to it and who ensures collection complies with
government regulations.
18. Personnel who will work on app development and personnel who will
work on app publication;
19. Licensing of software owned by the developer to the publisher, if
applicable;
20. Statements and audit rights if royalties are owed;
812
This refers to regular updates as well as to resolving technical issues or code shortcomings,
adding new gameplay functionalities and adding or updating game content, which may help extend
the app’s life cycle.
813
If the parties choose to conduct esports tournaments, (the parties may also decide to work with a
third party) they must govern the allocation of rights related to tournaments and events and address
the responsibilities of each party regarding, for example, regulatory compliance, hosting, managing
and administering the events and the corresponding revenue share.
814
In deals involving distribution only, the developer will, in almost every situation, own the copyright
in the game; however, in situations where one of the parties is paying all or part of the development
expenses, ownership of the copyright will require negotiation. Typically, the outcome will depend on
which party created the IP, including the underlying code and story, and the amount of money
invested by the publisher. Generally, the more money invested by the publisher, the greater the
likelihood that it will want to own the IP in the app. However, it appears to have become more common
recently for a developer to maintain its IP. When a developer is hired by a publisher to create an app,
the IP will typically be owned by the publisher, except for any licensed content or any underlying code
created by the developer. Ownership of the IP or the perpetual right to use it unrestrictedly will allow
for the creation of derivative works, including sequels, and the right to exploit the app and source
code on other platforms. If the publisher does not own the IP, it will probably want to have the
opportunity to distribute future products created by the developer based on the original app.
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815
For game businesses that have operated in digital distribution, this is really no different to what
they have already experienced. In fact, the digital platform usually deducts its share of the revenues
before it passes the balance on to the publisher for sharing between the publisher and developer in
accordance with the terms of the agreement between them.
816
Batchelor, James, “How Angry Birds broke the limits for mobile games”, gamesindustry.biz,
December 11, 2019.
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817
A developer or publisher must ensure compliance with certain guidelines established by the
distributor in order to avoid sanctions, such as removal of the app or ban on the developer or publisher
from the platform. Generally, once the developer or publisher has signed the agreement, which refers
to and incorporates the guidelines, the distributor will carry out a general review of the app before
publishing it. Regardless of the review, the developer or publisher remains responsible vis-à-vis the
distributor for compliance with the guidelines at all times and, therefore, also with respect to any
future updates and patches. Furthermore, all app stores employ a removal process if an app violates
their guidelines. In the majority of cases, violations will be linked to incorrect use of a rating, offensive
content (e.g., pornography), promotion of gambling or issues related to IP (e.g., unauthorized use of
third-party content). For different guidelines established by storefronts for apps, see Developer Policy
Center, “Providing a safe and trusted experience for everyone”, play.google.com; and Developer App
Store, “App Store Review Guidelines”, developer.apple.com.
818
Distributors license software on a non-exclusive, non-transferable basis to developers to allow
developers to incorporate various features into their app.
819
In most situations, the current practice is for the distributor to receive a 30% revenue share.
However, this is in a state of flux as the 30% fee is the subject to a number of legal challenges. See
Section 1.8.5. In addition, developers or publishers may also have to pay an entry fee, which is
generally very low, to be allowed to publish their games on a given distribution platform.
820
Generally speaking, removal or take-down rights allow the developer or the publisher to remove
the app from the store, provided that certain requirements or conditions are satisfied, such as
obligations to refund consumers and provide customer support.
821
Distributors impose a number of restrictions on the collection of user or device data by a developer
or publisher. Developers or publishers are required to comply with all applicable privacy and data
protection laws and regulations and to obtain users’ consent for the collection, use and storage of
their personal data.
822
Generally, the distribution agreement and guidelines provide that the developer or publisher is
solely responsible for indicating the app’s age rating, subject to compliance with any statutory
obligations set forth in state classification systems. However, the distributor may provide support to
the developer or publisher by way of specific questionnaires designed to help it manage age-rating
certification.
823
Distributors may require that a developer or publisher hold or obtain insurance coverage for certain
named risks and that the relevant insurance policies name the distributor as an additional insured
party. See Chapter 3, which discusses insurance issues between the developer and publisher; similar
issues apply between the distributor and the developer or publisher.
824
Some distribution agreements explicitly state that information communicated to the platform by a
developer or publisher, including information relating to a submitted app, is not deemed confidential
for the purpose of the confidentiality obligations.
825
See Chapter 12.
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826
For a list of business models, see https://developer.apple.com/app-store/business-models.
827
For example, the prohibition on distributing any additional app features or functionalities through
non-Apple channels, on including features or functionalities that create or enable a third-party
software store and on using or calling any private APIs; or the obligation for iOS apps to have at least
the same features and functionality on an iPad when run in compatibility mode. The Apple Developer
Program License Agreement also specifically states that, with the exception of consumable items
(e.g., virtual supplies such as construction materials), any other content, functionality, services or
subscriptions delivered through an in-app purchase (e.g., a sword for a game) must be available to
all of the devices associated with the account of the user who made the purchase.
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828
The distribution agreement for Google Play Store allows Google to use the developer’s brand
features for the purpose of marketing promotions in connection with Google Play and for gift card
promotions on Google-authorized third-party channels. See “Google Play Developer Distribution
Agreement”, play.google.com, agreement effective as of November 17, 2020.
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use of the developer’s own payment system;829 (vii) the developer does not have
proper licenses to distribute in a particular country, for example, China; and (vii)
the game fails to comply with the distributor’s guidelines or law, including issues
relating to privacy and IP.
829
This issue is currently the subject of litigation involving Apple. See Section 1.8.5.
830
The distribution agreement could, for instance, require the developer to indicate in the end-user
license agreement (EULA) that it is solely responsible vis-à-vis game customers for providing
customer support and technical maintenance for the game.
831
The delisting of a title by the platform owner does not automatically involve termination of the
agreement. The Apple Developer Program License Agreement, for example, provides the developer
with a “platform account”, which regulates the relationship between the platform and the developer.
Termination of the agreement means that the developer’s account and all its titles will be blocked
and deleted from the platform. However, taking down one title from sales does not mean termination
of the agreement.
832
In many situations, a game's life cycle may be limited by technical issues resulting from constant
changes in technology. It follows that a developer may choose not to update its game because the
costs do not justify the expenses.
833
For example, the distribution agreement for Google Play Store and Apple App Store provides for
30 days’ prior written notice.
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9.5.5 – Marketing
A mobile distribution platform rarely undertakes any marketing obligations vis-à-
vis the developer or publisher. In fact, the relationship between the distributor
and the developer or publisher is typically non-exclusive, and the developer or
publisher is allowed to distribute the app via other distributors and promote the
app independently.
The distributor normally acquires broad rights to promote and commercialize the
app so that it can distribute the app efficiently without having to obtain prior
approval from the developer or publisher. These rights include the right to offer
promotions involving the game, especially for themed and seasonal activities.834
However, as already noted, in the vast majority of cases, the distributor will be
reluctant to agree to carry out specific promotional activities.
834
See, for instance, Apple App Store’s “What we’re playing this week” or “Game of the Day”.
835
The 30% fees taken by Apple and Google are currently being challenged by Epic Games, which
filed lawsuits in the United States, Australia and the European Union claiming the fees charged are
anti-competitive. See Section 1.8.5.
836
Leswing, Kif, “Apple will cut App Store commissions by half to 15% for small app makers”,
cnbc.com, November 18, 2020. According to a report by data. aie, 97% of publishers that monetize
through the iOS Apple store earned less than $1 million. See “The State of Mobile 2021”,
appannie.com. However, while the reduction will be very beneficial for small companies, it will,
according to some reports, have little impact on Apples' financials. Albergotti, Reed, “Apple cuts some
App Store fees, but critics call it a ploy to avoid regulation”, washingtonpost.com, November 18, 2020.
For more details on how Apple's program for small businesses will work, see “App Store Small
Business Program”, developer.apple.com.
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to the reduction on the first million dollars earned, no matter how much money
the developer may eventually make.837
In China, many of the storefronts retain a 50% fee, although a few publishers
have, in limited situations, negotiated better commercial terms for some of their
games. In other instances, some publishers have chosen not to release games
on certain platforms because of the fees and/or have decided to distribute their
games directly, instead of using traditional app stores.838 Unlike Apple’s iOS
system, Android is an open platform that allows third-party stores to use it. This
has resulted in hundreds of Chinese Android app stores, although the market is
dominated by a few companies consisting mostly of the leading Chinese
smartphone manufacturers, such as Huawei, Oppo and Vivo.839
In addition, the distribution agreement may provide that the service fee shall be
reduced if revenues are generated through qualifying subscriptions.840 This is to
encourage the developer or publisher to update and improve the app in order to
retain users.
A mobile distribution agreement is often structured as a commercial agency
agreement, thus allowing the developers to lawfully set end-user prices at their
sole discretion.
A significant portion of mobile games adopt a free-to-play monetization model,
and developers should be mindful that mobile distribution agreements typically
do not allow the developer to switch to a premium model after a game has been
released on a platform using a free-to-play model. Games that were initially
offered free of charge to users may have to remain free of charge. Additional
charges are generally possible only if an alternative or supplemental version of
the game is released.
837
Leswing, Kif, “Google cuts app store fees for developers on first million in annual sales”, cnbc.com,
March 16, 2021.
838
“Take Rates in China – Will Quality Development Beat Out Traditional Distribution”,
nikopartners.com.
839
In 2020, Huawei, Xiaomi, Oppo and Vivo became part of an alliance, called the Global Developer
Service Alliance, established by smartphone manufacturers to create a joint platform that would allow
developers to upload apps and games to all app store members simultaneously. Ibid.
840
More specifically, revenues generated through subscriptions will be considered qualifying
whenever they come from users that have been subscribed to the app for a certain period of time.
For instance, Google Play Store will decrease its service fee/commission to 15% with respect to
users that have been paying subscribers for at least 12 months. Play Console Help, “Service fees”,
support.google.com.
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use of the developing tools and which a developer or publisher will be required
to accept when registering as a developer with the relevant platform.
841
However, such broad limitation of liability provisions may be considered unenforceable or not fully
enforceable under certain national laws, particularly in EU countries.
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842
See Section 10.2 for further discussion of California’s new privacy regulations.
843
Bloomberg Law, “2021 Outlook on Privacy & Data Security”, bloomberglaw.com, November 23,
2020.
844
In Brazil, the Lei Geral de Proteção de Dados (LGPD) was passed in 2018 and came into effect
in February 2020.
845
In China, the Personal Information Protection Law (PIPL) was enacted in November 2021.
846
In Thailand, the Personal Data Protection Act B.E. 2562 (PDPA) was passed in 2019 and came
into effect in May 2020.
847
In January 2020, the Korean National Assembly passed multiple amendments to the Personal
Information Protection Act (PIPA) and other privacy-related laws along the lines of the GDPR.
848
“A Day in the Life of Your Data”, apple.com, April 2021.
849
Developer App Store, “User Privacy and Data Use”, developer.apple.com.
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is to advise their clients on which regulations are particularly important and how
to chart a path through them.
A new field of regulation that is evolving rapidly and attracting much attention
from legislators and regulators relates to monetization models and practices,
which are becoming increasingly sophisticated and varied.
The widespread, and sometimes aggressive, use of advertising within games,
for instance, given the increased attractiveness of games as lucrative marketing
communication ecosystems, urges developers and platforms850 to carefully
consider not only whether their game’s content in the narrow sense complies
with all applicable laws and regulations but also whether their in-game
advertisements and advertising practices are equally compliant. More and more
mobile game advertisements are being labeled as misleading because they
display content that is extremely unfaithful to the actual gameplay in order to
attract new audiences. This is especially true of playable advertisements, that is,
advertisements which are themselves interactive minigames within a mobile
app.851
Advertisers are spending less and less of their advertising money on traditional
media and have become increasingly attracted to mobile games because of the
high number of reachable users and their appealing demographics. Advertising
agencies have also become interested in mobile games because apps have a
high “cost per impression” or “cost per install”, which is the rate payable by an
advertiser for each view of its advertisement. The rising interest in mobile
advertising may also be explained by the fact that, whenever an advertisement
is integrated into a game, the appearance of the advertisement will count as one
impression without the player even having to click on the banner.
Advertisers are, therefore, exploring digital entertainment as new ground for their
campaigns and in-game placements. While this may potentially benefit the
industry through the money injected, advertising-based monetization schemes
have the potential to negatively impact developers’ creativity with possible
repercussions at an industry-wide level.
A crucial aspect of in-game advertisements is their placement within the game
since it will potentially impact the smooth flow of gameplay. Placement is a
complex decision that involves considering and balancing various potentially
conflicting factors, such as the advertisers’ aims, game design and implications
for player experience. Developers and publishers should have a well-thought-
through advertisement placement strategy to guide decisions on, for example,
the most suitable spot(s) in a game to “place” advertisements and the use of
“static advertisements”, which are positioned in a fixed in-game spot, or “dynamic
advertisements”, which are usually billboards and posters that are positioned
850
In-game advertisements are usually controlled by the developer or the publisher, and the platform
generally requires the developer or publisher to comply with the platform’s policy on permitted
advertisements, which sets out limitations and rules with which developers and publishers must
comply. See Play Console Help, “Monetization and Ads: Ads”, support.google.com.
851
Sinclair, Brendan, “When do deceptive playable ads help, and when do they hurt?”,
gamesindustry.biz, January 28, 2020.
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strategically throughout the game and can be updated or changed in real time.852
Developers have also incorporated rewarded video advertisements into games.
This form of advertising rewards viewers who watch an advertisement, which is
typically 15 to 30 seconds in length. The rewards can vary from in-game
currency, such as coins, to additional content or power-ups.
The attractiveness of advertisement placement for advertisers inevitably
depends on the game itself. For instance, a sports brand may find racing games,
and sports games in general, more suitable to market its products.853 As with all
forms of advertising, in-game advertising aims to raise brand awareness within
the targeted demographic, and ill-considered advertisement placement may
have the opposite effect. When making advertisement placement decisions,
developers and publishers should be mindful of the game’s age rating as well as
child protection legislation and regulation in general because the protection of
minors and other vulnerable categories of players against deceptive and
potentially harmful advertising has become an area of focus for regulatory
authorities worldwide.
In-game advertising is not the only sensitive issue when it comes to new
monetization models. In-app purchases and loot boxes have had a powerful
impact on the game industry and contributed significantly to the emergence of
the “games as a service” concept. This concept refers to the possibility that
regular updates and drops of new, generally purchasable, content such as loot
boxes, coupled with the use of in-app purchases and microtransactions, may
extend the life cycle of a game and enable continued monetization.
However, while these new and more complex monetization models have proven
very lucrative for developers and platforms, they have led to equally new and
challenging legal headaches in terms of consumer protection. Following an
increasing number of consumer complaints in connection with in-app purchases
in mobile and online games that all too frequently involved minors, national
consumer protection authorities in Europe decided to join forces to find a
common solution. As early as December 2013, the Consumer Protection
Cooperation Network issued a common position paper on in-app purchases and
microtransactions that offered an interpretation of existing legislation, which
could serve as practical guidance for developers, publishers and mobile
platforms, with a view to ensuring transparency vis-à-vis consumers and some
minimum safeguards aimed at protecting minors.854
852
The contents of in-app dynamic advertisements, such as banners and interstitial advertisements,
can be, and often are, updated over time to serve different advertisers and target different segments
of the game’s user base. Static advertisements, on the other hand, are hardcoded in-game assets
(e.g., the shape of a billboard or banner on the side of an in-game sports field or racetrack) and, while
less common than dynamic advertisements in mobile games, they are arguably more effective. See
Turner, John, et al., “Scheduling of Dynamic In-game Advertising”, Operation Research, Vol. 59,
No.1 (2011).
853
For obvious reasons, mobile games are particularly attractive for advertising other mobile apps.
For instance, a recent study indicates that sports game apps primarily contain in-app advertisements
for strategy game, shopping, casino and bank apps. Yüce, Arif, et al., “Game in the Game: Examining
In-App Advertising in Mobile Sports Games”, podiumreview.org.br, January-April 2019.
854
More specifically, the position paper was communicated to Apple, Google and the Interactive
Software Federation of Europe and required that (i) games advertised as “free” should not mislead
consumers about the true costs involved; (ii) games should not contain direct exhortation to children
to buy items in a game or to persuade an adult to buy items for them; (iii) consumers should be
adequately informed about the payment arrangements for purchases and should not be debited
through default settings without their explicit consent; and (iv) traders should provide an email
address so that consumers can contact them in case of queries or complaints.
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855
For instance, in 2015, a decision by the Italian consumer authority against the publisher Gameloft
and app stores distributing the mobile game “Littlest Pet Shop” resulted in mobile platforms
undertaking to change their controversial practices. In particular, the distributors undertook to (i)
prevent multiple purchases with the same password input; (ii) prevent direct exhortation to children
pressuring them to make purchases and/or watch in-game advertisements; (iii) avoid using the term
“free” when a game includes inapp purchases; and (iv) provide more information about the
monetization model used by the app (e.g., if virtual currency can be purchased using real currency)
and the developer of the app (e.g., the address). Guardavaccaro, Gilberto and Venanzetti, Andrea,
“The In-App Purchase Cases Before the ICA”, Italian Antitrust Review, No. 3 (2015).
856
A study from 2020 found that 58% of the top mobile games in the Google Play Store and 59% of
the top mobile games in the Apple App Store contained loot boxes. By contrast, only 36% of the top
PC games in the Steam store contained loot boxes. Zendle, David, et al, The Prevalence Of Loot
Boxes In Mobile And Desktop Games, onlinelibrary.wiley.com, 2020.
857
A dark pattern is the intentional use of deceptive and underhand features within a digital product
for the purpose of forcing customers to agree to actions that they otherwise would not. Zagal, José
P., et al., Dark Patterns in the Design of Games, Foundations of Digital Games Conference, 2013.
858
In December 2018, the UK Parliament’s Digital, Culture, Media and Sport Committee initiated an
investigation to examine ethical and practical concerns regarding the use of loot boxes in some
extremely popular games, namely Epic Games’ Fortnite, EA’s FIFA and King’s Candy Crush. See
the video recording of the parliamentary proceeding: “UK Parliament Discussing Predatory Loot
box/Microtransaction with EA/Epic Games”, youtube.com. See also the US Federal Trade
Commission's 2020 report on loot boxes: “FTC Video Game Loot Box Workshop”, ftc.gov, August
2020.
859
For example, Belgium banned loot boxes because their inner structure met gambling parameters.
See “Gaming loot boxes: What happened when Belgium banned them?”, bbc.com, September 12,
2019.
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prior to purchase. 860 This may also be with a view to limiting their potential liability
as distributors of potentially illegal products and services.
860
Sinclair, Brendan, “Google Play mandates odds disclosure for loot boxes”, gamesindustry.biz,
May 30, 2019.
861
Ahn, Andrew, “How we fought bad apps and malicious developers in 2018”, android-
developers.googleblog.com, February 13, 2019.
862
The research was conducted by the University of Sydney, Australia, and Data61-CSIRO on the
top 10,000 apps in the Google Play Store. The results showed that 2,040 potentially counterfeit apps
were identified as malware by at least five commercial antivirus tools, 1,565 asked for at least five
additional dangerous permissions, and 1,407 had at least five additional embedded third-party ad
libraries. Popular games such as Temple Run, Free Flow and Hill Climb Racing were the most
common targets for app impersonation. Rajasegran, Jathushan, et al., “A Multi-modal Neural
Embeddings Approach for Detecting Mobile Counterfeit Apps”, dl.acm.org, May 2019.
863
In 2017, Google claimed to have removed around 700,000 apps for violating its policies. According
to Google, around a third of those apps (250,000) were taken down because they attempted to
deceive users by impersonating famous apps available in the Google Play Store. Ahn, Andrew, “How
we fought bad apps and malicious developers in 2018”, android-developers.googleblog.com,
February 13, 2019.
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its code to disguise the fact that the game is the same clone that was previously
taken down from the platform.864 Based on Google data, over 80% of severe
policy violations are conducted by repeat offenders and abusive developer
networks: when malicious developers are banned, they often create new
accounts or buy developer accounts on the black market in order to return to the
Google Play Store.865 It is, therefore, crucial that the developers of the original
games never lower their guard, even after a clone has been removed from the
platform a first time.
A second IP consideration worth noting in relation to mobile games is that mobile
games have become popular against a background of rising patent battles
between the major players in the mobile world, namely smartphone
manufacturers, mobile platforms, major software companies, non-practicing
entities (so-called ‘patent trolls’) and even, on occasion, small developers.866
These wide-ranging patent battles do not yet appear to have affected mobile
game developers or publishers significantly, except in a few isolated cases,867
but it remains to be seen what impact, if any, these battles will have on the
landscape of the mobile industry and thus, indirectly, on mobile games.
864
Hindy, Joe, “Google Play still has a clone problem in 2019 with no end in sight”,
androidauthority.com, November 9, 2019.
865
Ahn, Andrew, “How we fought bad apps and malicious developers in 2018”, android-
developers.googleblog.com, February 13, 2019.
866
“Smartphone patent wars”, wikipedia.org.
867
For example, in 2018, patent licensing company, GTX Corp., demanded the payment of $35,000
from Playsaurus, Inc., the developer of the popular Clicker Heroes games, for allegedly infringing a
patent on virtual currencies. Playsaurus publicly dismissed GTX’s demands as meritless through an
online post, which, in turn, led GTX to accuse Playsaurus of libel in addition to patent infringement.
GTX had also initiated proceedings, which were eventually voluntarily dismissed, against another
game developer, Caliburnus Ltd., based on the same patent. Farivar, Cyrus, “‘Patent troll’ doubles
down, now accuses Clicker Heroes maker of libel”, arstechnica.com, April 2, 2018. Playsaurus was
subsequently involved in another dispute concerning IP. This time, a Chinese company had
registered the trademark “Clicker Heroes” in China before Playsaurus, which led to the game being
removed from the Apple App Store, first worldwide then eventually only in China. Bell, Killian, “Apple
pulls popular iOS game after Chinese company steals its name”, cultofmac.com, May 24, 2019.
315 Mastering The Game
CHAPTER 10
REGULATION OF THE GAME INDUSTRY
10.1 – Introduction
As any industry develops, it becomes over time subject to increasing regulation
that is derived not only from legislation but also from case law, regulatory
guidance and self-regulation standards. The video game industry is no
exception, but its unusual status as both a creative and a technological industry
means that the application of existing regulation to video games is often less than
clear. Moreover, as the game industry enters a heightened phase of scrutiny,
we are beginning to see the application of regulation from other areas of the law
as well as the creation of regulation that applies specifically to the video games
industry. This chapter gives a brief overview of the key areas of regulation that
developers and publishers must consider when creating a game, namely data
privacy, consumer protection, advertising and marketing, monetization as well
as other regulations. This chapter also gives a brief overview of age ratings for
physical, online and mobile games.
868
See, for example, the following article on how Riot Games, creator of the game League of
Legends, leverages consumer data “Slashdot: For Riot Games, Big Data is Serious Business”,
blog.strom.com, December 7, 2012. Data mining is such a relevant topic that Rovio, creator of Angry
Birds, has created a policy for analytics and data usage in Rovio games, in addition to its privacy
policy. See “Rovio Services Privacy Notice”, rovio.com, last updated January 30, 2020.
869
See, for example, the US Right to Financial Privacy Act of 1978.
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system; however, the United States and China are rapidly developing and
evolving their own data privacy rules, as discussed below. To put it simply,
developers require data to make most, if not all, games these days but, to get
that data without incurring legal difficulties, they must have at least a basic
understanding of data privacy laws.
In May 2018, the EU General Data Protection Regulation (GDPR)870 replaced
the previous primary source for EU data privacy law, the Data Protection
Directive (DPD). Since then, the GDPR has served as a springboard for the
revision of data privacy laws across the globe, arguably earning it the title of one
of the most influential pieces of legislation of the past twenty years. A key
difference between regulations like the GDPR and directives like the DPD, lies
in their application. Regulations automatically have binding legal force across
the European Economic Area (EEA)871 and, unlike directives, are not dependent
on national implementation to take effect. As such, the GDPR provides long-
awaited clarity on data privacy requirements for holders and processors of an
EU subject’s data.
The GDPR imposes obligations on any individual or business which is
responsible for the control of personal data (known as a “data controller”) and
those who process personal data on behalf of the data controller (known as a
“data processor”). The GDPR applies to the processing of personal data of any
EU data subject, regardless of the organization’s location.872 “Personal data” is
data that, taken on its own or in combination with other data, may be used to
identify an individual. Under the GDPR, the definition of personal data was
updated to include IP addresses, mobile device identifiers, geolocation data
(e.g., GPS tracking) and biometric data (e.g., fingerprints). There is also a
separate category of “sensitive personal data”, which relates to an individual’s
genetic, physiological, economic, cultural or social identity. The GDPR requires
organizations to assess and document any privacy risks prior to commencing
any large-scale processing of personal data. Examples of potential privacy risks
include data being stored for longer than is necessary or the absence of
adequate measures to protect data during cross-border transfers.
Under the GDPR, each data processor must maintain records of personal data
and ensure that data is only processed when there is a lawful basis to do so.
Personal data must also: (i) be obtained only for one or more specified and lawful
purposes; (ii) be adequate, relevant and not excessive in relation to the purpose
or purposes for which it is processed; (iii) be accurate and, where necessary,
kept up to date; (iv) not be kept for longer than is necessary for that purpose or
those purposes; (v) be processed in accordance with the rights of data subjects;
and (vi) have appropriate technical and organizational measures taken
against unauthorized or unlawful processing of personal data and against
accidental loss or destruction of, or damage to, personal data. The transfer of
personal data out of the EEA is only permitted under certain circumstances, for
example, to a list of countries with “adequate levels of data protection”
870
Regulation (EU) 2016/679 of the European Parliament and of the Council of 27 April 2016 on the
protection of natural persons with regard to the processing of personal data and on the free
movement of such data (General Data Protection Regulation).
871
The EEA consists of all the member States of the EU as well as Norway, Iceland and
Liechtenstein.
872
EU General Data Protection Regulation, supra Note 4.
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873
Intersoft Consulting, “GDPR Third Countries”, gdpr-info.eu.
874
European Commission, “Standard Contractual Clauses (SCC)”, ec.europa.eu.
875
“Using Standard Contractual Clauses”, termsfeed.com.
876
“What are the GDPR Fines?”, gdpr.eu. Lesser fines, as set forth in Art. 83(4) of the GDPR, can
be as high as €10 million or 2% of the organization’s total global revenue from the preceding fiscal
year. Ibid.
877
McKean, Ross, et al., “A report produced by DLA Piper’s cybersecurity and data protection team”,
dlapiper.com, January 19, 2021.
878
ibid.
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amazon.com. Inc. involving their use of customer data for targeted advertising
purposes.879
The United States, by comparison, has a comparatively less restrictive system,
which is gradually becoming more comprehensive but developing unevenly. US
data privacy law is derived partly from federal statute, state statute, case law and
from the guidance of the Federal Trade Commission. However, there appears
to be a new wave of state-based regulation. The California Consumer Privacy
Act (CCPA)880 is a leading example of this. Even though the CCPA only came
into effect in January 2020, it has already been amended as a result of a voter-
approved proposition, that is, a ballot measure that becomes state law, which
created the California Privacy Rights Act (CPRA).881 The CPRA will supersede
and extend the CCPA, providing additional protection to consumers but will not
become effective until January 1, 2023. Until then, the CCPA remains in effect.
Under the CCPA, businesses processing the personal information of California
residents will be subject to greater regulatory requirements and California
residents will have stronger rights. The CCPA applies to any for-profit entity
which: (i) does business in California; (ii) collects personal information of
California residents or has such information collected on its behalf; (iii) has the
means of processing that information; and (iv) meets one or more of the
following criteria:
• has at least $25 million in annual revenue (this applies to global revenue
regardless of where the revenue is generated);
• buys, sells, receives for commercial purposes or shares the personal
information of at least 50,000 California residents; or
• derives 50% or more of its annual revenues from the sale of California
residents’ personal information.
In practice, most medium-to-large digital entertainment businesses meet the
above thresholds and must comply with the CCPA, even if they have no physical
presence in California. Several of the obligations imposed by the CCPA mirror
those of the GDPR, for example, the promotion of transparent data processing.
879
“20 biggest GDPR fines so far [2019, 2020 & 2021]”, dataprivacymanager.net, October 8, 2021.
880
The California Consumer Privacy Act (CCPA), CA Assembly Bill No. 375, June 29, 2018, is the
first comprehensive consumer privacy law passed in the United States, post-GDPR.
881
The California Privacy Rights Act (CPRA) of 2020 will only apply to information collected on or
after January 1, 2022, and enforcement will start on July 1, 2023. Until then, the CCPA will govern.
Some of the key provisions of the CPRA include: (1) the addition of a sub-category of “sensitive
personal information”. Consumers will now have the right to limit the use and disclosure of sensitive
personal information, which includes: (i) social security, driver’s license, state ID or passport number;
(ii) account log-in information with a password; (iii) a consumer’s precise geographic location; (iv)
racial or ethnic origin, religious belief or union membership; (v) contents of a consumer’s mail, email
or text messages, unless the business is the intended recipient; (vi) a consumer’s genetic information;
(vii) processing of biometric information to identify the consumer; (viii) personal information analyzed
concerning a consumer’s health; and (ix) personal information analyzed about a consumer’s sex life
or sexual orientation; (2) the requirement for businesses to inform consumers of the length of time
the business intends to keep personal information. If the business is unable to determine the time
frame then it must inform consumers of the criteria used to determine the retention period, but, under
no circumstances, can the time frame be unreasonable; (3) the granting of the right for consumers
to correct any personal information that is inaccurate; (4) the prevention of businesses from “sharing"
their information with third parties; (5) the addition of protection for children’s personal information;
and (6) the creation of a privacy protection agency. See Harding, Elizabeth and Polishuk, Alex,
“CPRA – What This Means for Your Business”, natlawreview.com, November 9, 2020, Eversheds
Sutherland (US) LLP, “California’s new privacy law, the CPRA, was approved: Now what?”,
jdsupra.com, November 10, 2020, Reilly, Brandon P. and Lashway, Scott T. “The California Privacy
Rights Act Has Passed: What’s in It?”, manatt.com, November 11, 2020, and Morrison, Sara,
“California just strengthened its digital privacy protections even more”, vox.com, November 4, 2020.
319 Mastering The Game
In addition to the right to access and delete data, the CCPA grants extensive opt-
out rights to individuals to prevent the sale of their personal data to third parties.
The California Attorney General has greater enforcement abilities than before,
including the ability to impose high fines for violations. It is important for digital
entertainment businesses to update their internal data use and protection
policies to comply with the new rights granted to California residents under the
CCPA, for example, by providing clear mechanisms for users to opt out of the
sale of their data to third parties.
The CCPA has triggered a new wave of US data protection legislation, including
Virginia’s Consumer Data Protection Act, which was signed into law in March
2021 and will come into effect in 2023.882 A bill called the Information
Transparency and Personal Data Control Act883 was introduced in Congress in
early 2021 to create a national privacy protection law; and, at the time of writing,
15 state legislatures884 have introduced their own privacy bills. Most of the
proposed legislation, among other things, seeks to obtain opt-in consent for the
collection and use of personal information as well as consumer rights to access
and delete information. On the whole, the United States has fewer data privacy
laws than the European Union and those it does have are relatively diffuse, which
presents its own complexities. However, data privacy laws in the United States
are to be taken seriously. In 2019, for instance, the Federal Trade Commission
and Google agreed to a $170 million settlement885 over Google’s subsidiary,
YouTube, allegedly breaching children’s privacy laws.886
The position outside the United States and the EU varies considerably, with
some countries having absolutely no meaningful data privacy system, while
others have relatively well-established systems. Countries such as Russia and
Brazil, arguably influenced at least in part by the Brussels effect,887 are rapidly
developing data privacy frameworks. China has enacted new privacy laws
introducing updates to its data privacy laws, which includes among other things,
banning online service providers from collecting and selling personal information
without user consent888 the right of individuals to rescind their consent and
various obligations and regulations involving handlers inside and outside of
China. 889
Platforms are also revising their data privacy requirements in light of these
developments. Apple, for example, is continually updating its privacy practices
and launched one of its new privacy features as part of the iOS 14.3 software
update, which requires every application (app) in its App Store to include a
privacy label explaining how that app collects and uses user data. Developers
are required to state not only what data their app may collect but also how that
882
The Virginia Consumer Data Protection Act, 2021 Special Session I, HB 2307.
883
“Information Transparency & Personal Data Control Act”, H.R.1816.
884
International Association of Privacy Professionals, “US State Comprehensive Privacy Law
Comparison”, iapp.org, Kern, Rebecca, “Democrat Renews Data Privacy Effort With First Bill of
2021 (1)”, bloomberglaw.com, March 10, 2021.
885
“Google and YouTube Will Pay Record $170 Million for Alleged Violations of Children’s Privacy
Law”, ftc.gov, September 4, 2019.
886
This case concerned violations of the US Children’s Online Privacy Protection Rule (COPPA
Rule). COPPA is US legislation that governs operators of online services or websites directed at
children under 13 years of age. See “Part 312 - Children’s Online Privacy Protection Rule”, ecfr.gov.
887
The “Brussels effect” refers to the use of EU regulatory standards outside of Europe.
888
Sheng, Wei, “One year after GDPR, China strengthens personal data regulations, welcoming
dedicated law”, technode.com, June 19, 2019.
889
See Creemers, Rogier and Webster, Graham, “Translation: Personal Information Protection Law
of the People's Republic of ChinEffective November 1, 2021", digichina.stanford.edu, August 20,
2021, revised September 7, 2021.
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320
data is ultimately used and for what purposes, for example, personalized
advertising or sharing geolocation data. This is in addition to the “Identifier for
Advertisers” (IDFA) changes that Apple rolled out in early 2021, which require
users to opt in to being tracked for advertising purposes. It is important
for digital entertainment businesses that release content via the App
Store to understand Apple’s new requirements before their next product
launch or update.
We are currently witnessing the rise of “privacy by design”, whereby data
privacy, security and protection must be the default mode of every
company, and data protection can no longer be an afterthought. In view
of the current trend of reviewing and updating data privacy laws and the
fact that each game business has unique data usage and needs, data
privacy compliance is one of the areas where legal advice is particularly
recommended. Legal counsel well-versed in this area will be able to
advise a developer about what it should and should not do when
balancing the cost of practical compliance with the risk involved in non-
compliance.
890
Khan, Imran, “German Protection Agency Takes Nintendo To Court Over Eshop Cancellations”,
gameinformer.com, December 18, 2018.
891
Blake, Vikki, “Nintendo’s pre-order cancellation is lawful, says German courts”, mcvuk.com,
January 23, 2020.
321 Mastering The Game
digital content is compliant with EU law, an issue that has caused difficulties in
the past.892 The German and Norwegian consumer bodies have both confirmed
that they plan to appeal this verdict. Interestingly, Nintendo has since amended
its cancellation policies on pre-orders so that purchases may be cancelled up to
one week before a game’s date of release.893
The EU has one of the most sophisticated consumer protection systems in the
world. The Consumer Rights Directive establishes certain basic consumer
rights, such as rules against excessive payment fees, pre-contractual information
rights (such as on costs and terms of delivery) and cancellation rights. Moreover,
the European Commission has finalized the latest iteration of its Digital Single
Market (DSM) strategy, a legislative package reviewing five key EU directives.
The DSM aims to respond to the needs of consumers in a changing digital
environment, for example, by harmonizing mobile roaming charges within the
EEA. The update to digital content laws has been particularly welcomed by
players in European territories, where the proportion of games purchased online
grows year on year. The Digital Services Act package (DSA), which is a
proposed modernization of the current EU framework for online services, will be
a major policy issue for the tech, digital and game sectors over the coming
years.894 The main provisions of the DSA include a modernized liability regime
and extensive transparency obligations for online intermediaries. The DSA aims
to place heavy responsibility on businesses to self-regulate with regard to illegal
content, such as hate speech, on their platforms. “Very large platforms”, namely,
those with more than 45 million active monthly users in the EU, must comply with
further requirements, such as designating a compliance officer and analyzing
systemic risk arising from the use of their platforms.895
Most, if not all, countries have their own consumer protection systems, although
many are still geared toward physical goods rather than digital goods and
services. Non-Western countries, such as China and South Korea, have also
changed their approach to consumer protection over the past decade. The
Chinese gaming regulator, the State Administration of Press and Publication
(SAPP), has reassessed its 2007 anti-addiction laws and introduced new rules
to curb gaming addiction and excessive spending among minors.896 The rules
include curfews, age verification and spending limits for players under the age of
18.897 In the most severe cases, publishers that fail to comply with these
regulations risk losing their publishing licenses. In anticipation, NetEase898,
together with other Chinese publishing giants, pre-emptively implemented
892
Chalk, Andy, “Valve and Ubisoft fined over Steam and Uplay refund policies in France”,
pcgamer.com, September 19, 2018.
893
Lane, Gavin, “You Can Now Cancel Switch eShop Pre-Orders Up To One Week Before Release”,
nintendolife.com, September 1, 2020.
894
Von der Leyen, Ursula, “A Union that strives for more. My agenda for Europe. Political Guidelines
for the next European Commission 2019-2024”, ec.europa.eu.
895
Allen and Overy, “The Digital Services Act package is here”, allenovery.com, December 16, 2020.
896
Pilarowski, Greg, “Legal Primer: Regulation of China’s Digital Game Industry”, pillarlegalpc.com,
January 6, 2021, discusses a number of regulations in China, Lew, Linda, “China’s minors face new
limits on mobile games in war on gaming addiction”, asiaone.com, November 5, 2019.
897
Chinese regulators, claiming games cause nearsightedness and youth addiction, enacted new
rules in September 2021, restricting anyone under the age of 18 to one hour of play on Fridays,
weekends and holidays and only from 8 p.m. to 9 p.m. on those days. Minors are also banned from
playing during the school week. The regulations require game companies to ask for the real names
of minors, and minors must register with their real names. Liao, Shannon, “China Restricts Young
People to Playing Video Games Three Hours a Week”, washingtonpost.com, August 30, 2021; Ni,
Vincent, “China Cuts Amount of Time Minors Can Spend Playing Online Video Games”,
theguardian.com, August 30, 2021.
898
Handrahan, Matthew, “NetEase to impose restrictions on young gamers in China”,
gameindustry.biz, January 25, 2019.
Mastering The Game
322
899
Restrictions imposed by NetEase include limiting users under the age of 12 to one hour of
gameplay on weekdays and two hours on weekends. For users aged 13 to 18, gaming time is limited
to two hours on weekdays and three hours on weekends. Underage players are also banned from
logging in from 9:30 p.m. to 8:30 a.m. daily. At the time of writing, these restrictions apply to 15 of
NetEase’s titles, including Fantasy Westward Journey and Knives Out.
900
“Honor of Kings Restricts Play for Minors”, nikopartners.com, July 11, 2017.
901
Lanier, Liz, “South Korea’s FTC Reviewing In-Game Purchase Clauses”, variety.com, April 19,
2019.
902
For example, a character skin purchased and transferred to another user’s account would be a
“gifted item”.
903
Valentine, Rebekah, “South Korean FTC examining consumer regulations surrounding in-game
purchases”, gamesindustry.biz, April 19, 2019.
904
Draft Online Safety Bill, May 12, 2021.
323 Mastering The Game
905 Under the EU Collective Redress Directive, as of 2023, EU member states must allow “qualified
entities” (i.e., consumer organizations and public bodies) to commence representative lawsuits on
behalf of consumers in a number of areas, such as data protection and consumer law. Qualified
entities can seek various forms of redress including compensation, injunctive measures as well as
costs of proceedings if the party wins the dispute, otherwise the “loser pays” principle applies. Faegre
Drinker Biddle and Reath LLP, “The EU’s Collective Redress Directive—The Potential for Collective
Consumer Lawsuits: An Introduction”, jdsupra.com, May 6, 2021; and Anderson, Gemma, et al., “The
EU Collective Redress Directive is Coming to Town”, mofo.co, December 9, 2020.
906
Rizzi, Corrado, “California Class Action Says In-Game Loot Boxes in ‘Rise of Kingdoms’ Equate
to Illegal Gambling”, classaction.org, December 18, 2019. See Keith Coy v. Lilith Games (Shanghai)
Co., Ltd., Case 3:19-cv-08192, N.D. Cal., filed December 17, 2019.
907
“Germany lifts total ban on Nazi symbols in video games”, bbc.co.uk, August 10, 2018.
Mastering The Game
324
908
Nabel, Dan and Chang, Bill, Video Game Law in a Nutshell, 1st ed., West Academic Publishing,
2018, pp. 293-4.
909
Good, Owen, “Danes Won’t Get EA Sports MMA Thanks to Energy Drink Ban”, kotaku.com,
August 28, 2010.
910
Nabel, Dan and Chang, Bill, Video Game Law in a Nutshell, 1st ed., West Academic Publishing,
2018, p. 296.
911
Liao, Rita, “China’s new gaming rules to ban poker, blood and imperial schemes”, techcrunch.com,
April 21, 2019.
912
ibid.
913
Court actions are not uncommon, but the need for regulators to allocate a finite amount of
resources means that they usually focus on the more egregious infractions or on cases of persistent
non-compliance.
914
The CAP and BCAP Codes have 22 and 32 sections, respectively, dealing with matters ranging
from the definition of advertisements and what is misleading to specific subject areas such as alcohol,
vehicles, gambling and health or nutritional claims.
325 Mastering The Game
The ASA receives and deals with around 30,000 complaints every year.
Complaints can be submitted free of charge by anyone, including competitors.
The ASA can also, if necessary, proactively investigate advertisements and
receive referrals from other regulators, such as the CMA. If a complaint is upheld
after a formal investigation, the ASA will issue a ruling that the advertisement
“must not appear again in its current form”, requiring the advertisement to be
changed. The ASA will typically also ask the advertiser to sign an undertaking
confirming that it will abide by the relevant codes in the future.
As a self-regulatory body, the ASA has no statutory powers of enforcement and
cannot issue fines or bring prosecutions directly, but it does have access to
various other enforcement measures. Its primary enforcement tool is the threat
of bad publicity. It publishes decisions on its website and notifies the press,
which may, and often does, cover the story. For advertisers which do not comply
with a decision, the ASA can add their names to a list of non-compliant
advertisers, which is published on its website. It can issue “Ad Alerts” to its
members and the media, advising them to withhold services such as access to
advertising space. It can also ask search engines to remove a marketer’s paid-
for search advertisements or take out advertisements of its own to draw attention
to a particular advertiser’s non-compliance. If all else fails, its legal backstop is
a referral to Trading Standards, which has the power to investigate and
prosecute for breaches of the relevant laws. Trading Standards has the power
to bring both civil and criminal proceedings. Despite its apparent lack of teeth,
the ASA has proven effective and, on the whole, tends to achieve compliance.
In the United States, the National Advertising Division (NAD) is a self-regulatory
program offered by the non-profit organization, Better Business Bureau (BBB),
and performs a similar function to the ASA. The NAD hears and evaluates
thousands of complaints each year, brought by businesses against competing
businesses with respect to misleading advertisements and offers a non-binding
resolution to disputes with the aim of enforcing a high standard of truth and
accuracy. An NAD resolution is carefully articulated after a formal examination
of case law, federal advertising statutes and input from experts in marketing and
research and development. Like the ASA, the NAD writes press releases for
each of the disputes it handles. Therefore, businesses which opt to use the NAD
dispute resolution process should be aware that both the advertisement
concerned and the NAD resolution will be publicly accessible.
As mentioned above, the CMA also has a consumer protection function. This is
perhaps the closest equivalent to the Federal Trade Commission (FTC) in the
United States. However, the CMA has more extensive statutory powers of
investigation and enforcement and sometimes carries out pro-active
investigations into a particular sector or business practice. For example, in 2019,
the CMA opened an investigation into the supply of online gaming memberships
for the Nintendo Switch, Sony PlayStation and Microsoft Xbox, focusing, in
particular, on auto-renewals of online gaming contracts, cancellation and refund
policies, and terms and conditions.915
In the United States, automatic subscription renewals have been drawing greater
attention from regulators, law enforcement officials and some state legislatures
due to the growing reliance on digital commerce and the increasing numbers of
complaints relating primarily to the difficulty of canceling subscriptions and the
915
Competition and Markets Authority, “Online console video gaming”, gov.uk, April 5, 2019; and
“Sony, Nintendo and Microsoft investigated over online games”, theguardian.com, April 5, 2019.
Mastering The Game
326
916
Torbati, Yeganeh, “Federal officials look to crack down on deceptive subscription marketing
practices at broad range of firms”, washingtonpost.com, June 2, 2021.
917
Faegre Drinker Biddle and Reath LLP, “Automatic Renewal Laws: Legislation to Watch in 2021”,
jdsupra.com, March 12, 2021, Berge, Ellen Traupman, et al., “Your Renewal Reminder: Enforcement
Actions, Lawsuits and Legislative Updates under Autorenewal Laws”, venable.com, September 15,
2020.
918
Torbati, Yeganeh, “Federal officials look to crack down on deceptive subscription marketing
practices at broad range of firms”, washingtonpost.com, June 2, 2021.
919
See Section 10.7 below.
327 Mastering The Game
920
If such complaints are filed with the ASA, the latter will redirect them to a responsible authority
under a cross-border complaint system.
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328
10.4.4 – Influencers
The past decade has seen an extraordinary rise in influencer marketing; and
global regulators have responded in kind. The CMA921 and the FTC922 have
produced best-practice guidelines for influencers regarding advertising
disclosures. The general point of these regulations is that it must be clear when
a commercial relationship underlies an influencer’s endorsement. In September
2019, the FTC charged two social media influencers for promoting an online
gambling service in which they had a financial interest they had failed to
disclose.923 Moreover, in early 2019, the CMA secured formal commitments from
16 prominent celebrities, who had repeatedly broken advertising rules, to clearly
label any endorsements as such. The CMA clarified that it is not only the job of
influencers to comply with advertising rules, but also that of the brand they are
representing. Significant players in the gaming market, such as EA924 and
Epic,925 have introduced sponsored content policies in response to the increased
regulatory scrutiny. EA’s sponsored content policy requires that all influencers
and streamers promoting sponsored content of its games clearly mark it with
specified hashtags and watermarks.926
The use of influencers as a marketing tool is now widespread in the video game
industry. Almost anyone can be an influencer and, as such, can be targeted by
regulators – even an advertising agency employee can be considered to be an
influencer.927 There are many ways in which an influencer can become liable for
an endorsement, for example, a tag, share or like can each constitute an
endorsement, even though they are subjectively unbiased. The exponential
growth in influencer marketing has led to new challenges for regulators, the most
common of which is the failure to properly identify posts as advertising or
sponsored content.
Influencers can be commissioned directly or through a media agency, which may
have many influencers on its books. In most cases, a written contract is
advisable. When an agency is involved, it will typically have a standard form
agreement, and there will probably be less scope for negotiation than with a
direct agreement. However, a well-known influencer will have more bargaining
power to negotiate more favorable terms.
The FTC requires that influencers (1) give their honest opinion about a product
and (2) disclose their material connection to the gaming company, such as a
personal, family or employment relationship or a financial relationship, i.e., there
is payment or an exchange of free or discounted products or services.
Depending on the platform, it can be difficult to satisfy the full legal requirements
for a disclosure, but the disclosure should, in general, be clear and conspicuous.
921
Competition and Markets Authority, “Social media endorsements: being transparent with your
followers”, gov.uk, January 23, 2019.
922
“The FTC’s Endorsement Guides: What People Are Asking”, ftc.gov.
923
“CSGO Lotto Owners Settle FTC’s First-Ever Complaint Against Individual Social Media
Influencers”, ftc.gov, September 7, 2017.
924
Alexander, Julia, “EA puts influencers in check with disclosure rules for sponsored content”,
polygon.com, November 16, 2016.
925
“Fan Content Policy”, epicgames.com.
926
“Mehr Transparenz bei Influencer-Kampagnen”, ea.com.
927
“The lawsuit also charged that Sony’s advertising agency, Deutsch LA, had employees post rave
tweets about the PS Vita without disclosing their connection to Deutsch or Sony”. See Fair, Lesley,
“Game over: FTC challenges Sony’s claims for PlayStation Vita and tweets by Deutsch LA”, ftc.gov,
November 25, 2014.
329 Mastering The Game
928
“Guides Concerning the Use of Endorsements and Testimonials in Advertising”, ftc.gov.
929
“Influencers’ guide to making clear that ads are ads”, asa.org.uk, February 6, 2020.
930
“Disclosures 101 for Social Media Influencers”, ftc.gov; and “FTC Releases Advertising
Disclosures Guidance for Online Influencers”, ftc.gov, November 5, 2019.
Mastering The Game
330
931
Green, Dominic, “Sega Sued Because Scenes in Ads For Video Game Weren’t Identical to Actual
Game”, businessinsider.in, May 2, 2013.
932
“Shepherd v. Google LLC et al.”, unicourt.com.
933
For the United States, see “Advertising Substantiation Principles”, ftc.gov.
934
Batchelor, James, “ASA bans misleading Homescapes, Gardenscapes ads”, gamesindustry.biz,
October 13, 2020.
Mastering The Game
332
935
The deceptive practice of presenting an orchestrated marketing or public relations campaign in
the guise of unsolicited comments from members of the public.
936
Game companies should remember that investors may have grounds to make a claim against
them for damages suffered as result of misleading claims. See, for instance, the ongoing saga of the
2020 release of Cyberpunk 2077.
937
For a recent case in the United Kingdom, see “ASA Ruling on PLR Worldwide Sales Ltd t/a
Playrix”, asa.org.uk, September 30, 2020.
333 Mastering The Game
10.4.10 – Children
It is worth making a special note regarding children. The marketing of products
to children is heavily regulated, from food products to toys, and the resulting legal
requirements also apply to video games. The CMA has produced guidelines on
335 Mastering The Game
938
Office of Fair Trading, “The OFT’s Principles for online and app-based games”,
assets.publishing.service.gov.uk.
939
Denham, Elizabeth, “Age appropriate design: a code of practice for online services”, ico.org.uk.
940
Hilgert, Felix and Sümmermann, Philipp, “New obligations for providers and platforms: Germany
reforms youth protection law”, gameslaw.org, February 10, 2020, Croll, Jutta, “New youth
participation law in Germany: PARTICIPATION of children is a top priority”, blogs.lse.ac.uk, March
12, 2021.
Mastering The Game
336
941
For more information on IP rights and licensing, see Chapters 2 and 4.
942
“The FTC’s endorsement guides: what people are asking”, ftc.gov.
337 Mastering The Game
943
Monetization refers to the process of generating revenue from a game. This is often achieved
through advertising (e.g., banner advertisements, icon drops and incentivized downloads), limitation
removal (e.g., removing advertisements for a price or paying for more energy, turns or lives), a virtual
economy (e.g., paying for characters, resources, advantage-giving items, upgrades or
customizations) and/or merchandising (e.g., branded shirts).
944
A subscription model is a model in which players pay at regular intervals, e.g., monthly, to access
the game, and there are often continual releases of new content. There is also another type of
subscription model that is closer to the Netflix model, in which a payment is made on a monthly basis
to access a library of content. Apple Arcade is an example of this type of model.
945
Premium games are games that have a high up-front cost but do not feature in-app purchases.
946
Downloadable content is additional content that can be downloaded for a game, such as extra
maps or levels.
947
Free-to-play models are games that are free but often make heavy use of in-app purchases.
948
Season passes are discounted packages for current and future DLC packs for a video game, in
addition to its base price.
949
Rewarded videos are video advertisements placed in games that reward users, for example, with
free in-game items, virtual goods or content.
950
Battle passes are season passes that encourage further gameplay to unlock tiered cosmetic items
and/or in-game currency to progress in the game. Most battle passes include a free option to unlock
some items. There is also an option to pay a premium to obtain greater rewards from the battle pass.
This is the monetization model used in popular games such as Fortnite and Apex Legends.
951
See Chapter 1.
952
In-game advertising corresponds to advertisements within games, including, but not limited to,
rewarded video advertisements, playable advertisements, interstitial advertisements and banner
advertisements.
953
Zendle, David, et al, “Adolescents and loot boxes: links with problem gambling and motivations
for purchase”, Royal Society Publishing, Issue 6, June 2019.
954
Dealessandri, Marie, “Loot boxes to generate $20bn by 2025”, gamesindustry.biz, March 9, 2021.
955
Busby, Mattha, “Loot boxes increasingly common in video games despite addiction concerns”,
theguardian.com, November 22, 2019.
Mastering The Game
338
956
Giuffré, Vincenzo, “Gaming loot boxes reviewing in Poland and in Australia”, gamingtechlaw.com,
March 11, 2019.
957
Cerulli-Harms, Annette, et al, “Loot boxes in online games and their effect on consumers, in
particular young consumers”, europarl.europa.eu, July 2020.
958
Hall, Charlie, “Microsoft, Nintendo and Sony to require loot box odds disclosure”, polygon.com,
August 7, 2019.
959
Hargreaves, Jim, “Assassin’s Creed Valhalla won’t have loot boxes or random gear”,
thesixthaxis.com, May 29, 2020.
960
Valentine, Rebekah, “Bungie will no longer sell randomized loot boxes in Destiny 2”,
gamesindustry.biz, March 10, 2020.
961
Brown, Fraser, “Valorant will have a battle pass and sell cosmetics, but it won’t have loot boxes”,
pcgamer.com, March 5, 2020.
962
“Addictive behaviours: Gaming disorder”, who.int, September 14, 2018.
339 Mastering The Game
963
Canales, Katie, “The WHO is recommending video games as an effective way to stop the spread
of COVID-19, one year after adding ‘gaming disorder’ to its list of addictive behaviors”,
businessinsider.com, April 1, 2020.
964
See Section 1.8.5.
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340
10.7 – Ratings
965
For the purpose of this section, a submitting party includes both publisher and developer.
966
Rating boards do not determine whether a game is good or bad, nor do they indicate the level of
difficulty or skill.
967
See “Video game content rating system”, en.wikipedia.org, for a chart of the various age
classifications used in a number of countries. Many of the video game rating boards are government
bodies and may also rate other entertainment content such as films, television and publications.
968
PEGI was formed in 2003 and replaced a number of individual national rating systems with a
single system. It is used by the following countries: Albania, Austria, Belgium, Bosnia and
Herzegovina, Bulgaria, Croatia, Cyprus, Czech Republic, Denmark, Estonia, Finland, France,
Greece, Hungary, Iceland, Ireland, Israel, Italy, Kosovo, Latvia, Lithuania, Luxembourg, Malta,
Moldavia, Montenegro, the Netherlands, North Macedonia, Norway, Slovakia, Slovenia, Poland,
Portugal, Romania, Serbia, Spain, Sweden, Switzerland and the United Kingdom. See “The PEGI
organization”, pegi.info. Germany is not a member of PEGI and instead has its own rating board
called the Unterhaltungssoftware SelbstKontrolle (USK). In view of the past political climate in
Germany, the rating board is extremely restrictive, especially with regard to hate crimes, symbols
and extreme blood. The USK states on its site that it has “the strictest age classification rules in the
world.” See “Types of classification procedures”, usk.de. Given the strictness of USK rules, it is fairly
common for games to be released later in Germany than in other major game markets and/or with
significant graphical or other changes.
341 Mastering The Game
969
In Japan, for example, a content icon appears on the back of packaging, indicating why a game
received a certain rating from the Japanese rating board (CERO). The icons are grouped into nine
categories, which include: (i) love; (ii) sexual content; (iii) violence; (iv) horror; (v) drinking or smoking;
(vi) gambling; (vii) crime; (viii) controlled substances (drugs); and (ix) language.
970
Since 2020, PEGI has assigned an 18+ rating for any game that teaches gambling to players.
Examples of gambling according to PEGI would include games that teach the rules of card games
or explain the rules of horse racing. However, the rule does not apply retroactively involving games
re-released provided the game is not altered, and is not triggered by the presence of loot boxes in a
game.
971
For more information, see the PEGI website, www.pegi.info.
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CONTENT DESCRIPTORS
In the United States and Canada972, ratings from the Entertainment Software
Rating Board (ESRB),973 which was formed in 1994, comprise three components:
(i) rating symbols suggesting what the appropriate age should be for players,
based on the six rating categories depicted in the table below;974 (ii) content
descriptors; and (iii) interactive elements, which indicate interactive or online
features of a game, such as in-game purchases or location sharing or the
presence of unrated content generated through user interaction. Under the
ESRB system, there are more than 30 descriptors covering different levels of
violence, sex, nudity, gambling and drug, alcohol and tobacco usage.
Furthermore, in April 2020, the ESRB modified the “In-Game Purchases” label
to add “(Includes Random Items)” when a game offers randomized items for
purchase, including loot boxes and gacha mechanics. The original “InGame
Purchases” label will continue to be used when games offer only non-
randomized purchases, such as skins, DLC and cosmetics.975
972
While individual countries in Latin America have not adopted the ESRB ratings, Mexico and other
parts of Latin America have, unofficially and without any known objection or opposition from the
ESRB, embraced the ESRB rating system due to the abundance of US edition games and/or
dedicated SKUs for Mexico being imported from the United States. Some of these games may
include localized Spanish packaging or English/Spanish bilingual versions that may feature the ESRB
icons and content descriptors. The ESRB originally created bilingual editions to help expand
awareness of the rating system within the Hispanic market in the United States.
973
The ESRB, which is part of the Entertainment Software Association, was formed in response to
congressional hearings examining the connection between violence and video games in 1993. For a
video of the full hearings, see “1993 Senate Committee Hearings on Violence in Video Games”,
youtube.com. As early as 1983, the US Surgeon General suggested that soon-to-become iconic
arcade video games, such as Asteroids, Space Invaders and Centipede, were a leading cause of
family violence. You make the call. For an Asteroids clip, see “Asteroids - Arcade - Top 70s Video
Games (Atari 1979)”, youtube.com.
Until the ESRB was formed in 1994, there was no universal rating board and, instead, the two biggest
companies at the time, Nintendo and Sega, imposed their own rules for regulating content. Sega
introduced a rating system, while Nintendo regulated content but did not have a rating system. Sega’s
rating system comprised three categories: GA (General Audience): Suitable for all; MA13 (Mature
Audiences - Ages 13 and over); and MA-17 (Mature Audiences - Ages 17 and over). See “List of
video game rating systems organized by country”, gamicus.fandom.com. Following the Senate
committee hearings in 1993, the game industry was informed that it had one year to propose a self-
regulatory system or else the government would step in. Shortly thereafter, the ESRB was born,
avoiding some form of government oversight.
974
Over the years, some rating tiers have been retired and new ones introduced. In 2005, the ESRB
introduced the E10+ rating. In 2018, it retired the EC (Early Childhood) rating. Ratings can also
influence how games are promoted and marketed, since rating boards also impose guidelines in this
area. For example, under the ESRB guidelines, it is not possible for a rated game to cross-promote
a game with a more restricted rating. As a result, a T-rated game is prohibited from cross-promoting
an M-rated game, but an M-rated game can promote a T-rated game. Advertising is overseen by the
Advertising Review Council (ARC). See https://www.esrb.org/ratings/principles-guidelines covering
advertising guidelines imposed by ARC.
975
“Introducing a New Interactive Element: In-Game Purchases (Includes Random Items)”, esrb.org,
April 13, 2020.
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EVERYONE
Content is generally suitable for all ages. May contain minimal
cartoon, fantasy or mild violence and/or infrequent use of mild
language.
EVERYONE 10+
Content is generally suitable for ages 10 and up. May contain
more cartoon, fantasy or mild violence, mild language and/or
minimal suggestive themes.
TEEN
Content is generally suitable for ages 13 and up. May contain
violence, suggestive themes, crude humor, minimal blood,
simulated gambling and/or infrequent use of strong language.
MATURE 17+
Content is generally suitable for ages 17 and up. May contain
intense violence, blood and gore, sexual content and/or strong
language.
RATING PENDING
Not yet assigned a final ESRB rating. Appears only in advertising,
marketing and promotional materials relating to a physical (i.e.,
boxed) video game that is expected to carry an ESRB rating and
should be replaced by a game’s rating once it has been assigned.
The ESRB rating icons and other marks are trademarks or registered trademarks
of the Entertainment Software Association
345 Mastering The Game
976
Console manufacturers require games to be rated prior to their release. See “Frequently Asked
Questions”, esrb.org. Furthermore, in the event that a country does not have a rating system, some
console manufacturers will have the right to reject a game if, in their opinion, it contains elements
with excessive violence or sexual content, inappropriate language or other elements they deem
unsuitable. See PlayStation, “Global Developer & Publisher Agreement”, sec.gov.
977
“App Store content rating system”, rating-system.fandom.com.
978
Owners of intellectual property that license rights to a submitter for its game will typically require
that the game be rated and, in most situations, receive a specific rating. A licensor of a children’s
property will not want to be associated with a rating stating that content in the game is not suitable
for children in a particular age category.
979
If a developer has entered into an agreement with a publisher to have its game distributed, the
parties will need to determine which party will submit the game to the various rating boards.
Depending on how many rating-board submissions are required, the parties will also need to
negotiate which party will bear the costs and whether those costs can be recouped from revenues
earned from the distribution of the game.
980
“IARC Ratings Guide”, globalratings.com.
981
“How IARC works”, globalratings.com.
982
“About IARC”, globalratings.com.
983
Although game submission is free of charge, there are underlying costs associated with using the
IARC rating process. Participating in the IARC program involves paying a licensing fee to use the
platform and its backend technology, which integrates with IARC-approved digital storefronts and
provides publishers access to generic ratings. In addition, developers must pay a license or access
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At the time of writing, China has no comprehensive age-rating system like PEGI
or ESRB, although the government announced in December 2020 that a new
system called the “Online Game Age-Appropriateness Warning” will be
fee to the different rating boards with which they choose to generate a rating using the IARC
submission process. The fees depend on the number of apps or products released as well as the
developer’s annual revenue. As result, fees may fluctuate from year to year. If a developer is only
releasing one game in a few territories, it may be more economical to submit the game manually to
each rating board; however, this may be more time-consuming. If a developer plans to submit a
number of games for a rating, the IARC system may be a useful alternative.
347 Mastering The Game
implemented. China’s new age ratings will be divided into three categories: 8+,
12+ and 16+ distinguished by the colors green, blue and yellow, respectively.984
Games in China are heavily regulated so the ratings will probably add another
layer of oversight and focus on providing information on the suitability of a game
for a particular age category.985
984
See Dealessandri, Marie, “China introduces new age rating system”, gamesindustry.biz,
December 18, 2020. This article is based on an article that first appeared in the South China Morning
Post.
985
Moreover, Chinese regulators prohibit content that violates or threatens the Chinese constitution,
national security or political climate; games that promote racism or religious cults; and obscene
content featuring drug use, extreme violence or gambling. Extreme violence would include images
of dead bodies and pools of blood. See “A new online game ethics committee is formed in China,
nikopartners.com.
986
For example, when determining a rating for a game, the ACB takes into consideration rewards to
players engaging in certain acts, such as violence. See “Australian Classification”,
classification.gov.au.
987
In the United States, the video game Saints Row IV received a Mature rating. However, in
Australia, the ACB banned the sale of the game based on the initial game rating submission citing
sexual violence and the use of incentives or rewards for illicit or proscribed drug use. It was the first
game to receive an RC (Refused Classification) in Australia. Golding, Dan, “Australia’s Ban of Saints
Row 4 is emblematic of a conservative culture”, theguardian.com, June 25, 2013. Mortal Kombat, an
extremely popular and violent game, was banned in Germany when it was first released worldwide.
Lober, Andreas, “A short history of banned games in Germany”, gameindustry.biz, March 17, 2020.
988
Marvin the Robot, “How are age-based gaming ratings set?”, kaspersky.co.uk, March 24, 2016;
and “The Sims 4 rated ‘mature’ in Russia”, bbc.co.uk, May 12, 2014,
989
Ibid.
990
“The Sims 4 rated ‘mature’ in Russia”, bbc.co.uk, May 12, 2014.
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348
While physical game submissions vary depending on the country or region, the
submitter must typically provide: (i) a completed application with a description of
the game and the most contentious scenes involving, for example, violence and
sex; (ii) a video that captures an overview of the game and all its pertinent
content, including gameplay, cut scenes and hidden content, along with the most
extreme instances of how any contentious content appears in the game; (iii) the
appropriate submission fees; and (iv) a signed terms and conditions agreement.
Upon receipt of the submitted information, the rating organization will review the
material and determine the rating and any appropriate content descriptors.
The PEGI rating process is outlined in the table below. The process consists of
pre-release verification via PEGI and post-release verification via IARC.991 For
games that are only downloadable, for example, from digital and mobile
platforms (e.g., Google Play, Nintendo eShop and Oculus VR Store), both the
ESRB992 and PEGI993 generally use IARC to provide immediate ratings and
content descriptors, as determined by answers to a questionnaire.
991
Pan European Game Information, “How we rate games” pegi.info.
992
Entertainment Software Rating Board, “Ratings Process”, esrb.org.
993
Pan European Game Information, “How we rate games”, pegi.info.
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994
In some situations, retailers have removed games from shelves and requested that the game
publisher accept product returns. Activision Blizzard, “2020 Annual Report”, investor.activision.com.
995
“Ratings Guide”, esrb.org.
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350
For DLC, the content does not generally need to be reviewed, provided it is
consistent with the game’s rating and content descriptors. In this situation, the
rating assigned to the game will be applicable to the DLC. The ERSB and PEGI
only require the material to be submitted if the content exceeds the rating
assigned to the existing game.996 For example, there may be more violence or
more intense violence in the DLC than in the game, resulting in a different rating
for the DLC. A project called Bonaire, believed to be online DLC for Rockstar’s
game, Red Dead Redemption 2, was refused classification in Australia prior to
its publication, meaning that it was effectively banned.997 It has been speculated
that the ban was due to the use of illicit drugs in the DLC.998
Rating bodies have traditionally focused primarily on ensuring that offline PC and
console games obtain ratings, partly because such games historically constituted
the largest sector in the game industry. However, as discussed elsewhere in this
book, there has been a significant rise in online gaming in recent years, usually
with players being able to interact through multiplayer functionality. It is possible
with digital taking on greater relevance that in the foreseeable future games will
be required by the various platforms to list a rating that may come about from
federal and/or state pressure.
It has become fairly common for “traditional” core PC and console games, such
as massively multiplayer online games like Activision Blizzard’s World of
Warcraft, to be given ratings under the ESRB, PEGI and other standards. In one
sense, this appears relatively straightforward because such games share many
similarities with traditional games rated by these authorities. However, the
methodology is often slightly different: whereas a traditional game, such as
Super Mario, can be played solo several times in virtually the same way by an
examiner exploring its content, a purely online game such as Wargaming’s World
of Tanks is dependent on simultaneous play by many people and, as a result,
the audiovisual content displayed in any one session can vary significantly.
Games accessible by digital download from third-party platforms such as Steam,
Epic Games Store, Ubisoft Connect (formerly Uplay) and Origin are essentially
unregulated unless the platform implements its own system. There is no
consistent approach across platforms. Steam, for example, allows for age gating
before a game’s page is viewed, leaves space on store pages for PEGI ratings
and also allows pages to feature mature content warnings. Nonetheless, it is
important for developers and publishers of online games to remember the basic
purpose of age ratings, namely, the protection of children and the explanation of
game content to consumers.
Many mobile game ratings differ from console and PC game ratings because
they are primarily governed by age-rating requirements defined by the platforms
themselves. The Apple App Store, for example, utilizes its own rating system. A
996
“Ratings Process”, esrb.org; and “How we rate games”, pegi.info.
997
Prescott, Shaun, “A Rockstar title called ‘Bonaire’ has been refused classification in Australia”,
pcgamer.com, August 19, 2019.
998
ibid.
351 Mastering The Game
• made for ages 5 and under: this app is suitable for children aged
5 and under, but people aged 6 and over can also use this app.
• made for ages 6 to 8: this app is suitable for children aged 6 to 8,
but people aged 9 and over can also use this app.
• made for ages 9 to 11: this app is suitable for children aged 9 to
11, but people aged 12 and over can also use this app.
12+ Apps in this category may also contain infrequent mild language;
frequent or intense cartoon, fantasy or realistic violence; mild or
infrequent mature or suggestive themes; and simulated gambling
which may not be suitable for children under the age of 12.
17+ The consumer must be over 17 years old to purchase the app. Apps
in this category may also contain frequent and intense offensive
language; frequent and intense cartoon, fantasy or realistic violence;
frequent and intense mature, horror and suggestive themes; and
sexual content, nudity, alcohol, tobacco and drugs which may not be
suitable for children under the age of 17.
Conversely, Google Play Store’s rating system for Android games adheres to the
ratings defined by the relevant country’s rating authority, for example, the ESRB
for North and South America, PEGI for Europe and GRAC for South Korea.
When a territory is not represented by a participating rating authority, the IARC
system is used to suggest the age appropriateness of an app or game.
Ratings have become an important part of game development and publishing,
but determining what a submitter must do to comply with the various rules and
regulations can be a challenging undertaking. As a result, it is critical for the
submitter of a game to understand when a game must be rated, how a game is
rated and what factors are considered during the rating process in each country
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352
or region and for each device type, in order to reduce costs and potential delays
in a game’s release.
353 Mastering The Game
CHAPTER 11
CONFIDENTIALITY AGREEMENTS AND DEAL
MEMOS
999
Certain confidential information may also be protected by trade secrets. For more information on
trade secret protection, see Chapter 2.
1000
Developers and publishers will want to enter into confidentiality agreements with employees to
ensure that any information provided to the latter, including trade secrets, remains confidential.
Indeed, failure to take reasonable proactive steps such as requiring employees to sign confidentiality
agreements could result in the loss of a trade secret. Typically, developers and publishers will ask
employees to sign separate confidentiality agreements as part of their employment relationship.
Alternatively, employers can include clauses covering confidentiality in an employment agreement.
1001
A party that is merely receiving information may decide not to enter into a confidentiality
agreement out of concern that the agreement makes them more liable to litigation. In this event, the
disclosing party must determine if it wants to proceed with discussions, as there may indeed be
claims that can be made if the receiving party uses confidential information without approval and
without a signed agreement. The best practice is for the disclosing party not to disclose the
information until the initially sought after agreement is signed.
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354
information, such as a game design but the publisher could also be providing
confidential information that it does not want to release publicly, such as
information about its business and future sales and marketing plans.
To determine if there is an interest to publishing the developer’s game, the
publisher will need to obtain information about the game, including the type of
game the developer is hoping to discuss with the publisher, the game’s story, the
gameplay, the projected release schedule, monetization models and the budget.
At the same time, the developer will want to know certain information about the
publisher, to feel reassured about the latter’s financial strength and distribution
capabilities. It will also want to learn about previous publishing commitments that
might be relevant. For example, a developer might want to know certain financial
information about a publisher that may not be publicly disclosed, especially if it
is not publicly traded. If the parties negotiate a deal by which the publisher
finances the game, the developer will need reassurance that the publisher has
the financial resources to finance, market, exploit and sell the game. In a
licensing situation, the licensor (i.e., the owner of the intellectual property that is
the subject of a license) will generally want to obtain information about the
licensee (i.e., the party interested in licensing a property for a product, such as a
video game), to confirm that the licensee has the resources and capability to
distribute a product using the license.
Another example of when confidentiality agreements will need to be signed is
with the introduction of new platforms and devices between the console
manufacturer and a publisher creating a game. Because of the time it may take
to develop a game, a publisher will want to start development as soon as possible
so that the game potentially could be released at the same time or shortly after
the console’s street date. In this case, the console manufacturer or mobile device
manufacturer will need to share design and hardware specifications and other
information about the device prior to its public release, to allow the publisher to
develop the game. At the same time, the publisher will need to share non-public
information with the platform owner about the game, including its design and
projected release. Typically, whenever a platform manufacturer is releasing
information about a new platform or device, the NDA will be very favorable to the
platform manufacturer, as it is crucial that none of the features be disclosed prior
to any public announcement about the device.
NDAs are usually temporary if the parties form a relationship, as they are in time
replaced by confidentiality clauses in a subsequent agreement between the
parties. Sometimes, the NDA will be referenced and incorporated into the
agreement. At the same time, companies will also want to take other measures
to protect their confidential information, including trade secrets, as previously
discussed in Chapter 2.
355 Mastering The Game
1002
While the receiving party will agree not to use the information prohibited by an NDA, there is
always the possibility that a person may use that residual information in another unrelated project.
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11.3.1 – Preamble
The first section will typically include a preamble that introduces the parties to
the agreement. It should include the address of the companies’ principal place
of business, the date on which both parties sign the agreement, and the date the
agreement comes into effect (the “effective date”).1003 Generally, this section will
be filled in by the second party signing the agreement. In addition, it is advisable
to include, if applicable, the country or state where the company was
incorporated or where the business entity was formed. This will be helpful in the
event that there is a dispute with the agreement and the jurisdiction of applicable
laws must be determined.
In addition to the preamble, some parties will also include information about the
agreement and the reasons why the parties are entering into the relationship.
For example, language may be included stating that the parties are interested in
possibly entering into a business relationship and therefore have decided to
enter into a confidentiality agreement whereby either one or both parties will
exchange confidential information.
The preamble will also probably include language stating what each company
does. In a publisher-developer relationship, the agreement might state that the
publisher is in the business of publishing, distributing, marketing and selling
video games and that the developer has developed or is developing a game.
The preamble can be helpful in determining the intent of the parties in discussing
a confidentiality agreement. However, US courts have been split on whether the
information in a preamble that discusses the reasons for a party entering into an
agreement has any effect on establishing the intent of the parties. At the very
least, each party should ensure that the language in the preamble is accurate, to
avoid any potential problems later in the event of a dispute between the parties.
Often, it is difficult to determine what information may fall within this residual exception. For
developers, this language is problematic and should be avoided; however, depending on the
bargaining power of the parties, it may be difficult to remove from an NDA.
1003
The effective date can be prior to the day the agreement was signed, as the parties will want to
consider treating any information that may have been exchanged prior to the signing of an NDA as
confidential.
357 Mastering The Game
between the parties, as well as the developer’s game designs, story, budget,
programming, and technical information, will be considered confidential.1004
A publisher will want to include other aspects as part of the confidential
information, such as potential marketing and sales information, business
forecasts, any unannounced release schedule, and company business
information that the developer may want to know to ensure the publisher’s
financial viability and business plans. In addition, in most situations, any
information created by the receiving party based on the confidential information
provided by the disclosing party might also be deemed confidential and owned
by the disclosing party. For example, if a publisher suggests game design
features based on the confidential information provided by the developer, this
information would then be owned by the developer.1005
Certain information that may be deemed confidential can still be disclosed if it
falls within one of the exceptions agreed on by the parties. These exceptions
ordinarily include:
1004
If the developer provides software to another party, language may appear in the agreement
stating that the receiving party will not reverse engineer, decompile or disassemble any software.
1005
However, the agreement may also contain language stating that information in any feedback
provided by the receiving party shall not become part of the original disclosing party’s confidential
information. On the other hand, it may also state that both parties are free to use that information
without any restrictions and that it is provided as a perpetual, worldwide, royalty-free “as-is” license.
This language protects the receiving party from any claims for using the feedback information.
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1006
Confidentiality agreements typically have terms shorter than the obligation to maintain the
confidentiality of information. For example, a confidentiality agreement may have a term of only six
months, but the obligation to maintain the confidentiality of information may last longer and therefore
survive the expiration or termination of the agreement. In addition, the parties generally have the right
to terminate a confidentiality agreement at any time without cause, subject to the survival clauses.
359 Mastering The Game
receiving party to either delete or destroy the material and provide confirmation
of destruction, usually through a certificate of destruction signed by an officer of
the receiving party who verifies the destruction. However, in some situations it
might be impractical to acknowledge that all the confidential information has
been destroyed, as files can be stored in a backup network system. The parties
thus need to negotiate additional language to deal with this scenario.
the accuracy of the information and that it is being provided “as is.” This term is
used avoid any later claims by the receiving party that it relied on the
representations and warranties made by the disclosing party to move forward
with signing the confidentiality agreement.
1007
Even though it has nothing to do with confidentiality, some agreements may also include a non-
solicitation clause whereby one or both parties agree not to solicit or hire employees from the other
party for a given period of time. If the parties accept this language, they need to be careful that the
period not necessarily be the same period applied to maintaining the confidentiality of information,
especially if it is long. The non-solicitation provision may be unenforceable in some jurisdictions if the
language is not specific enough.
1008
“Mary Pickford”, yourdictionary.com
361 Mastering The Game
“Video Game Sales Are Extremely Seasonal”, statista.com, November 25, 2020.
1009
1010
In some situations in which a long-form agreement is pending, a publisher that has signed a term
sheet will supply the developer with monthly payments.
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362
that the deal memo will remain in effect until a long-form agreement is
entered into between the parties subject to a time frame.
As deal memos will typically be drafted by the publisher, the initial terms will
usually tend to be more favorable to it. However, it is important that the developer
negotiate certain terms in addition to the ones listed above. Indeed, as these
terms might be binding, depending on whether the parties agree to a binding
term sheet, any additional business commitments made by the publisher should
be listed in the deal memo. This may include any type of marketing expenditure
by the publisher or obligation to obtain rights for the game (e.g., trademarks,
music).
While deal memos serve many useful purposes, they also present some
significant potential risks. Since deal memos usually cover only the major
business points, there will be some terms that may not be covered, and
ambiguities in the deal memo may result in problems later between the parties.
For example, during development, it is possible that issues may arise that were
not addressed in the deal memo, and, in the event the long-form agreement has
not been signed, issues may go unsolved, possibly resulting in disputes between
the parties.
One of the main goals behind a deal memo is to formalize an agreement quickly.
For this reason, they tend to have few pages and therefore do not address every
issue. Nor will they include the detail that is usually included in a long-form
agreement. Therefore, if a deal memo is binding, it is essential to make sure that
all of the major business points, responsibilities and obligations are addressed,
even if just briefly, so that the parties are not surprised by an important term in a
long-form agreement.
Because long-form agreements may take time to negotiate, draft and execute,
deal memos are now incorporating more terms, including representations and
warranties as well as accounting provisions to name a few. However, as more
terms become part of the negotiations, there is a greater risk that negotiations
will take longer, defeating the purpose of a deal memo. That which eventually
gets incorporated into a deal memo may depend on the relationship between the
parties as well as the money involved in the deal. If it is a new business
relationship and little is known about the other party, then most likely additional
terms will be added to the deal memo to provide further protections and
assurances for the parties. If the parties have done business in the past and have
already established a relationship, then fewer provisions may be needed in the
deal memo because of the previous trust built up between the parties. Whatever
the case, developers should be cautious when relying only on a deal memo, and
they need to ensure that their rights are protected and that obligations are clearly
spelled out to avoid unnecessary costs and risks.
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CHAPTER 12
COMMON CLAUSES IN AGREEMENTS
1011
In binding arbitration, a third party resolves the disputes. Its decisions are usually binding on the
parties, and most arbitration judgments have very limited appeal rights. (See 9 U.S.C. Section 10.)
However, certain matters cannot be decided by arbitration. Cannady, Cynthia, Technology Licensing
and Development Agreements, Oxford University Press, 2013, pp.194-197. Whether arbitration is
binding or not, the parties must decide on procedures for the arbitration as well as the process for
selecting one or more arbitrators. Typically, these are former judges or lawyers with experience in
the particular area in dispute.
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1012
One reason why arbitration may be a less costly alternative is that the parties agree to limit
discovery and interrogatories, thereby limiting legal fees, which will often be the party’s biggest
expense. Also, there are no juries in arbitration proceedings.
1013
The parties can decide that an arbitration is confidential, subject to certain terms and conditions.
1014
Latham and Watkins, Guide to International Arbitration,, 2017.
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12.3 – Assignment
Assignment provides the right for a signatory to the agreement to either transfer
all its rights and obligations or parts of the agreement to a party not a signatory
to the agreement. This is a significant provision because a party that enters into
a deal may want to deal only with the other party that signed the agreement. For
instance, when a party decides whether to enter into a business relationship, it
will typically consider factors such as the quality of the work of the other party
and its reputation. As a result, the first party may want to restrict the rights of or
impose additional obligations on the other party with regard to assignments. For
example, an agreement can provide for the following in the event that one party
wants to assign its rights: (i) assignment shall be subject to the prior written
approval of the non-assigning party;1015 (ii) a party assigning its rights must
guarantee that the assignee assumes all responsibilities under the terms of the
agreement; and (iii) if the assignee fails to perform, then the party originally
assigning the rights must be held accountable for the failures of the assignee.
Whether a party can assign or not will also depend on the bargaining position of
the companies and the type of agreement. In a publisher-developer agreement,
the developer will typically not be allowed to assign, as the publisher has
specifically entered into the agreement because of the developer’s talents in
creating a game. On the other hand, a publisher may be allowed to assign its
1015
Usually, this limitation may include language stipulating that approval will not be unreasonably
withheld. However, this can cause problems, as there could be a dispute on what is deemed
reasonable. The parties may therefore elect to list parties that an agreement may not be assigned to
(i.e., competitors of one of the signatories to the agreement).
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rights under the possible restrictions listed above or in the context of mergers
and acquisitions.
In licensing agreements, the licensor will generally have unlimited right to assign
its rights, whereas the licensee’s rights will permit assignment only when subject
to licensor approval. In addition, in certain circumstances, the licensor may
require additional payment or other obligations to permit the assignment, based
on the assumption that the licensed property may bring additional value to the
parties engaged in the assignment and that the licensor should consequently be
further compensated as a result of the assignment.
One exception to the assignment usually agreed upon by the parties is that a
party will be allowed to assign its rights to an affiliate. An affiliate will usually be
defined as an entity that directly or indirectly controls, is controlled by, or is under
common control with the party seeking to assign its rights.
It is important that the agreement contain language stipulating that the parties
have the right to assign, as some jurisdictions may prohibit an assignment if it is
not specified in the agreement.
12.4 – Survival
This section notifies the signatories to the agreement that certain sections in the
agreement will remain in effect even after its expiration or termination. Generally,
this obligation will include some of the representations and warranties,
indemnification, possible payment if money is owed after the term, issuing of
statements, sell-off period for retail inventory, audit rights, issues dealing with
lawsuits, confidentiality, and the right for the distributor to continue honoring
previous agreements with consumers such as subscription services. The parties
may want to add a time limit (which can vary) on how long clauses would survive.
For example, a representation and warranty may continue for one year from the
expiration of the agreement.
12.5 – Notices
This provision will detail the procedures and the personnel who will need to be
notified in the event a notice needs to be sent to the other party as required under
the terms of the agreement. For example, a notice will have to be sent by a
publisher to a developer in the event of a breach of the agreement. The language
in the section will specify the circumstances under which notice must be
provided. These will typically include a breach, a change of address, and an
assignment of rights. Otherwise, notices involving day-to-day activities such as
approvals can be provided by e-mail. In addition, the agreement will specify the
person or parties that must receive notice for it to be effective. Generally, notice
will be provided to the signatory of the agreement, with a copy to the legal
department of the company, if applicable. It is sometimes better to have more
than one person listed to ensure that the notice reaches the right people. It is
also important to remember that people leave companies, making it important to
ensure that the other party receives its notice.
367 Mastering The Game
The notice provision will also specify where notice needs to be sent (usually the
address listed in the preamble of the agreement) and how notice will be sent.
Notice should be sent in a way that enables verification of receipt of the notice
and of the date the notice was sent. Most companies will therefore agree that
overnight courier, hand delivery or “return receipt requested” registered mail will
suffice as proof that notice has either been delivered or received. This is
important because the agreement will state when the notice becomes effective,
and acknowledgment that the notice has been sent is required if a party needs
to respond within a set period. Finally, an agreement may state when the notice
shall be deemed effective, and this date will usually be a few days from the
sending of the notice or the date on which notice is received. This becomes
important when a party needs to cure a potential breach within a set period.
FURTHER READING
• Hansen, Dustin. (2016). Game On: Video Game History From Pong
and Pac-Man to Mario, Minecraft, and More. Feiwel and Friends.
• Harris, Blake (2014). Console Wars: Sega, Nintendo, and the Battle
That Defined a Generation. Dey St.
• Kent, Steven. (2000). The First Quarter: A 25-Year History of Video
Games. BWD Press.
• Kent, Steven. (2001). The Ultimate History of Video Games: From
Pong to Pokemon-The Story Behind the Craze That Touched Our
Lives and Changed the World. Three Rivers Press.
• Kent, Steven. (2021). The Ultimate History of Video Games, Volume
2: Nintendo, Sony, Microsoft, an the Billion-Dollar Battle to Shape
Modern Gaming. Crown.
• Kushner, David. (2012). Jacked: The Outlaw Story of Grand Theft
Auto. Turner.
• Kushner, David. (2004). Masters of Doom: How Two Guys Created an
Empire and Transformed Pop Culture. Random House Trade Paper-
backs.
• Lapetino, Tim and Terpestra, Arjan. (2021). Pac-Man: Birth of an Icon.
Titan Books.
• Markey, Patrick and Ferguson, Christopher. (2017). Moral Combat:
Why the War on Violent Video Games Is Wrong. Ben Bella Books.
• Mellado, Fabien, et al. (2017). PlayStation Anthology. Geeks Line.
• Pettus, Sam. (2013). Service Games: the Rise and Fall of Sega.
• Ryan, Jeff. (2011). Super Mario: How Nintendo Conquered America.
Penguin Group.
• Schreier, Jason. (2017). Blood, Sweat and Pixels: The Triumphant,
Turbulent Stories Behind How Video Games Are Made. Harper Pa-
perbacks.
• Schreier, Jason. (2021). Press Reset: Ruin and Recovery in the
Video Game Industry. Little, Brown & Company.
• Sheff, David. (1999). Game Over Press Start To Continue: The Matur-
ing of Mario. Cyberactive Media Group Inc/Game Pr.
• Stanton, Richard. (2015). A Brief History of Video Games: The Evolu-
tion of a Global Industry. Running Press.
• Takahshi, Dean. (2002). Opening The XBox. Prima Publishing.
• Taylor, T.L. (2012). Raising The Stakes: E-Sports and The Profes-
sionalizations of Computer Gaming. MIT Press.
• Taylor, T.L. (2018) Watch Me Play: Twitch and the Rise of Live Game
Streaming. Princeton University Press.
• Wardyga, Dr. Brian. (2019). The Video Games Textbook. CRC Press.
• Wolf, Mark. (ed.). (2008) The Video Game Explosion: A History From
Pong to PlayStation and Beyond. Greenwood Press.
• Wolf, Mark. (ed.). (2015) Video Games Around The World. MIT Press.
• World Video Game Hall of Fame (2018). A History of Video Games in
64 Objects. Harper Collins.
Mastering The Game
372
Web Sites
There are hundreds, but these are some of the author's favorites. Law firms
also have set up sites and there are podcasts and blogs on games.
ACKNOWLEDGEMENTS
We would first like to thank the various contributors from across the globe who
provided their generous assistance, time, knowledge and various
contributions during very challenging times
We would also like to thank Dimiter Gantchev of WIPO for his assistance,
dedication and incredible patience that made this publication possible. The
seeds for the 2nd edition were planted a few years ago and it was his
continuing support that resulted in the book becoming a reality.
And finally, we would like to give special thanks to Donna Hill of WIPO for all
of the support and guidance she has provided over the years.
Rob H. Aft is President of Compliance Consulting LLC, a Los Angeles based
media finance and distribution consultancy currently serving banks, law firms,
producers, distributors and directors worldwide. He has taught film business
courses at USC, UCLA Extension and Loyola Marymount University. His
writings include chapters on distribution and “Getting Paid” for the fourth
edition of The Movie Business Book; The Rules of Attraction, an IFTA
publication providing a framework for creating a production-friendly
community; and the WIPO publication, From Script to Screen: The Importance
of Copyright in the Distribution of Films.
Alexandros Alexandrou serves as IP legal counsel at Wargaming Group
Limited and is also a Ph.D. candidate in IP Law at QMUL.
India Atkin is an associate in the interactive entertainment team at Wiggin LLP
based in London. India was raised in China and Japan (and recognizes that
her name is very confusing in this context). Before joining Wiggin, India
worked at boutique gaming law firm Purewal & Partners, games company
Miniclip and cryptocurrency exchange Wirex.
Christopher R. Chase is a partner with Frankfurt Kurnit Klein & Selz. He is a
transactional and intellectual property attorney for the marketing and
entertainment industries, with a focus on music and sports issues.
Saphya Council is an associate in the Interactive Entertainment Department
of Frankfurt Kurnit Klein & Selz in New York.
Michael David Dunford is a Ph.D Candidate at QMUL.
Jason “The Captain” Enos brings 25+ years of interactive entertainment
experience from Sega, Psygnosis, Konami, EA, Bandai Namco, Intellivision
Entertainment and his own consultancy ENO7. Entering the industry at 14,
Jason’s career spans 100+ games, including top 10 and multi-million selling
industry franchises as Metal Gear Solid, Castlevania, Contra, Silent Hill, Ace
Combat, Dragon Ball Z, Naruto, PAC-MAN, Dark Souls and Dance Dance
Revolution - where he was solely responsible for bringing the game to
consoles in the Americas, becoming a massive award-winning franchise.
Jason provides guidance to developers, publishers and content creators
across creative, design, production, business, marketing and publishing.
Emanuele Fava is an Italian qualified lawyer who currently works with Andrea
Rizzi & Partners, specializing in intellectual property law. He holds both an
Mastering The Game
374
THANK YOU
Jas Purewal, Matthew Datum, Newzoo, Andrea Dufaure, Marc Mimler, Florian
Koemple, Carlos Martin, Adriene Laurer, Kiley Cristiano, Katie Watson, Kinga
Palinska, Ron Goldberg, Fay Li, Kelly Reilly, Tam Nguyen, Aldo Fabrizio
Modica, José Roberto Herrera, María José Arancibia Obrador, Luciana
Renouard, Rodolfo Tsunetaka Tamanaha, Marcela Fuscaldo, Andreea Per,
data.ai formerly known as App Annie, Sensor Tower, Ginny Cheung, and Kelly
Flock.