Video game streaming: how poor licensing undermines creators
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14220%2F22%3A00126351" target="_blank" >RIV/00216224:14220/22:00126351 - isvavai.cz</a>
Výsledek na webu
<a href="https://is.muni.cz/publication/1883297/cs" target="_blank" >https://is.muni.cz/publication/1883297/cs</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.4337/ielr.2022.01.03" target="_blank" >10.4337/ielr.2022.01.03</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Video game streaming: how poor licensing undermines creators
Popis výsledku v původním jazyce
This article tackles the phenomenon of video game streaming amidst a regulatory shift in the European Union towards the DSM Directive framework. The article offers a new perspective on a specific and economically significant industry fuelled by the growing exploitation of copyright-protected content amplified by the COVID-19 pandemic and global lockdowns. European scholars have previously studied video game streaming, however, this article offers a new approach focused on the licensing aspects. The article, thus, presents an attempt to capture the unique characteristics of the European digital market framed by the video game industry. The article discusses three separate topics, Article 17 of the DSM Directive, authorization practices, and the impacts of the DSM Directive framework on the video game streaming industry. First, the article analyses the legal shift and its implications on the video game streaming industry. Secondly, it seeks to identify broader tendencies in the video game streaming industry and particularly licensing practices. Finally, it analyses the position of video game streamers and possible room for improvement. The presented conclusions focus predominantly on identified licensing insufficiencies in the video game industry that put creators in a vulnerable position. Article 17 of the DSM Directive, subsequently, could bring about improvements to licence terms due to a shift in enforcement consequences from take-down to stay-down.
Název v anglickém jazyce
Video game streaming: how poor licensing undermines creators
Popis výsledku anglicky
This article tackles the phenomenon of video game streaming amidst a regulatory shift in the European Union towards the DSM Directive framework. The article offers a new perspective on a specific and economically significant industry fuelled by the growing exploitation of copyright-protected content amplified by the COVID-19 pandemic and global lockdowns. European scholars have previously studied video game streaming, however, this article offers a new approach focused on the licensing aspects. The article, thus, presents an attempt to capture the unique characteristics of the European digital market framed by the video game industry. The article discusses three separate topics, Article 17 of the DSM Directive, authorization practices, and the impacts of the DSM Directive framework on the video game streaming industry. First, the article analyses the legal shift and its implications on the video game streaming industry. Secondly, it seeks to identify broader tendencies in the video game streaming industry and particularly licensing practices. Finally, it analyses the position of video game streamers and possible room for improvement. The presented conclusions focus predominantly on identified licensing insufficiencies in the video game industry that put creators in a vulnerable position. Article 17 of the DSM Directive, subsequently, could bring about improvements to licence terms due to a shift in enforcement consequences from take-down to stay-down.
Klasifikace
Druh
J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS
CEP obor
—
OECD FORD obor
50501 - Law
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Interactive Entertainment Law Review
ISSN
2515-3870
e-ISSN
2515-3889
Svazek periodika
5
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
14
Strana od-do
32-45
Kód UT WoS článku
—
EID výsledku v databázi Scopus
2-s2.0-85134819563