Multiplayer
games: tax, copyright,
consumers and the video game industries
Daithí
Mac
Síthigh
Cite
as Mac Síthigh D. “Multiplayer
games: tax, copyright, consumers and the video game industries”,
in European
Journal of Law and Technology, Vol 5, No 3, 2014.
ABSTRACT
The
successes of the games industry requires an analysis of the way in
which the state is influencing, or attempting to influence, the
development of
the sector. Drawing from a research project on games, transmedia and
the law,
including a roundtable with developers and others from the industry, a
critical
perspective is provided on the impact of three types of law (tax,
consumer and
intellectual property) on the UK industry. The negotiation and eventual
approval of a tax credit for video game development expenditure is
reviewed.
This is an example of the games industry lobbying for and welcoming the
creation of a specific (but film-influenced) legal status for the
‘video game’
– but the passage of the scheme raises troubling questions about
the cultural status
of games. A significant commercial issue, that of consumer protection,
is then
discussed. Consumer legislation may prove to constrain certain
developments in
relation to games; it is argued that there is a special impact on new
platforms, because of the (deserved) official attention now being paid
to
in-app purchases. In relation to intellectual property, the alignment
(or
misalignment) of copyright law with concepts of value in the sector is
considered, with particular reference to ‘cloning’. In
conclusion, the
particular impact of the three fields on new platforms, and the
different
degrees to which legislation is contributing to the development of the
games
sector, is considered. It is argued that the emerging business model of
F2P
non-console games is not handled as well as it should be, particularly
as
compared with other business models in the sector.
INTRODUCTION[1]
In
2012, it was reported that 40% of the UK population (aged 16-64)
played a video game within the last year, with slightly more (29% of
the
population) having played an online game than a conventional packaged
game
played from a disc or similar medium (28%).[2]
What
the games scholar Jesper Juul called a ‘casual revolution’,[3]
where video games of various types can be played on non-dedicated
devices like
smartphones and through web browsers, is clearly well underway. Games
are a popular
category within smartphone app stores,[4]
and despite concerns about copyright infringement disrupting
established
business models, it is still possible for launches of new software and
hardware
to draw crowds and queues in high street stores.[5]
Unsurprisingly,
business models for the games industry are evolving.
Seeking success through successive sequels[6]
or relying on popular characters and voiceovers[7]
remains a common strategy, but the developing category of casual games
runs
from artistic experiments to throwaway, mass-market products.[8]
There is a certain level of excitement regarding the impact of
‘in-app
purchases’ in what are sometimes referred to as F2P (free to
play) games,[9]
especially
where the past obstacles to ‘micropayments’[10]
have been overcome on platforms like the iPhone / iPad. This excitement
is
tempered by criticism on the grounds that some games are exploitative
and/or unimaginative,[11]
and a contention that today’s iOS App Store is ‘swamped
with cash-juzzling junk, shameless knockoffs and predictable
sequels’,[12]
but supporters point to a return to the ‘joys and
invention of the early
days of game making’.[13]
The
games industry is clearly one where great successes can be noted, and
deserving of serious analysis. This article, with a focus on the United
Kingdom, considers the way in which the state is influencing, or
attempting to
influence, the development of the video games sector. In the context of
a
research project on games, transmedia and the law, and studying both
legal
doctrines and industry discussions of these issues,[14]
I provide a critical perspective on the impact of three types of law
(tax,
consumer and intellectual property) on the UK industry.
The
future shape of the games sector is, it will be contended, subject to
a range of legal provisions. These go well beyond the best-known
example of
statutory control, the regulation of content, which will not be
considered in
this article.[15]
While
a specific approach or business model is unlikely to be required
or prohibited by
legislation, features of tax law, consumer protection law and
intellectual
property law all affect (through
constraining or encouraging particular actions) the opportunities for
innovation
in art and business in the games industry. These laws also shape the
identity
of games developers, making as they do assumptions about value,
creativity and motivation.
The
article draws upon some of the findings of a workshop attended by
developers, broadcasters and others at the University of Edinburgh in
December
2013.[16]
Substantial use is made of material from the long-established
‘interactive
entertainment’ magazine Edge, chosen
as it appears to be a publication with regular discussion of legal and
business
issues for an industry audience. Material in Edge
therefore can be used to add context to the major legal and
political developments, allowing the study of these matters in a wider
context
of industry reaction and debate.
In
section A, the negotiation and eventual approval of a tax credit for
video game development expenditure is reviewed. This is an example of
the games
industry lobbying for and welcoming the creation of a specific (but
film-influenced) category for the ‘video game’ – but
the passage of the scheme
raises troubling questions about the cultural status of games. Section
B
considers another quintessentially commercial issue – that of
consumer
protection. In this case, the result of legislation may be to constrain
certain
developments in relation to games – and perhaps address the
‘cash-guzzling
junk’ point noted above. It is argued that there is a special
impact on new
platforms, because of the (deserved) official attention now being paid
to
in-app purchases. Finally, questions of intellectual property law
(primarily
copyright, but also including the cross-cutting question of another
alleged
feature of new platforms, ‘knockoffs’) are considered in
section C. The
alignment (or misalignment) of copyright law with concepts of value in
the
sector is considered, and recent case law (including Nintendo
v PC Box on technological protection measures or TPMs) is
reviewed. I conclude by highlighting the particular impact of the three
fields
on new platforms, and assess the different degrees to which legislation
is
contributing to the development of the games sector.
SECTION
A: TAX RELIEF
I.
CONTEXT
Bodies
representing the video game industry have called for a tax credit for
game
development for some time. In this section, I will assess aspects of
this
(ultimately successful) campaign. Initially, though, a brief
explanation of
creative industry tax credits more generally is necessary, in order to
understand the nature of such a credit and the (policy) precedents that
influenced
the demands of the industry.
A film
tax
credit in currently in place in the UK; the present version dates from
2006. It
was not, however, the first attempt to deal with the tax treatment of
film
production. The 2006 credit replaced an earlier form of relief, which
had been
the subject of complex arrangements for writing off the costs of
production
through (often lucrative) sale and leaseback arrangements, and had
become
discredited as a result.[17]
The film credit was,
after some consideration, approved by the European Commission as
compatible
with the ‘state aid’ provisions of the Treaty on the
Functioning of the
European Union.[18]
It operates as an additional deduction for expenditure, possibly
payable as a
credit depending on the profit or loss of the project in question. As
such, its
characterisation as a State subsidy to private enterprise (in a
particular
sector and not available to all) is appropriate.[19]
Political
parties promised the extension of the 2006 credit to the games sector
in the
2010 general election. However, following the formation of the
Coalition
government, the new Chancellor did not put forward such a scheme.
Instead, he
found that the proposal was an example of a “poorly
targeted” form of relief.[20]
This drew criticism from
representative bodies – not just comparing with other creative
sectors, but
comparing the position of development in the UK with the opportunities
available
in other jurisdictions.[21]
Canada was frequently
cited. Within the UK, there was also a regional dimension. Around 25%
of companies
in the UK games industry are located in Scotland[22]
(where approximately 10%
of the population lives). As such, an additional voice in the debate
was the
Scottish Affairs Committee of the House of Commons, which recommended
that the question
of tax relief be given further consideration.[23]
Between the claims of
private bodies and ongoing political interest, the case for favourable
tax
treatment for this industry continued to be put well after it appeared
that it
had been rejected by Government.
II.
IMPLEMENTATION
In
December
2012, a scheme for video game (and high-end TV, and animation) tax
credits was
announced. The scheme was modelled on that for film. There were two
components
to the implementation of the promise. The first was the amendment of
the
Finance Act, so as to provide for the tax treatment of video game
development
expenditure. The second was the setting up of a ‘cultural
test’ which would
determine eligibility for the credit. The design of tax scheme appears
to
distinguish between revenue at the point of sale and revenue from
subsequent
purchases;[24]
this is of little relevance to the conventional sale of boxed games for
consoles, but a significant matter for those using newer business
models.
The
amended
Finance Act is where one might find the definition of a video game.
However, no
such definition is found. Supporting material confirms that it was the
Government’s intention that “video game” take its
ordinary meaning.[25]
However, having realised
the consequences of this (and concerned about meeting the EU
requirements
discussed below), “anything produced for advertising or
promotional purposes”
and gambling are both explicitly excluded from the scheme.[26]
There is of course the
potential for abuse of this broad definition, although for the time
being it is
interesting to note how the price of state support for the industry
includes
some structures for ‘deserving’ and
‘undeserving’ being set out in legislation
– a timely reminder that the industry is not autonomous as it
might have been
in its earlier days.
Having
seen
success in persuading the Government to put forward proposals for
legislative
change, there remained one further significant obstacle to the creation
of the
system for video game tax credits. That was the requirement for
European
Commission approval, which (as noted above) was also at issue when the
template
film scheme was adopted in 2006.
The
Government put forward a similar points-based eligibility test –
the ‘cultural
test’ - for the games scheme. This test is necessary so as to
ensure that the
scheme promotes cultural objectives rather than protect national
industries or
distorts open markets within the European Union. Such measures would
likely
violate article 107(1) TFEU. However, the same article permits, subject
to
European Commission scrutiny, certain derogations from this general
rule where
culture is concerned. ‘Aid to promote culture and heritage
conservation where
such aid does not affect trading conditions and competition in the
Union to an
extent that is contrary to the common interest’ is appropriate,
according to
article 107(3)(d) TFEU.[27]
Within
the
test, points are awarded for various features (e.g. setting,
characters,
subject matter, language, cultural contribution, the people involved,
and support
for cultural ‘hubs’). A set number of points are needed,
with some additional
thresholds within sub-categories in place so as to avoid an
inappropriate
result.
The
European
Commission set out some of its doubts regarding the scheme in a letter
of April
2013. It noted that a proposed rule on territory (whereby only spending
on
goods and services used or consumed in the UK is eligible for relief)
is
specifically authorized in its own Cinema Communication, which sets
down
general principle for the review of national measures in this sector.[28]
While the UK games scheme
was modelled on the film scheme (which had been approved), that
approval was in
the context of the cinema-specific guidance.
The
Commission also pointed to the fear of a ‘subsidy race’,
noting the expressed
desire of the UK Government to offer a scheme that is “among the
most generous
in the world”.[29]
It also queried whether State aid was necessary in a growing market of
this
nature (as compared with, presumably, failing or declining markets
where aid is
deemed necessary to fill the gaps left by private investment or
consumer
payments).
This
investigation was the subject of a lot of criticism from the UK
industry.[30]
This understandable
frustration demonstrated a misunderstanding of the requirement of EU
law; the
fact that schemes in other jurisdictions or for other sectors had been
approved
could not realistically prevent Commission action, and the general
presumption
is against state aid (i.e. it is only in a minority of situations that
it will
be permitted, as an exception to the general rule that state aid to
private
industry is forbidden).
In any
event, the final decision of the Commission was to allow the scheme to
proceed.
It found that the scheme was “(focused) on a small number of
distinctive,
culturally British games which have increasing difficulties to find
private
financing”.[31]
As part of the investigation, the territorial restriction (see above)
was
removed, and it was found that 25% of games produced in the UK would
qualify.
III.
ANALYSIS
Developing
the insights set out above regarding the relationship between cultural
and
industrial justifications, the consequences of the Commission’s
approval for
the games industry can now be considered in more detail.
Some
readers
may find it surprising to see that, having succeeded in putting forward
the
cultural case, UK speakers immediately played it down. The Chancellor
said:
This
is a
key industry of the future and I want Britain to be one of its biggest
centres.
95% of UK video games companies in the UK are SMEs. This relief is one
of the
most generous in the world and will help them to grow, creating new
jobs for
hardworking people.[32]
Furthermore,
the minister with responsibility for the creative industries added that
“the
government recognizes the important contribution the industry makes to
the
economy and is committed to supporting the industry’s continued
growth through a
range of measures like these new tax reliefs”.[33]
The chief executive
officer of industry body TIGA framed the successful campaign as one
that will
“create jobs, boost investment and enable the production of more
British video
games”.[34]
These
are
remarkable statements in the context of what the European Commission
was
actually asked to approve. There is no mention of the word
‘culture’ until the
final paragraph of the Government’s press statement, and that is
only in the
context of providing a link to the cultural test. The politicians are
happy to
touch upon partisan talking points (“hardworking people” is
a current favourite
of the largest party in the Coalition), and even to ignore the danger
of the
subsidy race (the very phrase that had scared the Commission in its
first
letter, “one of the most generous in the world”). The
industry representative
mentions jobs and investment and then Britishness (although with no
specific
mention of culture).
The
continued growth of the industry is lauded in these statements. Of
course,
nothing forbids elected public or private representatives from praising
industrial growth – indeed, “growth and jobs” is the
core of the EU’s own
strategy, and as noted above, article 107 does provide for some
permissible
state aid in respect of development. However, the disconnection between
the
scheme that is designed and defended as a cultural measure and the
words (for
domestic consumption, of course) of praise for what the
Government’s subsidy
will do for the industry is plain to
see.
Despite
the
apparent lack of belief by government in its own cultural claims (or
unwillingness to speak about such dangerous notions in public), there
are
plenty of reasons why games could and should be plausibly protected by
article
107(3)(d), assuming the other aspects of the test could be met. Poole,
a
long-term observer of the sector, rightly criticises Apple’s
distinction (in
content regulation in its App Store) between games on one hand and
books and
songs (subject to less onerous regulation) on the other. Asking
provocatively
why Apple ‘hates video games so much’, Poole argues that
all games contain some
form of social or cultural comment[35]
- indirectly reflecting
Corliss’s earlier academic contention that ‘all games can
be analyzed as
sociocultural phenomena’.[36]
In
terms of a
link between games and the nation, Chen’s mixed-methods study of
Japanese
culture in Taiwan found positive identification by heavy users with
Japan, with
the impact being best described as nation-building rather than
nation-branding.[37]
This research suggests
that although a cynical observer of the UK government and UK-based
games
industry would suggest that the cultural test merely cloaks the desire
for a
subsidy to local industry, the focus of the test on promoting
culturally
British video games could actually be to the advantage of the UK and to
‘British culture’. Of course, some might understand the
cultural dimension
while still objecting to the need to frame that contribution in terms
of
national culture. However, the approach of the UK government appears to
be one
of sidelining a cultural vocabulary entirely. In our workshop, we
observed a
vibrant debate on the tension between ‘art’ and
‘business’ approaches in the
games sector, with strong arguments being made that it was possible for
these
approaches to co-exist. The reluctance of the UK government to defend
its own
cultural test in cultural terms is therefore most surprising.
Indeed,
the
reassuring noises regarding the limited impact of the credit should not
pass
without comment. As it stands, this reflects a static model of the
industry.
However, a well-designed credit can surely have an impact of changing
the
behaviour of regulated actors. Great interest has been shown in the new
UK
system. For instance, a survey carried out for a game developers’
conference of
‘developers and industry professionals’ found that nearly
half of those asked
considered the UK scheme ‘the best in Europe’.[38]
If this fairly reflects
the views of developers, the Government should reasonably expect that
its
estimate would need to be revised upwards in due course.
SECTION
B: CONSUMER LAW
I.
CONTEXT
Games
raise
a number of distinctive issues under consumer law. I will consider two
issues
in this section. The initial question is the status of ‘digital
content’ under
consumer law.[39]
The fundamental difficulty with digital content, which easily
incorporates
games, is that it does not obviously fall exclusively into one of the
two
conventional categories of consumer protection law – goods and
services. There
are of course features of games that point towards their categorization
as
goods – the one-off sale of a storage medium in a high street
store. But there
are also plenty of examples of games as a service – for instance,
a monthly
payment for participation in an online game. The other matter
considered does
not depend on the status of digital content, as its legal roots are
separate
from sales law. I assess the way in which the Unfair Commercial
Practices
Directive is being applied to the games sector, including the
noteworthy
intervention of the former Office of Fair Trading. The emerging law and
practice on digital content and on in-app purchases demonstrates that
with the
success of emerging business models comes more intense regulatory
attention.
II.
DIGITAL CONTENT
Following
the earlier articulation of digital content as a category in the
Consumer
Rights Directive (CRD) (which focuses on the provision of information
and
certain aspects of distance selling rather than sales law),[40]
the UK proposed to add
such a category to the substantive law on the sale of goods and
services, in a
Consumer Rights Bill.[41]
The new category can
broadly be categorized as a toned-down version of the prior
requirements for
goods.
Digital
content is defined for the purposes of this legislation (in a
definition taken
from the CRD) as “data which are produced and supplied in digital
form".[42]
The legislation as
drafted would only apply to digital content that is sold (for money,
when
bundled with other goods/content/services supplied for money, or paid
for with
something paid for with money e.g. purchased credits). However, a
reserve power
allows future Ministers to extend its application so as to avoid
significant
detriment to consumers – with it being argued in the explanatory
notes that
digital content supplied to a consumer in exchange for personal data
could be
covered under this route in future.[43]
Because of the success of
the ‘free’ aspect of free-to-play gaming, this possibility
is a particularly
significant form of potential regulation for games.
During
the
consultation that led to the Bill, a number of issues with the
requirements for
digital content were identified. As noted above, the long-established
requirements for the sale of goods (of satisfactory quality, fitness
for
purpose, to be as described) would apply to digital content. However,
sub-requirements
on ‘appearance and finish’ were omitted.
The
most
difficult issue appeared to be the presumption, again long-established
in
respect of goods, that goods be free from minor defects.[44]
Fears were expressed that
this was an unrealistic expectation for games in particular, where
minor
defects (or to use the language of the sector, bugs) would be difficult
to
avoid entirely.[45]
The responsible Department explained that the clause could not be
omitted
entirely, because that some forms of digital content (such as ebooks
and
digital audio or video) would be expected to be of high quality and
indeed free
from minor defects.[46]
The House of Commons
Committee sensibly pointed out that at the heart of the dispute was a
lack of
understanding or awareness that the requirement would be subject to a
‘reasonable expectation’ test, which was flexible enough to
avoid the creation
of new, unfair expectations on a matter such as bugs in games.[47]
However,
there are some potentially contentious issues that emerge out of the
conciliatory language of the legislation’s promoters, the
Department for
Business, Innovation and Skills. In particular, the explanation of the
flexibility raises more questions than it answers. In defending the
non-application of the ‘appearance and finish’ requirement
to digital content,
the Department contends that “the reasonable
expectations of quality for a 69p app would not be as high as
for one
worth £5.99”.[48]
This is in the abstract a fair point, and reflects the legislation
(which
refers to price),[49]
although as markets
develop (e.g. with some platforms being dominated by less expensive
games) and
willingness to pay up-front for a game changes, reasonableness will
surely
require a more subtle reading of consumer expectations than one based
on (initial)
price alone. Lovell argues that the current market for games is being
transformed by wide variations in price points and a breaking of the
link
between value and cost.[50]
In its
discussion of satisfactory quality, the Department also explains that
relevant
circumstances “may include the type
of digital content (e.g. a reasonable person may expect bugs in a
complex new
game on release, but not a more simple piece of software) or the way in
which
it is accessed (e.g. on a disk
or downloaded from the Internet)”.[51]
The last of these points
is particularly interesting. In so far as type is concerned, the
intention is
clear – the complex game could have (acceptable) bugs but not the
simple game.
However, the two forms of access are just noted without any (explicit)
hierarchy – does download make bugs more acceptable or less
acceptable? Beyond
this, does it make a difference at all, as the online market grows and
some
high street game stores continue to struggle?[52]
More
broadly, the preference of some in the industry for always-online
gaming should
be noted. This is aptly described in Edge
as, from a player’s perspective, “another in a long line of
business models
disguised as features",[53]
and subsequently linked twice
in subsequent issues to public anxieties over cooperation between game
platforms and the National Security Agency as part of the PRISM
programme.[54]
In the
UK,
the new approach to digital content has the potential to strengthen
consumer
protection across the game sector, removing in part the
‘advantage’ to the
industry of service models over goods models and creating a clear set
of
consumer rights. The Consumer Rights Bill takes the priorities of the
buyer of
goods and offers similar protection to the buyer of digital content.
But of
course, these consumers are players, and they might well set their own
priorities differently if asked. The opportunity was not taken to
consider
whether players deserve greater legal protection against business
models
disguised as features – which, as we will see in the next
section, are already
coming up against other aspects of consumer law. Potential issues
include the
extensive rights reserved by operators to delete any content including
user-generated content at any time,[55]
requirements (linked with
the questions of DRM discussed in part C) to maintain a connection,[56]
or restrictions on
‘modding’ that greatly constrain the ability of users to
create new works even
without any commercial purpose.[57]
III.
UNFAIR COMMERCIAL PRACTICES
European
consumer rights law, implemented through regulations in the UK, also
contains
various prohibitions on unfair commercial practices (the UCP Directive).[58]
Broadly, these
prohibitions restrict the way in which products are marketed and sold,
on the
grounds that consumers rely on the information provided by retailers
when choosing
whether to participate in a market and when assessing value for money.
As noted
above, the Directive applies generally, without depending on the
goods/services
divide.
These
provisions, while now in force in current form for near a decade, have
recently
become of great interest to the games industries. The former Office of
Fair
Trading (OFT) investigated and ultimately published detailed guidance
on in-app
purchases and the law. No new provisions were introduced; the
OFT’s focus was
on giving examples of practices in this sector that would be likely or
unlikely
to violate existing legislation. We heard broad support for this
approach at
our industry workshop – there were primarily seen as the right
thing to do, and
good for the overall reputation of the industry, rather than as legal
interference with the growth of the sector (as with aspects of
intellectual
property, as discussed in part III).
In-app
purchases offer great opportunities to developers, and form a
significant
source of revenue,[59]
but have not been without
criticism. A whole plethora of ethical questions are raised by these
developments,[60]
particularly given the importance of (and exploitation of)
‘psychological
tricks’ in the area of casual games,[61]
the share of overall
revenue derived from a small proportion of players,[62]
and the suggestion that
frequent, high-spending users (‘whales’) are targeted by
some developers.[63]
A major industry
conference, Develop, now includes a ‘psychology’ track
along with the more
typical sessions on technology and business.[64]
However,
this should not be seen as a problem for casual games alone, for two
reasons.
The first is that these ‘tricks’ are often well-established
tropes in gaming,
which have admittedly not been specifically monetised in console games
(as
opposed to arcade games) in the past. The second is that the
established market
for paid games is also seeing the development of in-app purchases
– ‘paymium’.[65]
The
OFT’s
initial intervention was the publication of a report and series of
consultation
questions, under the title “Children’s Online Games”.[66]
This was the result of a
market investigation, which had been announced in April 2013.[67]
By the time its final
report was published, the title had become “Principles for online
and app-based
games”.[68]
This change in title was
significant. While there are particular duties of care under the UCP
Directive
in respect of children (as a clearly identifiable vulnerable group of
consumers), the OFT was surely recognising that much of its work was in
respect
of the general provisions of the Directive. The particular position of
children
was still reflected in the final document (and in public statements,
such as
that of the chair of the new authority, discussed below). The specific
mention
of app-based games made it clear that the target was not just games
that are
played online, but also included apps downloaded from an online store
for
(online or offline) use.
Problems
in
the market identified in the first report included price transparency,
exploitation
of children and exhorting them to buy or to ‘pester’
parents, and payments
taken without express authorisation. The final report followed the same
approach. The approach taken by the OFT was to set out the general
principles
of consumer law and apply them to the specific context of online and
app-based
games. Eight principles were promulgated in total – with a little
more detail
in the final version. The final version also included an important
table
mapping the principles onto the underlying legislation – which
made it clear
that the key legislation was the UCP Directive, albeit supported in
some cases
by the law on unfair contract terms and the (very basic) requirements
of the
E-Commerce Directive on the identification of service providers.
The
first
three principles required ‘clear, accurate, prominent and
(…) up-front’
information in the following categories:
·
Pricing
information, including initial, subsequent and optional
costs
·
Material
information (such as terms and conditions, main
characteristics)
·
Information
about the provider (e.g. contact details in case of
complaint)
The
next set
of principles pertained to the commercial aspects of online and
app-based
games. The OFT pointed out that commercial intent should be
‘clear and
distinguishable’ from gameplay, and that creating a false
impression that
in-app payments are required (e.g. to continue to the next level) where
they
are not is prohibited. Principles 6 and 7 were specifically focused on
the
exploitation of children and on direct exhortation to children to buy.
The
final
principle addressed the controversial question of payment authority.
The OFT
recalled the difficulties of payments without the re-entering of a
password,
and set out the requirement for informed consent – which could
allow a window
(without password re-entry) if the consumer actively chose to allow
that.
The
OFT
contended that responsibility for these principles was divided across a
number
of parties. The ‘information’ principles could be supported
by platform
operators enabling and checking the provision of information, with
significant
involvement of ‘games businesses’ i.e. developers. The
remaining principles
were primarily for implementation by games businesses but with an
expectation
that platform operators would take action – for example,
suspending or removing
games where they become aware of a breach of the principles on
children, and
taking ‘reasonable steps’ to remove games where the payment
authority principle
is violated.
These
valuable recommendations highlight a question of ongoing concern to the
industry, and of good legal practices – that of the role of app
store and
platform operators. As the present author has argued elsewhere,[69]
the relationship between
developers and platform operators is capable of being abused, or
co-opted as an
alternative to direct state control of apps without due scrutiny,
despite not
obviously falling into a known category of regulatory oversight (e.g.
dominant
position under competition law, intermediary under broadcasting law).
It is therefore
important that the OFT’s successor, the Competition and Markets
Authority (CMA),
not act in a way which further strengthens the power of the likes of
Apple over
independent developers. This would trade one set of problems
(exploitation of
vulnerable consumers) for a potentially serious problem in competition
law.
The
actions
of responsible agencies should also be noted, because it is full of
contradictions. On one hand, the OFT’s work has been praised. The
chair of the
new CMA (successor to both the OFT and the Competition Commission) paid
tribute
to the guidelines, in a speech on his first day in office. He pointed
to the
phenomenon of children spending their parents’ money, and how
there was so much
ignorance of consumer law “in a market with many developers and a
few key
industry players”, adding that the resulting document was a model
of how the
CMA would make “online markets work well for consumers,
businesses and the
economy”.[70]
This
last phrase
explicitly draws upon the OFT’s former mission and the
CMA’s own branding.[71]
However, the warm words
mask a deprioritisation of work of this nature. In the run-up to the
creation
of the CMA, as part of the overall reform of the consumer
‘landscape’, the
OFT’s duty to enforce the underlying regulations had been changed
to a power.[72]
The new power was then
transferred to the CMA.[73]
Local trading standards
officers (‘weights and measures authorities’) had and
continue to have a duty
to enforce.
Enforcement
of consumer law will now, in general, be the function of these local
authority
trading standards officers, with the CMA only being involved in limited
circumstances. The OFT had rightly recognised, in its enforcement
guidelines,
that Internet-related investigations demanded a particular level of
national
coordination and transnational cooperation.[74]
The Public Accounts
Committee was sceptical of the merits of relocating responsibility for
enforcement to significantly under-resourced local authority staff.[75]
It is indeed a paradox
how, at a time when it is acknowledged that there is widespread
ignorance of
the law (and demonstrable evidence of harm), there is no longer a
public
authority with clear responsibility for work in this area. On the other
hand,
there is a new power for consumers to seek redress for breach of the
relevant
regulations (e.g. to unwind a contract that had been entered into with
a
prohibited practice being a significant factor in the decision to do
so).[76]
These are valuable
protections of the individual gamer, but taken together, systemic
attention may
be less rather than more likely than before.
IV.
SUMMARY
It can
be
concluded, in respect of consumer rights, that the impact of a range of
legal
provisions on game developers, and on the relationship between
developers,
players and others, is substantial. This reflects the success of the
industry
(which has brought it to the attention of responsible authorities), but
also
the changing business models. In some areas, the law has not changed
– but it
is more relevant than it was for one-off, over-the-counter transactions
due to
the nature of marketing and transactions. In other areas, the existence
of a
vibrant games sector is a factor in legislative reform –
supporting through its
very existence the case for the reopening of the old goods/services
divide.
The
relationship between law and ethics in respect of consumer protection
is still
being worked out. There is clear anger among players regarding some of
the
decisions made by platform operators and game developers, sometimes
without a
clear legal remedy. It is too soon to tell whether the OFT’s
guidance will have
an impact on the worst practices in respect of in-app purchases,
particularly
when there are plenty within the industry who are prepared to defend
these new
models as innovative or even necessary.
SECTION
C: INTELLECTUAL PROPERTY
Business
models in the games industry are also influenced by intellectual
property law.
The degree to which particular approaches are protected by, on not
protected by
IP law is commercially significant. Understanding these influences is
valuable
in so far as it points to a less well understood aspect of state
management of
the industry. Appreciating the complexity of the relationship between
games and
intellectual property law can also inform IP reform projects, by
(tentatively)
identifying areas where reform would have particular consequences
(desirable or
undesirable) for the future of these business models. In this section,
I will
consider the influences of two aspects of IP law: technological
protection
measures, and the protection of different types of creativity.
A
clear example
of IP law underpinning a particular business model is technological
protection
measures (TPMs), including digital rights management (DRM). TPMs have
been
discussed at length in legal academic work on copyright.[77]
Some entities within the
video game sector (notably those who manufacture and promote hardware)
are
enthusiastic users of such measures.
The
use of
TPMs in relation to game hardware can be justified, in simple terms, as
an
anti-infringement measure. However, in Booton and MacCulloch’s
excoriating
critique of TPMs, they suggested that the way in which they were used
(with
judicial approval) constituted the protection of dominant business
models in
the form of a de facto “console manufacturers’ right”.[78]
The key form of TPM in
this context is the so-called ‘modchip’, a term which is
used to describe
(normally) hardware enhancements that allow the playing of games on a
console
without the authorisation of the console manufacturer. In order to
allow such
playing to happen, the in-built restrictions (for instance, checking
that a
storage medium contains data supplied by the manufacturer to a
developer for
this purpose) need to be addressed in some way. These restrictions are
defended
by manufacturers as being necessary to prevent counterfeit games from
being
played (and so suppress demand for such games, in favour of legitimate
channels). However, the implementation of TPMs often prevents other
uses, such
as ‘homebrew’ games developed outside of the typical
industry structures, and
allowing content from different markets or platform to be viewed on a
given
console.
Cases
in the
English courts have, in general, gone in favour of the console
manufacturers
(who have typically instigated the relevant civil actions). Use has
been made
of provisions in UK legislation transposing both the Software Directive
and, in
respect of non-software elements of games, the Information Society
Directive.
The latter is important because of more onerous sanctions (including
criminal liability)
and differently cast exceptions.
In
practice,
console manufacturers have emphasised the artistic elements of games
(e.g.
specific works of art in the form of game graphics) instead of focusing
on the
software code. Manufacturers have also argued that playing a game is a
form of
copying – on the grounds that images are copied from a storage
medium into RAM
or even, in later decisions, from the medium or console to the screen.[79]
A
recent
decision of the Court of Justice of the European Union, however,
suggests that
the balance may be about to shift. The decision in Nintendo
v PC Box,[80]
in response to a
preliminary reference from an Italian court, takes an approach which
specifically includes proportionality as a limitation on the protection
of the
rightsholder. Specifically, the law will only protect TPMs against
circumvention where the objective is to prevent infringing acts[81]
and where the
circumvention device does not have a commercially significant other use.[82]
. It seeks evidence of
actual use of a device in breach of copyright (potentially a difficult
issue),[83]
and requires
consideration of the effectiveness of measures and the relative costs
of
different forms of protection.
The
decision
must surely call into question aspects of the pro-console edifice
erected over
the years in the UK. For instance, the decision in Playables
includes findings that the cause of action is a tort of
strict liability,[84]
and a statement that
protection does not have to be totally effective.[85]
The ruling is, for the
purposes of this article, significant as a reminder of the value of
copyright
to certain aspects of the games industry. In particular, it is hard to
characterise
the console manufacturer as a rightsholder (as opposed to the
beneficiary of a
particular business model) in any meaningful way. As Booton and
MacCulloch
argued, manufacturers were never the intended beneficiaries of the TPM
provisions of copyright law. Support for this view can be found in
Lovell’s
contention that TPMs support a particular model of (one-off,
comparatively
high) payment for games.[86]
Going
one
step further, it is also appropriate to wonder how different the
industry would
be if, for example, there were a wider barrier to the use of copyright
law to
achieve other goals. This was suggested in the US (games) decision of MDY v Blizzard, and national reviews of
copyright law have also pointed to the need to avoid allowing the
statutory
rights of users to be overridden by agreement.[87]
A
different
area where IP law influences the development of the industry is the
status of games
under copyright law. Copyright lawyers understand that what is promoted
and
known as a ‘game’ is, from the point of view of copyright
law, a combination of
computer code (a literary work subject to some specialized provisions),
artistic works, and possibly other aspects including film and drama.[88]
A report for the World
Intellectual Property Organisation (WIPO) found that there were two
dominant
approaches to the copyright status of video games: as predominantly
computer
programs or as mixed works.[89]
A small minority of
surveyed countries treated video games as audiovisual works. The
inadequacies
of this framework is highlighted in Lee’s work, where she
tentatively suggests
the protection of ‘gameplay’,[90]
which despite its
importance to the identity and experience of games, is one of the less
well
protected aspects of the game.
One
reading
of recent cases would be that there are limits to what copyright law
can offer
those who develop video games. In the CJEU’s UsedSoft
decision (on the question of exhaustion), it appeared that
the result would be the opening up of markets for second-hand games
even where
the original provider had purported to prevent this. In SAS,
some scepticism is expressed regarding the protection of
functionality under copyright law.[91]
However,
such
a reading would be an incomplete one. There is extensive
‘tactical’ use of the
different manifestations of copyright (as discussed above regarding
TPMs). This
is also seen in other creative industries – such as the
surprising significance
placed on the ‘Premier League Anthem’[92]
and on unexceptional Sky
logos[93]
in the cases on the
showing of live football in pubs – protected works where the main
attraction
falls outside the scope of copyright law. The very nature of games as
comprising both software and non-software elements therefore limits the
impact of
the CJEU’s decisions.
Indeed,
the
Court’s most recent intervention (in PC
Box) supports a non-software analysis of games under copyright law.
While
confirming that the Software Directive only protects computer
programmes, it
added that video games “constitute complex matter comprising not
only a
computer program but also graphic and sound elements, which, although
encrypted
in computer language, have a unique creative value which cannot be
reduced to
that encryption”. Therefore, it found that when graphics and
sounds are part of
the originality of a game, “they are protected, together with the
entire work,
by copyright in the context of the system established by Directive
2001/29”.
There
may
well be a more important mismatch between protection and expectation
than the
examples highlighted above. This is visible in the case of so-called
‘cloning’
of games – neither a new question[94]
nor one without legal
authority, but certainly a high-profile one in respect of current
markets
(especially smartphone app stores).[95]
English
law
on the matter is reasonably clear. As discussed in this section, many
aspects
of games are clearly protected by copyright law. However, in the key
case of Nova Productions,[96]
a game similar to one
already on the market was found not to breach the copyright of the
developer of
the ‘original’ – essentially on the grounds that no
code had been copied and
the similarity was essentially one of gameplay or the game mechanics.
At
European level, it is clear that a graphical user interface can be
protected by
copyright, but not if it is “differentiated only by (its)
technical function” –
a significant limitation.[97]
In a
workshop held as part of this research project, developers told us how
the
availability of clones within app stores was a significant source of
concern
and anger within the industry. However, identifying a suitable legal
response
was more difficult. We noted clear hostility to extending legal
protection
against cloning – perhaps influenced by the suspicion of the
damage that the
use and abuse of patents is said to have done in some sectors (e.g.
mobile
phone development) and how its application to software was resisted by
many.[98]
This is also found in
response to those who would use trademark law to protect themselves
against
cloning,[99]
and the ability of larger enterprises to stifle innovation through
trademark
litigation (where smaller parties are likely to settle rather than
defend their
actions) has been criticised.[100]
There
are
some opportunities in the law of passing off. The recent decision in Allen v Redshaw, a decision of the
then-Patents County Court[101]
on unauthorised t-shirts
using images from the 1980s ‘Button Moon’ children’s
TV programme, demonstrates
how a simple case can be brought in both copyright and passing
off with the parties representing themselves.[102]
Passing off itself
continues to develop, including important words on endorsement and
merchandising in the image-related case of Fenty
v Arcadia.[103]
Nonetheless, satisfying
the conventional passing off requirements of goodwill,
misrepresentation and
damage will still present a hurdle, especially in the case of games
without
significant user awareness.
Middle
paths
can be identified, including those who choose to licence rather than
allege
infringement.[104]
However, this can still leave a gap in respect of situations where
there is neither
a plausible claim of copyright infringement nor a valid trademark. It
also
means that what is identified in developer circles as
‘wrong’ attracts limited
legal remedies, while technical infringements of non-software works by
supposedly copying them to a screen enjoys much more robust legal
protection.
CONCLUSION
The
most
significant finding in this article is that the emerging business model
of F2P
non-console games is not handled as well as it should be, particularly
as
compared with other business models in the sector. For example, the
design of
the tax scheme appears to distinguish between revenue at the point of
sale and
revenue from subsequent purchases (as noted above), and app developers
have a
rather different relationship with IP law than console manufacturers
do. Consumer
law has something to offer (with some justification), but the result is
a great
deal of attention in the consumer area and potential weaknesses in the
others.
The
three
issues discussed in these pages demonstrate the complexity of the
relationship
between the state and the games industry. On one end of the spectrum,
Government and industry are broadly on the same page, in support of
giving
favourable tax treatment to the business of game development,
officially for
the protection of British culture but, in the eyes of any reasonable
observer,
for rather different, economic reasons. The industry has successfully
seen
specific statutory provisions applied to it, for obvious financial
advantage.
Conversely,
intellectual property law plays an unclear (but still significant) role
with
respect to games. The problems identified in part C all concern aspects
of IP
law that could be termed ‘bad fits’ for the games sector
–raising meaningful
questions of legitimacy. It is hardly surprising that ‘more
law’ is not a
popular answer when copyright law as it stands has such trouble dealing
with
the relationship between software works and other works. The unpopular
use of
technological protection measures, and memories of overzealous
enforcement and
patent trolling, adds to this question of appropriateness and
legitimacy.
The
position
of games under consumer law represents, for the time being, a middle
position.
Most of the laws considered in section B are of general application
– they are
often addressed to a technological or digital context, but not
specifically
games. The position of the games industries is recognised, instead,
through
means such as explaining how the concept of reasonableness will ensure
that an
appropriate test is set (in the case of substantive consumer rights in
respect
of sales), or through extensive research and guidance (in the case of
unfair
commercial practices).
This
article
has considered the impact of statute and related case law on the games
industries in the UK. There is clearly a role for legislation in
providing
structures for good relationships between platform operators,
developers and
users. Along with the other findings of the research project of which
it is a
part, it has been demonstrated that the industry is being taken
seriously by
the organs of state, well beyond the traditional focus of content
regulation.
The complexity of this relationship, however, deserves more attention.
[1] This
work was
supported by the RCUK funded Centre for Copyright and New Business
Models in
the Creative Economy (CREATe), AHRC Grant Number AH/K000179/1. I am
very
grateful to co-investigator Dr. Keith M. Johnston and research
associate Dr.
Tom Phillips for their work on this project and their feedback on this
article,
and to the audience at a presentation of a draft of this article at the
BILETA
Annual Conference 2014 in Norwich for their interest and comments.
[2]
IFSE,
‘Videogames in Europe: consumer study, United Kingdom’
(November 2012) http://www.isfe.eu/sites/isfe.eu/files/attachments/great_britain_-_isfe_consumer_study.pdf 4.
[3] J
Juul, A casual revolution (MIT Press, 2010).
Juul also discussed the rise in popularity of mimetic interfaces rather
than
the classic push-button controller, focusing on consoles like the Wii
(of less
interest for the purposes of this study); the touch interface of
smartphones
and tablets can be seen as a development of this component.
[4] A
2014 report
found that of the ‘top grossing’ apps, 84.9% were games: S
Dredge, ‘Clash of
Clans and Candy Crush Saga dominate apps 'superstar economy'
(discussing work
by Midia Research, which is not publicly available) http://www.theguardian.com/technology/2014/jul/08/clash-of-clans-candy-crush-saga-mobile-games-apps-economy. See
also D Mac
Síthigh, ‘App law within: rights and regulation in the
smartphone age’ (2013)
21 International Journal of Law & Information Technology 154, 181.
[5] See
for example
S Boxer, ‘Modern Warfare 3 seeks sales record’ (The
Guardian – Games Blog 9 November 2011) http://www.theguardian.com/technology/gamesblog/2011/nov/09/modern-warfare-3-seeks-sales-record; K
Stuart &
C Arthur, ‘Wii U launch: make or break for Nintendo’ (The Guardian 30 November 2012).
[6] J
Newman, Videogames (2nd edn
Routledge, 2013) 47; Y H Lee, ‘Play again? Revisiting the case
for copyright
protection of gameplay in videogames’ (2012) 34 European
Intellectual Property
Review 865, 868 (noting that 8 of the top 10 games in 2011 were sequels
or
continuations).
[7] J
Gray, Show sold separately (NYU Press, 2010)
188.
[8] __,
‘Loaded
words’ Edge (May 2013) 74-81, 80.
[9] This
model is
discussed extensively in N Lovell, The
Curve: turning followers into superfans (Penguin, rev ed 2014). He
gives
multiple examples in respect of games, including games on Facebook like
Farmville (ibid, 119), or developers and publishers taking advantages
of the
ability to distribute free games without incurring costs through stores
like
the iOS App Store (ibid, 41).
[10] Lack
of
infrastructure and disproportionate transaction charges, as outlined in
C
Reimsbach-Kounatze & S Wunsch-Vincent, ‘Online games and
virtual worlds:
business and policy developments’ in C Graber & M
Burri-Nenova, Governance of digital game environments and
cultural diversity (Edward Elgar, 2010) 27.
[11] See
discussion
in Newman, 36-7; Goldberg, All your base
are belong to us: how fifty years of videogames conquered pop culture
(Crown, 2011) 243, 251.
[12] __,
‘What
happened to the iOS gaming revolution?’ Edge
(March 2014) 78-85, 79.
[13]
Goldberg, 198.
[15] For
further
discussion see the analysis of the present author: D Mac
Síthigh, 'The
regulation of video games: past, present and future' (2010) 21
Entertainment
Law Review 298.
[16]
Conducted under
Chatham House rules (contributions not attributed to particular
speakers). The
workshop was chaired by the author, Dr. Keith M. Johnston and Dr. Tom
Phillips,
and attended by Brian Baglow, Chris Bruce, Ben Farrand, Yin Harn Lee,
Nicoll
Hunt, Rami Ismail, Ifty Khan, Rick Lane, Elaine Reynolds, and Matt
Watkins.
[17] A
Shipwright,
‘Finance Act notes: films and sound recordings’ (2006) 5
British Tax Rev 517; D
Mac Síthigh, ‘Principles for a second century of film
legislation’ (2014) 34
Legal Studies 609, 615.
[18]
European
Commission, ‘State aid: Commission approves UK video games tax
relief plan’
(IP/14/331), 27 March 2014.
[19] See
further C
Graber, ‘State aid for digital games and cultural diversity: a
critical
reflection in the light of EU and WTO law’ in C Graber & M
Burri-Nenova
(eds), Governance of digital game
environments and cultural diversity (Edward Elgar, 2010)
[20]
Hansard HC vol
512 col 175 (22 June 2010); K Stuart, ‘Budget 2010: video games
tax relief
disappears’ (Guardian 22 June 2010) http://www.theguardian.com/uk/2010/jun/22/budget-2010-video-games-tax-relief-disappears.
[21] K
Stuart,
‘Tiga, tax breaks and the future of the UK games industry’ (The Guardian – Games Blog 10 October
2011) http://www.theguardian.com/technology/gamesblog/2011/oct/10/tiga-richard-wilson-interview.
[22]
House of
Commons Scottish Affairs Committee, Video
games industry in Scotland (2010-11) HC 500 [19].
[23]
House of
Commons Scottish Affairs Committee, Video
games industry in Scotland (2010-11) HC 500 [50], [55-7].
[24]
Corporation Tax
Act 2009, s 1217AA (inserted by Finance Act 2013), defining completion
of a
game for the purposes of the scheme of tax credits as when the game
“is first
in a form in which it can reasonably be regarded as ready for copies of
it to
be made and made available to the general public”.
[25] HM
Treasury,
‘Creative sector tax reliefs: response to consultation’
(December 2012) https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/190267/creative_sector_tax_reliefs_response111212.pdf
[2.61].
[26]
Corporation Tax
2000, s 1217AA (2) and (3), inserted by Finance Act 2013, sch 17. The
significance of ‘advergames’ and related genres is set out
in J-M Lehu, Branded entertainment (Kolan Page, 2009)
179.
[27]
Other
exceptions, not relied on in this case, include aid of a social
character, the
development of underdeveloped regions, and (where not adversely
affecting
trading conditions) aid to facilitate the development of particular
economic
activities or areas.
[28]
Communication
from the Commission on State aid for films and other audiovisual works
[2013]
OJ C 322 (see in particular paragraph 24 on application to games).
[29]
SA.36139 ‘Video
games tax relief’ [2013] OJ C 152 (30 May 2013) 8.
[30] See
for example
UKIE, ‘Ukie responds to announcement of European Commission tax
breaks
investigation’ (16 April 2013)
http://ukie.info/content/ukie-responds-announcement-european-commission-tax-breaks-investigation;
UKIE, ‘Ukie
welcomes autumn statement announcements of support for business, urges
government to push games production tax credits through’ (5
December 2013) http://ukie.org.uk/content/ukie-welcomes-autumn-statement-announcements-support-business-urges-government-push-games-pr.
[31]
European
Commission, ‘State aid: Commission approves UK video games tax
relief plan’
(IP/14/331), 27 March 2014
[32]
‘Video games
tax relief passes final hurdle’ (Press release, 27 March 2014) https://www.gov.uk/government/news/video-games-tax-relief-passes-final-hurdle.
[33] Ibid.
[34] Ibid.
[35] S
Poole, ‘Why
does Apple hate video games so much?’ Edge
(June 2013) 32.
[36] J
Corliss, ‘The
social science study of video games’ (2011) 6 Games and Culture
3, 6.
[37] C-Y
Chen, ‘Is
the video game a cultural vehicle?’ (2013) 8 Games and Culture
408.
[38] M
Handrahan,
‘UK tax breaks voted the best in Europe’ (GamesIndustry.biz
8 July 2014) http://www.gamesindustry.biz/articles/2014-07-08-uk-tax-breaks-voted-the-best-in-europe.
[39] See for
example OECD,
‘Protecting and Empowering Consumers in the Purchase of Digital
Content
Products’ (OECD Digital Economy Papers No. 219, 2013) http://dx.doi.org/10.1787/5k49czlc7wd3-en; R
Bradgate,
‘Consumer rights in digital products: A research report prepared
for the UK
Department for Business, Innovation and Skills’ (2010) https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/31837/10-1125-consumer-rights-in-digital-products.pdf.
[40]
Directive
2011/83/EU on consumer rights [2011] OJ L 304/64.
[41]
(2013-4) HC
Bill 161; (2014-15) HC Bill 3; (2014-15) HL Bill 29. As of 1 July 2014,
the
Bill has been carried over into the new session (2014-15), passed all
stages in
the House of Commons, and been given its second reading in the House of
Lords.
All references in this article are to the Bill as it was passed by the
House of
Commons. The provisions on digital content are found in chapter 3
(clauses
33-47) of the Bill.
[42]
Consumer Rights
Bill, clause 2(9).
[43]
Explanatory
notes to Consumer Rights Bill (12 June 2013) [138]; Consumer Rights
Bill,
clause 33(5).
[44]
Consumer Rights
Bill, clause 34(3)(b); cf Sale of Goods Act 1979, s 14(2B)(c) (inserted
by Sale
and Supply of Goods Act 1994, s 1).
[45]
Argument
advanced by both UKIE (Ev w11-12) and BSA / The Software Alliance (Ev
w23) in submissions
to the Business, Innovation and Skills Committee of the House of
Commons: House
of Commons Business, Innovation and Skills Committee, Draft
Consumer Rights Bill (2013-4) HC 697-III.
[46]
Department for
Business, Innovation and Skills, Enhancing
consumer confidence by clarifying consumer law: consultation on the
supply of
goods, services and digital content (July 2012) https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/31350/12-937-enhancing-consumer-consultation-supply-of-goods-services-digital.pdf
[7.111].
[47]
House of
Commons Business, Innovation and Skills Committee, Draft
Consumer Rights Bill (2013-4) HC 697 [93-5].
[48]
(2013-4) HC 697
[89], discussing and extending Explanatory notes to Consumer Rights
Bill (12
June 2013) [141]
[49]
Consumer Rights
Bill, clause 34(2)(a).
[50]
Lovell, 89.
[51]
Explanatory
notes to Consumer Rights Bill (12 June 2013) [141].
[52] A
Felsted, ‘UK
high street closures accelerating’ (Financial
Times 28 February 2013).
[53] __,
‘What's the
future for always-online gaming?’ Edge (May
2013) 97.
[54] __,
‘The power
of the crowd’ Edge (November 2013)
10; N Brown, ‘Can Microsoft turn Xbox One around?’ Edge (May 2014) 62-69, 65.
[55] C
Roquilly,
‘Control over virtual worlds by game companies: issues and
recommendations’
(2011) 35 MIS Quarterly 653, 658 (85% of providers in sample include
such a
clause).
[56] I
Steadman,
‘SimCity's always-on DRM renders game 'unplayable', infuriates
players’ (Wired UK 8 March 2013) http://www.wired.co.uk/news/archive/2013-03/08/simcity-5-players-petition-offline-mode.
[57] H
Postigo,
'Video Game Appropriation through Modifications : Attitudes Concerning
Intellectual Property among Modders and Fans’ (2008) 14
Convergence 59, 61.
[58]
Directive
2005/29/EC [2005] OJ L 149.
[59] It
was
estimated that up to 90% of spending on mobile games is in the form of
in-app
purchases: S Dredge, ‘Why Angry Birds are slightly miffed’ (Observer 4 May 2014) 29.
[60] See
detailed
discussion, emphasising the variety of approaches among developers,
reporting
certain concerns that participation in F2P markets may be seen as
inappropriate
or harmful, and calling for the industry to avoid a binary approach to
the
issues, in T Phillips, ‘Discussions with Developers: Free2Play
and the Changing
Landscape of Games Development’ in M Willson & T Leaver
(eds), Social, casual, mobile: changing games
(forthcoming).
[61] __,
‘Game
developers have relied on psychological tricks for years to hold our
attention
- but are they in danger of losing their power?’ Edge
(November 2013) 78-83.
[62] This
is a key
point in Lovell’s argument. He highlights (at 68) the case of the
German
developer Bigpoint, with 130m users but raising 80% of income from
23,000 of
them.
[63] M
Rose,
‘Chasing the whale: examining the ethics of free-to-play
games’ (Gamasutra 9 July 2013) http://www.gamasutra.com/view/feature/195806/chasing_the_whale_examining_the_.php?print=1
[65] __,
‘The
next-gen cash grab’ Edge (February
2014) 10-13, 10.
[66] OFT,
‘Children’s online games: report and consultation’
(September 2013) https://assets.digital.cabinet-office.gov.uk/media/53330c4de5274a5660000005/oft1506.pdf.
[67] OFT,
‘OFT
investigates free children's web and app-based games’ (press
release, 12 April
2013) http://webarchive.nationalarchives.gov.uk/20140402142426/http://www.oft.gov.uk/news-and-updates/press/2013/33-13.
[68] OFT,
‘The OFT’s
Principles for online and app-based games’ (OFT1519, January
2014) https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/288360/oft1519.pdf.
[69] D
Mac Síthigh,
‘App law within: rights and regulation in the smartphone
age’ (2013) 21
International Journal of Law & Information Technology 154.
[70] D
Currie, ‘EU
consumers in the digital era’ (speech,1 April 2014) https://www.gov.uk/government/speeches/eu-consumers-in-the-digital-era
[71]
Competition and
Markets Authority, ‘New competition authority to make markets
work well for
consumers, business and the economy’ (1 April 2014) https://www.gov.uk/government/news/new-competition-authority-to-make-markets-work-well-for-consumers-business-and-the-economy.
[72] See
for example
Public Bodies (The Office of Fair Trading Transfer of Consumer Advice
Scheme
Function and Modification of Enforcement Functions) Order 2013/783,
article 12,
amending Consumer Protection from Unfair Trading Regulations 2008,
regulation
19. Similar provisions apply to the enforcement of related legislation.
[73]
Enterprise and
Regulatory Reform Act 2013 (Competition) (Consequential, Transitional
and
Saving Provisions) (No. 2) Order 2014/549.
[74] OFT,
‘Criminal
Enforcement of the Consumer Protection from Unfair Trading Regulations
2008’
OFT 1273 (September 2010) http://80.86.35.165/shared_oft/policy/OFT1273.pdf
[1.8]: “The OFT
is most likely to be best placed to take enforcement action in cases
where the
unlawful practice/s causes or risks significant consumer detriment
nationally”
– and in a footnote, “as in the case of internet
enforcement for example or
where the source of the problem has no clear local connection”.
[75]
House of
Commons Committee of Public Accounts, Protecting
consumers – the system for enforcing consumer law (2010-12)
HC 1468 (9
November 2011).
[76]
Consumer
Protection (Amendment) Regulations 2014/870.
[77] See
for example
P Holm, ‘Piracy on the simulated seas: the computer games
industry's non-legal
approaches to fighting illegal downloads of games’ (2014) 23
Information &
Communications Technology Law 61 (on TPMs as an alternative to
litigation); V
Franz, ’Back to Balance: Limitations and Exceptions to
Copyright’ in G
Krikorian & A Kapczynski, Access to
knowledge in the age of intellectual property (Zone, 2010) (on the
relationship between TPMs and balance in intellectual property); M
Besek,
‘Anti-Circumvention Laws and Copyright’ (2004) 27 Columbia
Journal of Law and
the Arts 385 (on the lack of subtlety and decision-making in TPMs).
[78] D
Booton and A
MacCulloch, ‘Liability for the circumvention of technological
protection
measures applied to videogames: lessons from the United Kingdom’s
experience’
[2012] Journal of Business Law 165, 168, 186-7. See also
Reimsbach-Kounatze
& Wunsch-Vincent, 20 (arguing that revenue from royalties paid by
game
developers/publishers is the key source of income for console
manufacturers,
rather than income from the sale of consoles to users); N Daidj & T
Isckia,
'Entering the Economic Models of Game Console Manufacturers’
(2009) 73
Communications & Strategies 23-42 (characterising consoles as a
two-sided
market).
[79]
Noted in Sony v Ball [2004] EWHC 1739 [18]
without deciding the point; confirmed in R
v Gilham [2009] EWCA Crim 2293 [25].
[80] Case
C-355/12.
[81] Ibid
[31].
[82] Ibid
[30].
[83] G
Dickson,
‘Game over for excessive TPM?’ (2014) 24(6) Computers &
Law 5, 7.
[84]
[2010] EWHC
1932 (Ch)[19] (relying on and agreeing with Laddie J in Sony
v Ball [2004] EWHC 1739.
[85] Ibid
[17].
[86]
Lovell 7.
[87] See
for example
the recommended changes to sections 2(10) and 374 Copyright and Related
Rights
Act 2000 in the report of the Copyright Review Committee (Ireland).
[88] S
Stokes, Art and copyright (2nd edn
Hart, 2012)180 (discussing how English law prohibits unauthorised
copying of a
film recording (rather than ‘reshooting’) and as such
offers weak protection);
Booton & MacCulloch 176 (on requirements for unity in dramatic
works); P
Gottlich, ‘Online games from the standpoint of media and
copyright law’ IRIS
Plus 56, 58-59 (on variation in games as film works across Europe).
[89] A
Ramos and
others, The legal status of video games:
comparative analysis in national approaches (29 July 2013) [14].
[90] Lee,
872-3.
[91] Case
C-406/10 SAS Institute v World Programming.
[92] Case C-403/08 FA
Premier League [149]; FA Premier
League v QC Leisure [2008] EWHC 1411 (Ch) [185], [207], [279].
[93] British Sky
Broadcasting v Avalonbar [2014] CSOH 39.
[94] See
for example
S Sugar, ‘Legal protection of video games’ (1982) 1
International Media Law
22-3 (arguing, under ‘imitations’, that cases were pending
and that an
identical game and possibly a similar game would constitute
infringement, based
on artistic and musical works – but that in policy terms a game
should be
treated as a film and the software instructions as a script.
[95] Lee
(at 866)
highlights the low entry barriers to smartphone app markets as a factor
in the
recent prominence of allegations of cloning.
[96]
[2007] EWCA Civ
219.
[97] Case
C-393/09 Bezpečnostní softwarová asociace;
see also Stokes, 111.
[98] Lee
has argued
(at 868) that this concern can be addressed through balancing tests.
However,
there was little agreement among those we spoke to on what those tests
should
be.
[99] __,
‘What
happened to the iOS gaming revolution?’ Edge
(March 2014) 78-85, 80.
[100] __,
‘Community
matters’ (Edge July 2014) 14
(discussing a dispute between Stoic and King; the latter is the
developer
responsible for the very successful Candy
Crush Saga).
[101] Now
the
Intellectual Property Enterprise Court.
[102]
[2013] EWPCC
B1.
[103]
[2013] EWHC
1945 (Ch).
[104] __,
‘Lynch mob’
Edge (Christmas 2013) 18 (referring
to Square Enix).