Legal aspects of e-sports with special emphasis on copyright law
Ewelina Szatkowska
Uniwersytet GdańskiAbstract
E-sport has become a popular social phenomenon, and its representatives
are entities with significant popularity and marketing value. National and
international organizations and associations of such players are established
in order to organize their competitions. The development of e-sport makes it
questionable whether it can be treated on an equal footing with traditional
sport. Its potential is recognised by national governments, international organisations and even the International Olympic Committee has also taken
a position on its possible recognition as a sport. This paper aims to present the topic of e-sport which mainly involves the
use of intellectual property rights. Within the framework of e-sport, players
each time use computer games, the status of which in the intellectual property law remains in question. In the games there are also characters that may
constitute a separate subject of copyright protection, additionally in the case
of athletes, there is an issue of entities entitled to consent to the digitization
of their image. Another important subject remains the matter of legal qualification of an e-sport event, performances of individual players as pieces of
work within the meaning of copyright or artistic performances within the
meaning of related rights.
This paper aims to present the topic of e-sport which mainly involves the use of intellectual property rights. Within the framework of e-sport, players each time use computer games, the status of which in the intellectual property law remains in question. In the games there are also characters that may constitute a separate subject of copyright protection, additionally in the case of athletes, there is an issue of entities entitled to consent to the digitization of their image. Another important subject remains the matter of legal qualification of an e-sport event, performances of individual players as pieces of work within the meaning of copyright or artistic performances within the meaning of related rights.
References
Baker, B. J., Funk, D. C., Kim, D., Lee, M. A., Na, S., Pizzo, A. D., eSport vs. Sport: A Comparison of Spectator Motives [w:] Sport Marketing Quarterly, vol. 27, nr 2, West Virginia University 2018. Google Scholar
Bilicz, B., Wirtualny świat jako utwór samoistny. Twórcze wykorzystywanie elementów gier komputerowych. Machinima [w:] K. Grzybczyk (red.), Prawo w wirtualnych światach, Warszawa 2013. Google Scholar
Cerqueira, M., Machado, S., Monteiro, D., Travassos, B., E-sports: a legitimate sport? [w:] Cuadernos de Psicología del Deporte, vol. 20, nr 2, editorial I-II, Universidad de Murcia 2020. Google Scholar
de Menezes, J. (2018), Esports will not be added to Olympics because 'killer games are too violent' says IOC president Thomas Bach, https://www.independent.co.uk/sport/olympics/olympics-esports-wont-be-added-killer-games-too-violent-ioc-president-thomas-bach-a8522301.html. Google Scholar
Esports Association Polska, Będziemy kontynuować prezydencką inicjatywę Narodowej Drużyny Esportu, https://polskiesport.pl/bedziemy-kontynuowac-prezydencka-inicjatywe-narodowej-druzyny-esportu/. Google Scholar
Flisak, D., Utwór multimedialny w prawie autorskim, Warszawa 2008. Google Scholar
Gaudiosi, J., How the U.S. Is Killing It in eSports, https://fortune.com/2016/01/27/us-is-killing-it-in-esports/. Google Scholar
Gawrysiak, J., Jenny, S. E., Keiper, M.C., Manning, R. D., Taylor, B. J., Tutka, P. M., Williams, D. P. eSports Venues. A New Sport Business Opportunity [w:] Journal of Applied Sport Management, vol. 10, nr 1, Urbana 2018. Google Scholar
Grzybczyk, K., Rozrywki XXI wieku a prawo własności inetlektualnej, Warszawa 2020. Google Scholar
Hamari, J., Sjoblom, M., What is eSports and why do people watch it? [w:] C. Cheung (red.), Internet Research, vol. 27, nr 2, Bignley 2017. Google Scholar
Heas, S., Mora, P., From Videogamer to E-Sportsman: Toward a Growing Professionalism of World-Class Players [w:] M. Bittanti, S.Morris (red.), Doom: Giocare in Prima Persona. Milano 2005. Google Scholar
International Olympic Committee, Communique of The Olympic Summit of 28.10.2017, https://olympics.com/ioc/news/communique-of-the-olympic-summit. Google Scholar
International Olympic Committee, Declaration of the 8th Olympic Summit of 07.12.2021, https://olympics.com/ioc/news/declaration-of-the-8th-olympic-summit. Google Scholar
Karhulahti, V-M., Kari, T., Do E-athletes Move? A Study on Training and Physical Exercise in Elite Esports [w:] W. Bart (red.), International Journal of Gaming and Computer-Mediated Simulations, vol. 8, nr 4, University of Minnesota 2016. Google Scholar
Kurosz. K., Dokonania sportowców a przedmiot prawa do artystycznego wykonania [w:] Artystyczne wykonanie utworu. Prawa osobiste i majątkowe aktorów, muzyków i innych wykonawców, Wydawnictwo Prawnicze LexisNexis 2014. Google Scholar
Marcinoska L., Czy e-sport jest sportem? I co z tego wynika? [w:] Biuletyn nowych technologii, https://www.wardynski.com.pl/biuletyn_nowych_technologii/201604/B12_PL_Czy_e-sport_jest_sportem.pdf, Wardyński i Wspólnicy, Warszawa 2016. Google Scholar
Szatkowska E., Komercjalizacja wizerunku członków kadry narodowej i reprezentacji olimpijskiej, tj. problematyczny art. 14 ust. 1 ustawy z dnia 25 czerwca 2010 r. o sporcie. Analiza systemowa [w:] E. Szatkowska (red.), Współczesne problemy prawa do wizerunku. Zagadnienia wybrane, Gdańsk 2020. Google Scholar
Szpyrka, W., IEM Katowice 2019 pobił kolejne rekordy! Ponad 174 tysiące odwiedzających w Spodku!, https://sport.tvp.pl/41951563/iem-katowice-2019pobil-kolejne-rekordy-ponad-174-tysiace-odwiedzajacych-w-spodku. Google Scholar
Szpyt, K., Obrót dobrami wirtualnymi w grach komputerowych. Studium cywilnoprawne, Warszawa 2018. Google Scholar
Wojciechowska A., Autorskie prawa osobiste twórców dzieł audiowizualnych [w:] ZNUJ PWiOWI, Nr 72, Kraków 1999. Google Scholar
Uniwersytet Gdański