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网络游戏直播平台的游戏视频版权问题研究

发布时间:2018-05-08 00:21

  本文选题:游戏直播视频 + 合理使用 ; 参考:《宁波大学》2017年硕士论文


【摘要】:伴随着我国网络游戏产业的飞速发展,熊猫、虎牙、龙珠等游戏直播平台如雨后春笋般涌出,并形成了相对完善的产业体系。随之而来的是网络游戏直播产业在法律保护上出现了许多问题,主要是因为网络游戏直播产业主体比较复杂,我国著作权法上对此并无明确规定,并且我国对于作品独创性的认定上没有统一有效的标准。我们认为有必要去论证网络游戏直播平台的游戏视频是否是著作权法意义上的作品以及此类视频传播是否具有合理性与合法性;对网络游戏视频根据其特点进行分类并分类论证其权利属性,并厘清不同类型网络游戏直播过程中所产生的游戏视频权利归属,通过法律来保护网络游戏平台游戏视频的相关权益,以促进其产业蓬勃发展。笔者将对上述问题进行讨论。第一部分,探寻网络游戏直播平台游戏直播视频的发展脉络,讲述游戏平台的起源,提出网络游戏平台直播视频这一概念;其次,以游戏视频的发展为核心,拓展出世界几个发达国家网络游戏直播平台直播视频的发展现状,以期为后文的进一步论述明确方向。第二部分,探讨网络游戏平台游戏直播视频的主播是否构成对游戏作品的合理使用。笔者认为对游戏直播视频涉及的版权的保护,可以借鉴美国《版权法》中的原理,来完善我国《著作权法》修订草案送审稿第四十三条之规定;对网络游戏直播视频作者在网络游戏平台直播视频是否是对于游戏软件的合理使用,关键在于其直播的网络游戏视频是否具有“转换型使用”,网络游戏视频作者的对于其权利主体地位的取得,要建立在该游戏视频是对游戏软件的合理使用以及游戏视频具有独创性的基础上。笔者认为如果在网络游戏平台的主播没有侵害网络游戏软件的著作权人受保护的利益的情况下,适当的将这些行为纳入到合理使制度中去。不能用“为个人学习、研究或者欣赏”的规定将合理使用的范围固定,对于玩家在网络上相互交流学习,就不需要游戏版权人的许可,甚至可以超出我国合理使用制度中对于适当性规定的范围。第三部分,对网络游戏直播视频进行分类,具体分为:大型网络游戏直播视频、单机游戏直播视频、对战类游戏直播视频。笔者从游戏软件作者给予玩家游戏自由创作空间的大小入手,结合我国以及美国版权法制度分析了游戏视频主播在著作权法地位。在第三部分中笔者着重分析了对战类游戏直播视频,将对战类游戏视频分为两类,可将对战类游戏视频分为两类分别进行讨论。第四部分通过前文的分析,对各种不同类型的网络游戏平台直播视频的分类讨论,探索我国对于网络游戏平台直播视频的保护困境。结合我国的实际情况进行分析,明确法律应保护的具体范围,以及调整方向。
[Abstract]:With the rapid development of the online game industry in China, the Panda, Tiger teeth, Dragon Ball and other game broadcasting platform sprang up, and formed a relatively perfect industrial system. What follows is that there are many problems in the legal protection of the online game direct broadcast industry, mainly because the main body of the online game direct broadcast industry is relatively complex, which is not clearly stipulated in the copyright law of our country. And there is no uniform and effective standard for the originality of the works in our country. We think it is necessary to prove whether the video of the online game live broadcast platform is a work in the sense of copyright law and whether the dissemination of this kind of video is reasonable and legitimate; This paper classifies the online game video according to its characteristics, classifies and demonstrates its right attribute, and clarifies the right attribution of the game video generated during the live broadcast of different types of online games. To protect the rights and interests of online game platform video through the law, to promote the development of its industry. The author will discuss the above problems. In the first part, the author explores the development of the online game live video, narrates the origin of the game platform, and puts forward the concept of the online game platform live video. Secondly, the development of the game video as the core, This paper develops the current situation of the live video on the online game broadcasting platform in several developed countries in order to clarify the direction of the further discussion. In the second part, the author discusses whether the anchorman of the online game platform constitutes a reasonable use of the game works. The author believes that the protection of copyright involved in live video games can be used for reference from the principles of the United States copyright Law to improve the provisions of Article 43 of the revised draft of the copyright Law of China; Whether the author's live video on the online game platform is a reasonable use of the game software, the key lies in whether the live video of the online game has a "transformational use". The author of the online game video should be based on the rational use of the game software and the originality of the game video. The author thinks that if the anchorman of the online game platform does not infringe the interests of the copyright owner of the online game software, it should properly bring these behaviors into the reasonable system. You cannot use the "study, Research or appreciation for an individual" rule to fix the scope of reasonable use. For players to communicate with each other on the Internet, there is no need for the license of the game copyright owner. It can even exceed the scope of the proper provisions in the system of rational use of our country. In the third part, live video of online games is classified into three parts: live video of large-scale online game, live video of single game and live video of war game. The author starts with the size of the free creation space given by the author of the game software, and analyzes the position of the game video anchor in the copyright law combined with the copyright law system of our country and the United States. In the third part, the author focuses on the analysis of the live video of the war game, and divides the video of the war game into two categories, which can be divided into two categories respectively. The fourth part discusses the classification and discussion of different types of live video on the online game platform through the analysis above, and explores the protection dilemma of the live video on the online game platform in our country. According to the actual situation of our country, this paper clarifies the specific scope of legal protection and the direction of adjustment.
【学位授予单位】:宁波大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:D923.41

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