English  |  正體中文  |  简体中文  |  Items with full text/Total items : 65318/65318 (100%)
Visitors : 21627296      Online Users : 218
RC Version 7.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version


    Please use this identifier to cite or link to this item: http://ir.lib.ncu.edu.tw/handle/987654321/75920


    Title: 電子遊戲實況與直播之著作研究;Copyright of Gameplay and Live Game Streaming
    Authors: 黃麗瑾;Huang, Li-Chin
    Contributors: 產業經濟研究所
    Keywords: 電子遊戲;電子競技;遊戲實況;遊戲實況直播;著作權;video game;esport;gameplay;live game streaming;copyright
    Date: 2018-01-30
    Issue Date: 2018-04-13 11:17:21 (UTC+8)
    Publisher: 國立中央大學
    Abstract: 電子遊戲產業發展數十年,隨著數位科技與網路技術的進步,遊戲產
    業持續興盛外,更帶動遊戲實況直播產業之發展。過去數年間越來越多玩
    家利用電腦、手機、家用遊戲機和掌上型遊戲機投入電子遊戲操作,亦有
    將遊戲實況透過網路同時傳遞給網路使用者觀看,部分玩家在操作遊戲的
    時供人現場觀看或透過網路直播其遊戲實況,專業選手則授權比賽主辦方
    在公開之電競比賽時透過網路直播其遊戲實況。
    這些電子遊戲玩家、實況主和專業選手作為電子遊戲產業、遊戲實況
    直播產業和電子競技產業之一員,以不同的方式和目的於不同情境下分享
    其遊戲實況,而數位科技和網路的進步,使觀看遊戲實況或遊戲實況直播
    之第三人可以輕易的使用數位工具重製或改作上述玩家等人的遊戲實況
    與相關影音,惟現況下針對此種作品之著作權適格性與著作之利用等爭議
    並無詳細討論。然而本文以為在此分享遊戲實況的潮流之下,玩家和實況
    主們作為相關衍生創作的創作者,在遊戲文化與傳遞中扮演了不可或缺的
    重要角色,這些創作的著作適格性與性質應被納入討論以保護創作者投入
    於遊戲和直播中的精神力,以及此種電子遊戲新興文化之傳播。
    因此本篇論文嘗試以電子遊戲市場現況和我國著作權法為基礎,探討
    電子遊戲、遊戲實況、遊戲實況直播和電子競技之相關著作爭議之著作權
    適格性、著作性質,釐清相關法律關係、爭議,並給予建議。;The industry of video game has been growing for decades, it becomes much
    more thriving and prosperous these years due to the improvement of technology
    and the internet, and the development of live stream industry. In past few years,
    there are more and more people using their computers, cellphones, home console,
    and handled console, etc., to play video games, and even stream their gameplay
    online at the same time. A lot of players, streamers and professional gamers are
    involved in the business of video games, live game streaming and esport, some
    of the players play games with other people watching just near them, or stream
    their gameplay online, and the professional gamers competes in public
    competitions with the hosts webcasting the gameplay.
    Due to the advance in technology and internet recently, people can easily
    copy or adapt the players’, streamers’ and professional gamers’ gameplay by
    means of digital tools. In present, there isn’t much discussion about the copyright
    issues above. However, in the trend of sharing gameplay, players and streamers
    being the most important creators of such derivative works and indispensable
    roles of game culture and communication, the copyright nature of their works
    must be determined to protect the creators’ devotion when they play games or
    streams, and also the communication of this new culture of video games. Hence
    this thesis try to figure out the copyright nature of video games, gameplay and
    the related copyright issues of live game streaming and esport mostly based on
    current environment of game market and copyright law.
    Appears in Collections:[產業經濟研究所] 博碩士論文

    Files in This Item:

    File Description SizeFormat
    index.html0KbHTML199View/Open


    All items in NCUIR are protected by copyright, with all rights reserved.

    社群 sharing

    ::: Copyright National Central University. | 國立中央大學圖書館版權所有 | 收藏本站 | 設為首頁 | 最佳瀏覽畫面: 1024*768 | 建站日期:8-24-2009 :::
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback  - 隱私權政策聲明