dc.description.abstract | 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. | en_US |