摘要: | 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. |