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Davis LLP Web Logs or "Blogs" are intended to provide general comments on developments in the law. They are not intended to be a comprehensive review nor are they intended to provide legal advice. Readers should not act on information in the blogs without seeking specific advice on the particular matter. Please contact a lawyer listed on the blog pages for additional details, or to discuss how blog information is relevant to a specific situation.

Video Game Law Blog

» January, 2008

The “Terminator” Continues the Battle Against Violent Content

The State of California is the site of an ongoing battleground between free speech advocates and legislators seeking to limit access to violent video games.

A law passed by the State Legislature in 2005 that would imposed fines and other sanctions on persons who sold certain video games to minors, was struck down by the a U.S. district court last August.

However, following up on a promise he made after the ruling, Governor Arnold Schwarzenegger recently announced that the State of California has filed an appeal of the district court decision with the U.S. Court of Appeals.

More coverage at: GamePolitics

Sony Abuzz about Trade-mark Suit

Sony Computer Entertainment Europe is facing claims of trade-mark infringement from Buzztime Entertainment, a California-based maker of interactive electronic trivia games that are often found in bars and restaurants. According to the suit filed last week in the Southern District of California, SCEE’s “Buzz!” line of quiz games for the PlayStation 2 and its tagline “It's time to get buzzing" violate several of Buzztime’s registered trade-marks. The suit contains allegations against SCEE of "malicious, fraudulent, knowing, willful and deliberate" trade-mark violation, and accuses the company of intentionally misleading consumers into associating the Buzz! video game franchise with Buzztime's products. Buzztime is asking the court for actual damages, punitive damages, legal fees, and an order to the US Patent and Trademark Office not to register SCEE's pending trade-marks.

Buzztime does not have a trade-mark on the use of the word "buzz" in video games, but has trade-marked similar phrases including "Buzztime," "Buzzhead," "Share the Buzz," and "Buzzkids." SCEE has apparently filed for three "Buzz!" trademarks that have not yet been registered.

Coverage at GameSpot.

Summary by Mike Mjanes.

Manhunt 2 Still Banned in UK

Despite a successful appeal to the British Video Appeals Committee (see our previous coverage), it appears Rockstar Games is still not able to release the controversial Manhunt 2 in the UK. On January 24, 2008 the High Court ruled overturned the VAC’s ruling, telling the committee that it must reconsider its decision because it had committed a "clear error of law" in its approach to the question of harm.

As a result, Rockstar is still unable to sell the game in the UK, despite submitting a new version based on the cuts made for the M-rated US edition of the game. Rockstar has stated: "we believe the VAC decision was correct and do not understand the court's decision to expend further public resources to censor a game that contains content well within the bounds established by the BBFC's 18-plus ratings certification."

Coverage at GameSpot.

Summary by Mike Mjanes.

“Hot Coffee” Compensation Announced

Take-Two Interactive has announced details of its compensation plan for gamers who purchased copies of Grand Theft Auto: San Andreas before July 20, 2005 - the version which contains the sexually-explicit “Hot Coffee” mod. The discovery of the hidden data by modders led to a firestorm of criticism for Take-Two and Rockstar Games, and culminated in a class action in the US.

Take-Two is offering to refund customers on a sliding scale depending on how much evidence of purchase they can provide, with a basic payment of up to USD $5 if a person has no details or original game disc. A file claim form is available from the settlement web site. Anybody claiming must swear under penalty of perjury that they were "offended and upset" by the possibility of the modified content, that they wouldn't have purchased the game if they'd known beforehand about the possible modification, and that on finding out about the Hot Coffee content they would have returned the game for a refund if they thought it was possible.

The offer is currently restricted to US citizens, and there is no indication that Take-Two is planning to extend the refund scheme to other territories.

Coverage at GameSpot.

Summary by Mike Mjanes.

Perpetual Entertainment sued by PR Firm over Gods and Heroes: Rome Rising

After announcing that its MMO, Gods and Heroes: Rome Rising, would be put on hold so that it could focus on Star Trek Online, Perpetual Entertainment was sued by its former PR firm, Kohnke Communications.

Kohnke claims that Perpetual owes it monies for outstanding invoices, as well as for bonuses Kohnke would have made, depending on the success of Gods and Heroes. Kohnke's suit also alleges that Perpetual fraudulently transferred its assets in order to avoid paying debts to Kohnke.

Coverage at: 1Up.com

World of Warcraft Lawsuit Moving Forward

The class-action lawsuit against IGE is moving ahead, slowly but surely. That lawsuit, filed on behalf of all World of Warcraft players, alleges that IGE (by gold farming, spamming, etc.) has prevented players from receiving the full benefits they are entitled to as third-party beneficiaries of Blizzard's Terms of USE and End User License Agreement.

On January 3, 2008, IGE filed an answer, denying all of the allegations in the plaintiffs' complaint. As well, on January 22, 2008, the plaintiffs issued discovery requests to IGE, seeking attachments to a purchase agreement through which many of IGE's assets were sold to Jonathan Yantis.

IGE has 30 days to respond to the request.

Coverage at: Virtually Blind and: MMO Citizen

Tariff 22A Decision and video game music

The Society of Authors, Composers and Music Publishers of Canada (SOCAN), the collective society mandated to collect royalties for musical works in Canada, proposed a tariff to the Copyright Board of Canada (the Board) targeting musical works communicated by means of Internet transmission. SOCAN’s proposed tariff rate, retroactively covering the years 1996 to 2006, worked as a percentage of either gross revenues or gross operating revenues. Among the rates proposed were: 10% for music websites that offered downloads with previews, 7% for music sites without previews, 16.7% for sites with on-demand streams, and 4% for game websites (including gambling).

Several parties objected to the proposed tariff, including the Entertainment Software Association (ESA) on behalf of Canadian video game publishers and distributors. The ESA argued that downloading over the Internet was not a “communication to the public” by telecommunication, as required by the Copyright Act, and that no liability existed for point-to-point digital delivery of video games to end users. The ESA also argued that music made up a minute part of the total audiovisual output of a video game, and that video game publishers generally enter into agreements with third-party rights holders to provide music for video games. Therefore, rights holders are fully compensated in advance of the game’s publication.

However, the ESA also submitted that if the Board must certify a tariff, the only acceptable proxy was the existing “low music use” tariff, which is 0.8 per cent of advertising revenues related to music. A further discount of 90 per cent should be applied to reflect that music “is never the main feature of any communication that might occur on a video game publisher’s site.”

The Board held that, per the Supreme Court of Canada’s decision in SOCAN v. Canadian Assn. of Internet Providers (CAIP), a musical work is communicated to the public by telecommunication when a server containing the work responds to a request for a download, and it is the person who makes the work available on the Internet who authorizes its communication. The Board also held that the communication of software in which music is embedded is no different than communication of a television program containing music. The Board did not agree with the ESA’s argument that the proper approach to addressing music within games was contractual rather than regulatory, given the context of SOCAN’s regime.

In the end, the Board certified a tariff, although not the one proposed by either SOCAN or the ESA. The Board decided to only deal at this time with uses targeted in an earlier tariff, commonly referred to by the Board as the “CSI - Online Music” tariff. These uses include permanent downloads, limited downloads and on-demand streams. A tariff for musical works contained in video games was not set. The Board held that dealing with the other uses targeted in Tariff 22 (such as video games) would “raise administrative and wording issues that will require extensive negotiations with the parties.” Nevertheless, in their response to ESA’s arguments the Board indicated that it considered music in video games a communication to the public by telecommunication, and open to regulation by tariff.

On that basis, the Board held that if a communication to the public involved the communication of a work within SOCAN’s repertoire (by one of the targeted uses) then SOCAN was entitled to a tariff. The tariff rates were set at 3.1% for permanent downloads, 5.7% for limited downloads, and 6.8% for on-demand streams (after discounts). Minimum fees were also established, based on the number of “subscribers”.

Subsequently, five of the objectors, including the ESA, applied to the Federal Court of Appeal for judicial review of the Board’s decision.

RE: SOCAN Statement of Royalties, Internet-Online Music Services
October 18, 2007 Copyright Board of Canada
61 CPR (4th) 353
KEYWORDS: tariff - royalties - digital music - Copyright Board
Summarized by Michael Mjanes

Ginko Financial Could Be In Hot Water Again

Following its demise this summer, “self-styled” virtual bank Ginko Financial was thought to have disappeared into the ether - literally. It appears to have indirectly reared its less than popular head - on eBay no less. According to Ginko’s own site, it is selling a “1U Rackmount Xeon 5160 Server” on eBay to the tune of $3200USD. Apparently the“1U Xeon server works great”. No bids however had been received as of the day of this posting.

Many believe that Ginko’s failure in Second Life is the reason Linden Labs instituted its policy, to take effect today, regarding the removal of “virtual ATMs [and] other objects that facilitate the operation or in-world banking” (see previous post).

For those looking to collect on Ginko’s bad debts - chasing down hardware being sold off on eBay probably won’t bring them much joy. I also wouldn’t be comforted by the claim (on the eBay ad) that “hard disk drives will be erased”.

Coverage at Virtually Blind

China to Restrict On-Line Games?

Reported statistics about on-line gaming in China are pretty staggering: there are about 40.2 million on-line gamers, and 2007 on-line game sales exceeded $1.46 billion. The flip side is growing concern about on-line addiction, and the growing trend of blaming much of juvenile crime on on-line gaming obsessions.

In fact, Chinese authorities are apparently considering implementing new rules to restrict "undesirable elements" of on-line games. According to one official, on-line games are a kind of "spiritual opium", and the gaming industry will suffer by being increasingly marginalized if steps aren't taken to control things.

We wonder exactly which "undesirable elements" will be the focus of any government restrictions, and will stay tuned for further details.

Coverage at News.com.

XBOX Live Lawsuit Update

We commented last week on the Texas lawsuit against Microsoft which was prompted by the problems XBOX Live experienced over the holiday season (see our previous post). The plaintiffs' lawyer has since spoken about their side of the story, assuring everyone that it is not a money grab and that they are legitimately trying to make Microsoft accountable for collecting money for a service that doesn't work.

Coverage at GameDaily.com.

India Mulling Video Game Ban?

GamePolitics cites various sources which claim that the Indian government is contemplating legislation banning violent video games. It's not clear what form the ban might take (for example, will legislators look to the various pieces of legislation that have been put forward?).

Ironically, one commentator suggests that a band on selling violent video games won't have much impact because many gamers in India prefer to buy illegal (i.e., pirated) games anyways.

GameON Forum - Toronto

Attention all game business people in the Metro Toronto area: The GameON Finance Forum is taking place on January 17 and 18 in Toronto.

we're proud to say that Sarah Dale-Harris, one of our very own video game lawyers, will be sitting on a dynamic panel on Friday afternoon to discuss the ever-vexing question of "Do Game Developers Need to Focus More on Tech IP Commercialization?". We encourage you to attend to get the scoop of IP commercialization.

Stalking Charge Linked to On-Line Activities

A 20-year-old man was recently arrested an charged with stalking a 15-year-old-girl. This appears to be another situation where the initial contact between the parties was on-line (in this case apparently through X-Box Live). After making initial contact, the man allegedly then commenced a series of acts of harassment.

More coverage at: Topix

Nintendo and Sony Sued for Violating Controller Patents

Nintendo and Sony have been the latest video game manufacturers to be accused of infringing patents in producing video game controllers. Copper Innovations Group has commenced lawsuits in Pennsylvania alleging that Nintendo and Sony infringed a patent Copper filed in January 1996.

Nintendo may face additional claims as a video has been released of a “motion controller” being used by a former employer of Midway Games in 2000, several years before Nintendo released its famous Wii motion controller.

Sony previously settled another claim for a controller-related patent infringement as did Microsoft. The amounts of these settlements ($86 million paid by Sony and $26 million by Microsoft) were significant and definitely highlight the value of patents.

More coverage at Gamasutra and Kotaku

WILL YOU BE OUR FRIEND?

Hasbro, the owner of the board game SCRABBLE, has sued Facebook for copyright infringement, claiming that the Scrabulous game on Facebook violates Hasbro’s copyright in SCRABBLE. Hasbro is keen to protect its IP in the electronic frontier, especially since Hasbro signed an agreement last year with EA to create electronic versions of its board games including Scrabble. More on that story here.

In a slightly related story (actually, only related in the sense that it also involves Facebook), we have heard your overwhelming demand, caved to the pressure, and created a VideoGameLawBlog fan group on Facebook (here’s the link) so that now all four of you out there can publicly and proudly show your support for our blog. Sheesh, what next… paparazzi?

Second Life Patent and Trade-Mark Office: It was only a matter of time really...

Two brave entrepreneurs have finally ventured into the frontier of virtual intellectual property protection and have opened a “Second Life Patent and Trademark Office” at www.slpto.com. It was only a matter of time really, so what are the real world implications? In some ways, it is anyone’s guess; however, I can’t resist being an armchair critic and throw out a few initial thoughts. Plus, as a lawyer and trademark agent in the real world, how could I ignore a comment like this:

“It is our goal to provide the tools to allow you to protect your intellectual property, without expensive attorney's fees or long, drawn out processes.”

But can they do what they claim and “protect your intellectual property?”

Seriously though, I promise I’m not being “sour grapes” about this. I have an avatar (albeit, I admit, with a totally lame handle) in Second Life who resides in our virtual Davis LLP office, so clearly I think this is really exciting stuff! I think the SLPTO project is quite provocative and has at the very least, sparked some interesting debate (amongst types like me anyway) if not opportunity for its creators. For instance, if I can sue for trademark and copyright infringement that takes place in Second Life, in the real world, on the basis of real-world registrations - why would I apply/register in Second Life when I can apply/register at say, the Canadian Intellectual Property Office (CIPO) or the United States Patent and Trademark Office (USPTO)? Apart from the fact that it is free of course. With no legal standing and no statutory rights to enforce, how big could the SLPTO’s teeth really be? On the other hand, could a registrant in Second Life rely on evidence submitted to the SLPTO to enforce real world rights? Surely, the question of common law rights (in Canada and the U.S. anyway) would arise because of use - even if it is use in the context of a three-dimensional virtual platform. So maybe it is worth a try - if only to create an evidence trail at common law - for free. And for fun of course… which is what this is really about, right?

For my part, I’m not convinced that “Real Protection for Virtual Assets” is much more than a couple of clever and adventurous guys trying to take advantage of a potentially lucrative opportunity in cyberspace. But hey - you can’t blame them for trying. It isn’t as though it didn’t cross our own minds.

Caveat Emptor - Or Not... Linden Labs To Shut Down "Banks" In Second Life

In the wake of the collapse of “Ginko Financial” in August 2007 and a significant number of Resident complaints that in-world “banks” are defaulting on their promises, Linden Labs has decided to break with its tradition of not interfering with “in-world” activities by prohibiting in-world companies from offering interest or any direct return on investments in Second Life.

Starting January 22, 2008, Linden Labs will be removing from Second Life “any virtual ATMs or other objects that facilitate the operation or facilitation of in-world “banking,” i.e., the offering of interest or a rate of return on L$ invested or deposited”. Linden Labs has indicated that after January 22, 2008, it will have the right to sanction companies offering so-called banking services by means of “suspension, termination of accounts, and loss of land”.

The policy does not appear to extend to companies that submit appropriate, approved documents from a regulatory authority qualifying them as a “[chartered or registered] bank” or to companies that do not accept payment in exchange for investments - but “who are merely conducting marketing or education”.

This is not the first time Linden Labs has stepped in. It took a similar position in the past with respect to gambling in Second Life. So what about in-world “lawyers”? Has this latest issue about in-world “banking” possibly brought to light issues of broader application, for instance, in respect of “professional” designations/organizations operating in Second Life?

Coverage at Second Life Blog

Answers to FAQs regarding Linden’s policy at Second Life

EA Completes Acquisition of VG Holding Group

In an effort to expand its portfolio and in the hopes of securing a leading competitive position in the RPC, action and adventure genres, Electronic Arts has completed its acquisition of VG Holding Group, bringing BioWare and Pandemic Studios under the EA Games umbrella.

According to EA Games president, Frank Gibeau, “BioWare Corp. and Pandemic Studios are two world-class studios and bring strong, highly compatible cultures of creative excellence to the EA Games Label. Their strengths in the RPG, action and adventure genres further broadens EA’s portfolio, and reinforces our commitment to creating the world’s greatest interactive entertainment.”

IP acquired by EA Games includes Dragon Age, Mercenaries 2: World in Flames and Saboteur, as well as the 2007 Game Critics “Best Console Game” and “Best RPG”, Mass Effect.

Coverage at: Yahoo and
Gamasutra.

Why do politicians keep proposing anti-violence video game legislation?

It’s a good question, especially in the US where the legislation is regularly struck down as being unconstitutional. Maybe the answer, in part, is that some people don’t know where to draw the line.

For example…

How about a game where you can shoot down planes before they crash into New York landmarks? The game called “New York Defender II” has outraged many Americans, as you’ll see from these reports on Fox and First Coast News.

Or how about “Mega Man vs. Polish Immigrant”, a game where you decide whether to fatally taser an immigrant at an airport. The game is a parody of the death of Robert Dziekanski, who was tasered at the Vancouver International Airport after becoming irate at RCMP officers. That game isn’t going over well either, as you’ll see from reports on GamePolitics and Gaming Today.

There are plenty of other examples. Here’s one from our blog last year.

It’s only a matter of time for the next bill to be tabled…

Microsoft Faces XBOX Live Lawsuit

Microsoft's XBOX Live network, an on-line system which allows subscribers to access content and play games over the Internet, experienced difficulties over the holiday season due increased demand. Microsoft has acknowledged that the service problems are not acceptable, and has promised that subscribers will be given a free game to make up for the connection difficulties. However, apparently that is not enough for some -- 3 individuals in Texas have sued Microsoft for breach of contract and negligent misrepresentation over the system outages.

The lawsuit, which is filed on behalf of the individual plaintiffs and other XBOX Live subscribers, alleges that Microsoft should have known that there would be increased usage over the holidays (due in part to new subscribers), and should have made sure there was enough server capacity to keep things running smoothly. The suit claims damages of over $5 million.

While the system difficulties obviously had near devastating impact on the plaintiffs, their claim will have to address the XBOX Live terms of use. This contract, to which all subscribers agree, expressly states that the XBOX Live service is provided "as-is", "with all faults" and "as available", and that Microsoft gives no express warranties, guarantees or conditions. It also limits liability to direct damages, up to an amount equal to one month's service fees. Disclaimers and limitations of liability are not always enforceable, but unexpected network outages and system overloads come with the territory and most on-line agreements contain clauses addressing these issues. The lawsuit seems to have little merit, but it will be some time before there are any further developments.

Coverage at GameSpot.