Özgün Law Firm

Özgün Law Firm

EXPLORATION OF MOBILE GAMES IN LIGHT OF INTELLECTUAL PROPERTY LAW

EXPLORATION OF MOBILE GAMES IN LIGHT OF INTELLECTUAL PROPERTY LAW

I- Introduction

 

Mobile games pertain to interactive entertainment products designed for portable electronic apparatus, encompassing mobile phones, tablets, and handheld consoles. They are typically available for download, free of charge, from digital repositories dedicated to mobile applications. Monetary gains are garnered through in-game advertisements and transactions within the game interface. Owing to the proliferation of smartphones and the burgeoning presence of novice mobile game developers, accessibility to mobile games has substantially augmented, thereby nurturing industry expansion. Eclipsing alternative video game genres, the global financial receipts amassed by the mobile gaming sector amounted to $152 billion during the fiscal year 2022, attesting to the industry's salience and potential. Nonetheless, ambiguities prevail concerning the legal safeguards extended to mobile games.

 

Pursuant to the Intellectual and Artistic Works Act (IAWA) within the jurisdiction of Turkey, the recognition and safeguarding of an intellectual creation as a work are contingent upon the fulfilment of three fundamental prerequisites: the formal prerequisite, the objective prerequisite, and the subjective prerequisite. [1] The formal prerequisite stipulates that the intellectual creation must squarely fit into a specific category of works delineated within the legal framework. The objective requisite posits that the idea must be capable of being manifest in a discernible form. The subjective prerequisite mandates that the intellectual creation must exclusively pertain to its originator and possess a degree of uniqueness.

 

In the context of mobile games, the subjective prerequisite finds compliance when there exists a personal and distinctive input in the advancement of the game. The objective prerequisite attains fruition upon the material manifestation of the game, which is subsequently disseminated through digital platforms, accessible for download by the gaming community. Notwithstanding, a dilemma arises regarding the formal prerequisite. This concern arises due to the fact that games inherently avoid categorisation within the scope of specified work classifications outlined by the IAWA or established international agreements. This conundrum gives rise to an atmosphere of uncertainty regarding the legal status ascribed to games.

 

II- Appraisal within the Framework of IAWA

 

Mobile games, within the purview of Turkish Copyright Law, currently remain beyond regulatory oversight. Consequently, it is imperative to ascertain the constituent aspects of a mobile game that merit classification as a work. This preliminary determination lays the foundation for subsequent discourse involving the categorisation of the mobile game within the framework of distinct work categories.

 

Present-day mobile games are distinguished by the fusion of three foundational components, namely visual, auditory, and software elements. Visual components encompass discernible aspects comprising the game's setting, characters, objects, and symbols. Auditory components encompass sound elements integrated into the game, encompassing musical compositions, and surrounding auditory environment. Software components encapsulate the programmatic codes and source codes instrumental in the game's development. These software components harmoniously interact with the visual and auditory elements, thereby underpinning the interactive dynamism of the game.

 

In this context, thoroughly assessing all three main parts of mobile games requires matching them with the specific types of works defined in the IAWA. For games that skilfully combine these different parts, an important idea called the ‘multimedia concept’ emerges. The multimedia concept is a necessary framework wherein various assessments will be undertaken, including the smooth blending of visual, auditory, and software parts within the IAWA's different work categories.

 

It may be contended that mobile games potentially qualify for protection in a similar way to computer programmes, primarily due to their intrinsically interactive nature. However, a complete assimilation of mobile games into the category of computer programmes encounters limitations. The central concern lies in the exclusion of their visual and auditory components. It is important to underscore that mobile games represent intellectual creations, wherein different elements come together to create interactive content for user enjoyment. In contrast, computer programmes typically manifest as intellectual constructs geared towards technical functionality. In a discerning pronouncement rendered by the Court of Justice of the European Union, it is expounded that the realm of computer games transcends the confines circumscribed by computer programmes. [2]

 

Like movies, mobile games use a sequence of moving images to create an immersive virtual world. Cinematic works described in Article 5 of the Turkish Intellectual and Artistic Works Law (IAWA) go beyond traditional films. However, there is a difference between mobile games and movies, especially due to the involvement of software. While some aspects of mobile games might fit the definition of cinematic works in certain situations, a complete categorisation as cinematic works is not feasible. Mobile games rely on software for interactivity, a feature not found in movies. Therefore, considering mobile games as purely cinematic, especially those closely resembling computer programmes, is not accurate. It is better to avoid broadly labelling mobile games as cinematic works. However, specific elements like moving image sequences and game characters need careful thought and protection based on established criteria. [3]

 

The final aspect under consideration pertains to multimedia. Multimedia is a special type of creation where different forms of art come together in a digital space, allowing users to interact with them. Instances of multimedia encompass interactive television productions, museum guides, e-commerce product catalogues, and video games. However, a debated issue arises when it comes to categorising video games as multimedia. This is mainly because video games combine elements of movies and software. Given the absence of explicit regulatory provisions within the Turkish Intellectual and Artistic Works Law (IAWA) governing multimedia constructs, the proposition of inventing a novel classification to encompass mobile games may not align with established legal practices. Nevertheless, it is possible to consider mobile games as a form of multimedia due to their mixed nature.

 

The core legal principles support the idea that different parts of mobile games can be protected under various types of works. The software part, which is like the game’s brain, might get protection as a computer programme. The characters in the game could be protected in a similar way to fine art. Additionally, the auditory composition, inclusive of music, could conceivably be safeguarded as a distinct musical work. Nonetheless, an academic discourse persists with regards to the overarching protection accorded to mobile games in their entirety. While two predominant classifications, namely computer programmes and cinematographic works, arise, it is suggested that adding a new group just for multimedia works. This idea comes from how games combine elements from these two main groups.

 

Another important aspect to consider when protecting the intellectual property of mobile games is the idea of public disclosure. Public disclosure happens when an intellectual creation is shared with the general public with the author's permission. [4] This concept is crucial in Intellectual Property Law because it marks a point where the work can be financially used. Given the influential role played by independent producers in the mobile gaming industry, this principle becomes even more significant.

 

This becomes important, especially when game producers, who work independently, sell their games to big companies. In these transactions, they often need to share certain ideas and technical details. Because the typical secrecy used in business does not work for mobile games, other legal methods become more important. In this context, using a confidentiality agreement is a suitable choice.

 

A confidentiality agreement is a formal contract designed to prevent the sharing of technical or business information. Because mobile games involve various aspects, some of which might not meet the requirements for intellectual property protection, using a confidentiality agreement is a sensible choice. Having such agreements in place is especially important now, given the current situation where there is a rapid increase in independent mobile game creators working at the edges of the industry. By using this practical approach, mobile game developers can strengthen their position and legal options if there are potential violations.

 

Another important issue that needs attention is the practice of game cloning. Game cloning refers to intentionally creating a game that is very similar to a successful one by copying its unique features. This has become quite common. Mobile games are especially vulnerable to cloning because they can be quickly consumed and easily copied. The trend of cloning successful games can go unnoticed among the flood of new games being released on mobile platforms, resulting in unfair financial gain through the unauthorised replication of profitable paid games.

 

To determine if a game is a clone, using the ‘must-have scenes’ principle offers a sensible method. This principle involves carefully examining whether the copied elements are broad themes or unique, original creations. To complement this approach, mobile app stores should create effective filters to prevent cloning from infiltrating the mobile gaming market. Suspending or closing accounts of those who create clone games can be a strong measure to protect the rights of the original creators, helping to reduce the risks of unauthorised copying.

 

Another issue that can come up in the world of mobile games is when other people use the characters from a mobile game without the author's permission. This worry comes from the fact that mobile game characters can become popular on their own, separate from the game itself.

 

The way fictional characters are legally defined leads to debates because they exist both within the game and on their own, able to be protected separately from the game itself. However, it is significant to highlight that this protection only applies to characters with noticeably unique features. The standard set by the Nichols v Universal case gives a legal framework to assess if a character is distinct and original. It makes sense to use this criterion as a guide to decide if mobile game characters should be legally protected.

 

Firstly, for a character to be protected by intellectual property law, the character that is claimed to be infringing must be noticeably unique. At the same time, the character being claimed as infringing must bear sufficient semblance to the original character to make a valid claim of infringement. If a claim of infringement is proven, the author can take legal action using the options outlined in Articles 68-72 of the Intellectual Property Law, including civil and criminal routes.

 

III-Conclusion

 

In conclusion, mobile games have rapidly gained popularity and become valuable intellectual creations with commercial significance. This rise in significance has also led to more legal disputes related to mobile games. However, there is a lack of clear legal guidance both within Turkish law and international frameworks for effectively resolving legal disputes related to mobile games. Therefore, there is a need for more in-depth research and regulatory efforts to reduce these ongoing uncertainties.

 

Yet, it is contended that mobile games inherently combine different aspects, supporting the idea that they could be protected as multimedia works. While this makes sense, it requires adding a new legal category for multimedia works, which is not currently present in the law. Until such a change is made, the different parts of mobile games will be protected under various existing categories, depending on how they qualify for protection.

 

Att. Merve Hilal Menteş        

Translated by: Sude Çapoğlu

 

References:

1. Cahit Suluk, Rauf Karasu, Temel Nal, Fikri Mülkiyet Hukuku, 6th Ed., Seçkin Yayıncılık, Ankara, 2022.

2. Mustafa Aksu, Bilgisayar Programlarının Fikri Mülkiyet Hukukunda Korunması, Institute of Social Sciences of Istanbul University, İstanbul, 2006

3. Yakup Bal, Mobil Oyunların Fikri Mülkiyet Hukuku Kapsamında Eser Olarak Korunması, Fikri Mülkiyet Hukuku Yıllığı, Yetkin Yayınları, Ankara, 2021

4. Ünal Tekinalp, Fikri Mülkiyet Hukuku, 5th Ed., Vedat Kitapçılık, İstanbul, 2012

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