Abstract
In the videogame industry, tournament play is crucial for game publishers in creating a loyal fan base. Tournament play has spurred the development of third-party markets including streaming, commentary, and "modding" "”creating complementary software for existing games. This essay will examine the intertwined industries of videogames and streaming tournaments, and their turbulent relationship with copyright law through a case study of Super Smash Bros. Melee. In addition to exploring Nintendo's valid claims for protection under copyright law, this essay will analyze possible solutions to streaming copyright violations utilizing the fair use defense, including wider industry changes like implementing mechanical licenses for videogames to allow streaming to continue without copyright violations.
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Metadata
- Subject
Intellectual Property Law
Science and Technology Law
- Journal title
Boston College Intellectual Property and Technology Forum
- Volume
2022
- Pagination
1-12
- Date submitted
17 January 2023
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