Issue |
E3S Web Conf.
Volume 218, 2020
2020 International Symposium on Energy, Environmental Science and Engineering (ISEESE 2020)
|
|
---|---|---|
Article Number | 04020 | |
Number of page(s) | 4 | |
Section | Environmental Climate Change Monitoring and Urban Protection Planning | |
DOI | https://doi.org/10.1051/e3sconf/202021804020 | |
Published online | 11 December 2020 |
Research on Copyright Protection of Computer Games
Department of Law, Wuhan Dong hu University, Wuhan, Hubei, 430212, China
* Corresponding author’s e-mail: 157927951@qq.com
With the development of the Internet economy, computer games have developed rapidly in recent years. At the same time, with the increasing prosperity of computer games, many infringement problems have also arisen. The concept and classification of computer games and computer game live broadcasts, as well as computer game screens and computer game live broadcasts need to be distinguished. The article lists common problems in the computer game live broadcast industry, which are mainly manifested in the unclear copyright identification and attribution of computer game live broadcasts, and the unclear legal status of the relevant subjects in the computer game live broadcast. It is concluded that whether the computer game live broadcast is a work needs to be specifically defined in conjunction with the live broadcast content. And further put forward suggestions to improve my country’s related protection system of computer game copyright, and promote the development of computer game live broadcast industry.
© The Authors, published by EDP Sciences, 2020
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.
Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.
Initial download of the metrics may take a while.