Legal aspects of the Video Game and Electronic Sports (eSports) industry
Area(s)
- Entertaintment Law
- Copyright Law
- Sports Law
- Technology
- Regulatory
Coordinators
- Aldo Fabrizio Modica
- Jose Roberto Herrera
- Marcelo García Sellart
Costs
Member
US$ 100
Non members with partners in ASIPI
US$ 200
Non member
US$ 300
Student
US$ 100
Support
The video game industry is the fastest growing industry in recent years within the so-called creative industries, widely exceeding the music and audiovisual industries, expecting that by 2021, 2.8 billion players around the world will generate revenues of US$ 189.3 billion for the global video game market. In 2020, e-sports worldwide exceeded revenues of US$ 1 billion and currently have 500 million viewers, with today's most important gamers earning much more money than professional sports athletes such as golf, badminton, cycling, marathon races or martial arts.
Due to the numerous actors involved (mainly developers, publishers and players), there is a need for a course that provides the appropriate legal tools to understand the various aspects related to intellectual property, especially when negotiating contracts, as well as various regulatory aspects that IP attorneys are not used to dealing with. Moreover, with the rise of e-sports and its lack of regulation, the legal professional must also have a holistic view and not only be limited to IP issues.
The course will also benefit small and medium-sized video game developers to proactively establish legal strategies that will allow them to secure their intellectual property in the creation, distribution and presentation of creative content, without forgetting the public sector's mechanisms for promotion and encouragement.
Finally, the course is a specialization and/or deepening of ASIPI Academy’s successful first course on Creative Industries.
Objetives
- Provide a brief overview of the state of the video game industry globally, with major publishers, independent developers and players in mind.
- Analyze the various aspects of intellectual property involved in the protection of video games as well as the latest rulings associated with them.
- Identify the main legal aspects for a correct negotiation with video game publishers and manufacturers, avoiding the most common potential mistakes.
- Recognize the main intellectual property licensing contracts involved in video games from the perspective of both the publisher or developer and the end user or consumer and the associated practical cases.
- Become familiar with digital distribution contracts, streaming and the video game sharing culture from the perspective of content owners, streamers and streaming platforms.
- Incorporate the main regulatory aspects of the video game industry into legal practice.
- Value electronic sports (eSports) in the field of sports law and its possible link with traditional sports from the perspective of community licensing.
ADDITIONAL OBSERVATIONS
The course will be in Spanish, except for module 3, which will be given in English by David Greenspan.
Once the seven modules have been completed and in order to pass the course, an individual final practical work must be submitted, consisting of the resolution of a hypothetical practical case.
Teaching hours
16
Number of modules
7
Class duration
120 minutes
Period
August - October
Start date
31/08/2021
Final date
19/10/2021
Quotas
57
Platform
Zoom
Schedule
4 – 6 p.m. ( Lima/Quito/Bogotá)
Language
Spanish/English
Modules