A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE

Yıl: 2021 Cilt: 0 Sayı: 21 Sayfa Aralığı: 241 - 252 Metin Dili: İngilizce İndeks Tarihi: 15-02-2022

A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE

Öz:
With the development of technology, video games have become widespread among the consumers and this has enabled the video gaming industry to grow. Video games have become big business with total worldwide hardware and software sales exceeding $100 billion and growth is predicted in just about every video game market in the world over the next several years. The fact that the video games became big business has increased the importance of protecting them. In this article, after explaining how video games are protected in general, a new means of protection, i. e. registering video games as multimedia trade marks, will be evaluated. In this context, whether the sequences of a video game is capable of being registered as a multimedia trade mark will be discussed through the video game named Sniper Elite 4, which is the first and only example of a multimedia trade mark application that includes sequences from the video game itself
Anahtar Kelime:

Video Oyunlarının Korunmasında Geleneksel Olmayan Bir Yol: Sniper Elite 4 Örneği

Öz:
Teknolojideki gelişim, video oyunlarının tüketiciler nezdinde hızla yayılmasını sağlamış, bu durum da oyun sektörünün her geçen gün büyümesine yol açmıştır. Gerçekten, bugün için video oyun sektörü yaklaşık 100 milyar Amerika Doları’nı aşan bir pazar payına ulaşmış olup önümüzdeki yıllarda bu payın giderek artacağı tahmin edilmektedir. Video oyunlarının ulaştığı bu pazar payı, onların hukukî bakımdan korunmalarının önemini artırmıştır. Çalışmamızda, öncelikle video oyunlarının genel olarak ne şekilde korunduğu açıklanacak, daha sonra Sniper Elite 4 oyununa ilişkin Avrupa Birliği marka başvurusu üzerinden video oyunlarının marka olarak tescil edilip edilemeyeceği değerlendirilecektir. Bu çerçevede, bir video oyununun kesitlerinden oluşan görsellerin (oyuna ilişkin görsel-işitsel ögelerin) yeni bir marka türü olan multimedya markası olarak tescile elverişliliği tartışılacaktır.
Anahtar Kelime:

Belge Türü: Makale Makale Türü: Araştırma Makalesi Erişim Türü: Erişime Açık
  • Nicolas Esposito, “A Short and Simple Definition of What a Videogame Is” <https://www. utc.fr/~nesposit/publications/esposito2005definition.pdf> accessed 6 May 2020. 2
  • <https://www.merriam-webster.com/dictionary/video%20game> accessed 6 May 2020. 3 Brian J. Wardyga, The Video Games Text Book (History, Business, Technology) (CRC 2019) 2, 317. 4 James Newman, Videogames (Routledge 2004) 3. 5 Wardyga (n 3) 230. 6 Andy Ramos and others, “The Legal Status of Video Games” (2013) WIPO <https:// www.wipo.int/export/sites/www/copyright/en/creative_industries/pdf/video_games.pdf> accessed 5 May 2020, 7 para. 2. 7 Ramos and others (n 6) 7 para. 2, 8 Simon Sellars and Paul Bicknell, <https://uk.practicallaw.thomsonreuters.com/2-598- 3565?transitionType=Default&contextData=(sc.Default)&firstPage=true&bhcp=1> accessed 1 May 2020, 2; also see: Ramos and others (n 6) 8 para. 7. 9 Intellectual property protection provided for video games is not uniform and differs for each country, Ramos, and others (n 6) 11 para. 14. 10 Kostyantyn Lobov, “How Multimedia Trade
  • Marks Could Kill Cloned Games” <https:// www.gamesindustry.biz/articles/2018-02-19-multimedia-trademarks-kill-cloners> accessed 10 May 2020. 11 Lobov (n 10). 12 There are several trade marks have been previously registered as EUTM for video games [ie, Minecraft (011709482) as a word trade mark and Sims (013896808)]. However, since these brands are far from providing customers with sufficient information about that game, they have been unable to protect the games against cloning. 13 This application belongs the IFORI Intellectual Property & ICT Law (017279704) and it is the first registered EU multimedia trade mark at EUIPO.
APA Tekin U (2021). A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. , 241 - 252.
Chicago Tekin Ufuk A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. (2021): 241 - 252.
MLA Tekin Ufuk A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. , 2021, ss.241 - 252.
AMA Tekin U A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. . 2021; 241 - 252.
Vancouver Tekin U A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. . 2021; 241 - 252.
IEEE Tekin U "A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE." , ss.241 - 252, 2021.
ISNAD Tekin, Ufuk. "A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE". (2021), 241-252.
APA Tekin U (2021). A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. Law and Justice Review, 0(21), 241 - 252.
Chicago Tekin Ufuk A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. Law and Justice Review 0, no.21 (2021): 241 - 252.
MLA Tekin Ufuk A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. Law and Justice Review, vol.0, no.21, 2021, ss.241 - 252.
AMA Tekin U A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. Law and Justice Review. 2021; 0(21): 241 - 252.
Vancouver Tekin U A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE. Law and Justice Review. 2021; 0(21): 241 - 252.
IEEE Tekin U "A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE." Law and Justice Review, 0, ss.241 - 252, 2021.
ISNAD Tekin, Ufuk. "A NON-TRADITIONAL WAY TO PROTECT VIDEO GAMES: SNIPER ELITE 4 EXAMPLE". Law and Justice Review 21 (2021), 241-252.