Titulo:

Protección de mecánicas de videojuegos mediante la patentabilidad del software
.

Sumario:

Los videojuegos constituyen una de las industrias más importantes del mundo. Actualmente, combinan una amplia gama de elementos creativos, industriales y tecnológicos por lo que se puede definir los videojuegos como creaciones complejas que logran incorporar múltiples creaciones del intelecto humano. Sin embargo, muchos profesionales han asumido que el sistema de derechos de autor es el único que se aplica en el caso de la protección legal de los sistemas a través de los cuales los jugadores interactúan con un juego, denominados como “mecánicas de videojuegos”. Esta posición deja de lado otras opciones que podrían ofrecer sus propios beneficios e incluso evitar las lagunas legales que existen en la actualidad. Este documento explora la posi... Ver más

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spelling Protección de mecánicas de videojuegos mediante la patentabilidad del software
Protection of video game mechanics through the patentability of software
Los videojuegos constituyen una de las industrias más importantes del mundo. Actualmente, combinan una amplia gama de elementos creativos, industriales y tecnológicos por lo que se puede definir los videojuegos como creaciones complejas que logran incorporar múltiples creaciones del intelecto humano. Sin embargo, muchos profesionales han asumido que el sistema de derechos de autor es el único que se aplica en el caso de la protección legal de los sistemas a través de los cuales los jugadores interactúan con un juego, denominados como “mecánicas de videojuegos”. Esta posición deja de lado otras opciones que podrían ofrecer sus propios beneficios e incluso evitar las lagunas legales que existen en la actualidad. Este documento explora la posibilidad del uso del sistema de patentes, con sus propias limitaciones, para proteger dichas mecánicas de videojuegos.
Video games have grown to become one of the most important industries in the world. They combine a wide range of creative, industrial and technological elements, so we can define video games as complex works that can embody multiple intellectual creations. Nevertheless, many professional have assumed that the copyright system is the only one that applies in the case of the legal protection of the systems through which the players interact with a game, referred to as “video game mechanics”. This position leaves aside other options that could offer their own benefits and even circumvent existing legal loopholes. This paper explores the possibility of the use of the patent law system, with its own limitations, in order to protect those video game mechanics.
Herrera González, Héctor Camilo
Video games; mechanics; patents; copyright; technical problem; idea-expression; computer-implemented inventions.
videojuegos; mecánicas; patentes; derecho de autor; problema técnico; idea-expresión; invenciones implementadas por computador.
27
Núm. 27 , Año 2019 : Enero-Junio
Artículo de revista
Journal article
2019-06-25T14:45:17Z
2019-06-25T14:45:17Z
2019-06-25
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Centro de Estudios de la Propiedad Intelectual
Revista La Propiedad Inmaterial
1657-1959
2346-2116
https://revistas.uexternado.edu.co/index.php/propin/article/view/6073
10.18601/16571959.n27.03
https://doi.org/10.18601/16571959.n27.03
spa
https://creativecommons.org/licenses/by-nc-sa/4.0/
Héctor Camilo Herrera González - 2019
69
93
B. Bates. Game Design. 2nd edition, Thomson Course Technology PTR, Boston (2004).
S. Brachmann. ‘Pokemon Go developer Niantic owns three patents on locationbased gaming’, August 10 [Online] Available at http://www.ipwatchdog.com/2016/08/10/pokemon-go-patents-location-ased-gaming/id=71648/ (Accessed 10 December 2016).
A.D. Chandler Jr. Inventing the electronic century. The Epic Story of the Consumer Electronics and Computer Industries, 1st edition, Harvard University Press, Cambridge, Massachusetts (2005).
D. Closa, A. Gardiner, F. Giemsa, J. Machek. Patent Law for Computer Scientists, Berlin (2010).
C. Crawford. The Art of Computer Game Design. Kindle Edition (2011)
EPO - European Patent Office (2013) Case Law of the Boards of Appeal, 4.1. Determination of the technical problem [Online] Available at http://www.epo.org/law-practice/legal-texts/html/caselaw/2013/e/clr_i_d_4_1.htm (Accessed 25 February 2016).
EPO - European Patent Office (2013) Patents for software? European law and practice [Online], Available at http://documents.epo.org/projects/babylon/eponet.nsf/0/a0be115260b5ff71c125746d004c51a5/$FILE/patents_for_software_en.pdf (Accessed 25 February 2016).
C. Fabricatore. Gameplay and game mechanics design: a key to quality in videogames. Proceedings of the OECD-CERI Expert Meeting on Videogames and Education (Vol. 14), OECD, Santiago (2007).
C. Fabricatore, M. Nussbaum, and R. Rosas. Playability in Action Videogames: A Qualitative Design Model, Human-Computer Interaction (2002).
G.P. Green and J.C. Kaufman. Video Games and Creativity, Elsevier Science, 1st Edition, Oxford (2015).
D. Greenspan. Mastering The Game Business and Legal Issues for Video Game Developers, Creative Industries No. 8, World Intellectual Property Organization, Geneva, Switzerland (2014)
D. Greenspan, G. Boyd, J. Puweral (2014). ‘Video Games and IP: A Global Perspective’, in WIPO magazine n.º 2/2014, April 2014, pp. 6-11.
D. Hussey, ‘Cold War Kids: The Space Race, Cold War and Video Games’, Waterloo, Ontario (2013). [Online] Available at https://thegaminghistorian.files.wordpress.com/2014/04/coldwar.pdf (Accessed 13 January 2016).
IGN Entertainment Games, ‘PS4 vs. Xbox One Native Resolutions and Framerates’, August 10 [Online] Available at http://www.ign.com/wikis/xbox-one/PS4_vs._Xbox_One_Native_Resolutions_and_Framerates (Accessed 25 February 2016).
C. Jewell (2012). Los videojuegos: arte del siglo XXI, in WIPO MAGAZINE No. 4, August 2012, pp. 10-14.
M. Kenrick, D. Robinson, Marks & Clerk (2014). ‘Securing software patents through the European Patent Office’, Patents in Europe 2015/2016: Helping business compete in the global economy, pp. 35-39 [Online] Available at http://www.iam-media.com/Intelligence/Patents-in-Europe/2014/Europe-focus/Securing-software-patents-through-the-European-Patent-Office (Accessed 25 February 2016).
P. Leith, Software and Patents in Europe, Cambridge University Press, New York (2007).
I.J. Lloyd, Information technology law, 7th edition, Oxford University Press, New York (2014).
S. Lundberg, S. Durant and A. McCrackin, Electronic and Softwre Patents, law and practice, 3rd edition, American Intellectual Property Law Association, Arlington (2011).
H. Maier, Games as Cultural Heritage: Copyright Challenges for Preserving (Orphan) Video Games in the EU, in JIPITEC vol. 6 (2015), pp. 120.
E. Makuch (2015) GTA 5 Ships 54 Million Copies, as Take-Two Revenue Rises 142 Percent, Gamespot, August 10 [Online] Available at http://www.gamespot.com/articles/gta-5-ships-54-million-copies-as-take-two-revenue-/1100-6429631/(Accessed 25 February 2016).
A.F. Meades, Understanding Counterplay in Videogames, Routledge, Taylor & Francis Group, 1st Edition, New York (2015).
New Line Productions, Inc., The Hobbit: An Unexpected Journey website (2012) 10 [Online] Available at http://www.thehobbit.com/hfr3d/faq.html (Accessed 25 February 2016).
K. Nichols, Inventing software. The rise of “Computer-Related” patent, Greenwood Publishing Group, Westport, Connecticut (1998).
A. Ramos, L. López, A. Rodríguez, T. Meng and S. Abrams. The Legal Status of Video Games: Comparative Analysis in National Approaches, World Intellectual Property Organization, Geneva (2013).
C. Reed, Computer Law, 7th edition, Oxford University Press, New York (2011). E. Rosati (2012). US District Court explains the idea/expression dichotomy in videogames, Journal of Intellectual Property Law & Practice, vol. 7, n.º 10, pp. 713-714.
M.D. Rosemberg and R.J. Apley. Business method and software patents, Oxford University Press, New York (2012).
R. Rouse III, Game Design Theory and Practice. 2nd edition, Wordware Publishing, Inc., Plano (2005).
A. Stamatoudi, Copyright and Multimedia Products: A Comparative Analysis, Volume 3 of Cambridge Intellectual Property and Information Law, Cambridge University Press (2001).
G.A. Stobbs. Software patents, 2nd edition, Aspen Law & Business. New York (2000).
S. Weiss (2009). Are computer programs protected by copyright? Knowledge Base Copyright Law, No. 145. Available at http://kb-law.info/wt_dev/kbc.php?article=145&view=print&land=UK&lang=EN&mode=1 (Accessed 25 February 2016).
Wikipedia (2015) Software patents under United States patent law [Online], 10 October 2015. Available at https://en.wikipedia.org/wiki/Software_patents_under_United_States_patent_law (Accessed 26 February 2016).
WIPO, WIPO Intellectual Property Handbook, WIPO publication (2004).
Alice Corp. v. CLS Bank International, 573 U.S. __, 134 - Supreme Court [2014]. Case T 0208/84, Computer-related invention/vicom [July 15, 1986] OJ epo1/1987, 14.
Case T 1173/97, Computer program product/ibm [July 1, 1998] OJ EPO 10/1999, 609.
Case T 0336/07, Electronic multi-play poker with face-up hand in bottom row/igt [October 11, 2007].
Case G 0003/08, Programs for computers [May 12, 2010] (Enlarged Board of Appeal - EPO).
Case T 0012/08, Game machine and storage medium therefor/ Nintendo Co., Ltd., et al [February 6, 2009].
Case C 0355/12, Nintendo Co. Ltd and Others v PC Box Srl and 9Net Srl [January 23, 2014] (ECJ, Fourth Chamber).
Ibcos Computers Ltd v. Barclays Mercantile Highland Finance Ltd- F.S.R. 275 [1994].
Nichols v. Universal Pictures Corporation, 45 F. 2d 119 - Circuit Court of Appeals, 2nd Circuit [1930].
Tetris Holding, LLC v. Xio Interactive, Inc., 863 F. Supp. 2d 394 - District Court, D. New Jersey [2012].
Digitech Image Techs., LLC v. Elecs. for Imaging, Inc., 758 F.3d 1344, 1348 - Fed. Cir. [2014].
Allvoice Developments US, LLC v. Microsoft Corp. - Fed. Cir. [2015].
J. V. Hanke, M. A. Aubin, D. Kornmann, M. Milner, K. P. Golden, L. Stern. Niantic Inc. (2015). System and method for transporting virtual objects in a parallel reality game, US Patent 8968099 B1 [Online]. Available at https://patents.google.com/patent/US8968099B1/en (Accessed 10 December 2016).
H. Sterchi, E. Ridgeway, D. Dyack A. Nintendo of America Inc. (2005). Sanity system for video game, US Patent 6935954 B2 [Online]. Available at http://www.google.ch/patents/US6935954 (Accessed 22 February 2016).
T. Yamazaki, F. Katakami, Y. Okuda, E. Nakagawa, K. Kuri A. Konami Co., Ltd (2007). Guide displaying device and method for use in a video game system, European Patent EP0844580 (B1) [Online]. Available at http://worldwide.espacenet.com/publicationDetails/biblio?CC=EP&NR=0844580B1&KC=B1&FT=D&ND=4&date=20070704&DB=EPODOC&locale=en_EP
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https://revistas.uexternado.edu.co/index.php/propin/article/download/6073/8085
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title Protección de mecánicas de videojuegos mediante la patentabilidad del software
spellingShingle Protección de mecánicas de videojuegos mediante la patentabilidad del software
Herrera González, Héctor Camilo
Video games; mechanics; patents; copyright; technical problem; idea-expression; computer-implemented inventions.
videojuegos; mecánicas; patentes; derecho de autor; problema técnico; idea-expresión; invenciones implementadas por computador.
title_short Protección de mecánicas de videojuegos mediante la patentabilidad del software
title_full Protección de mecánicas de videojuegos mediante la patentabilidad del software
title_fullStr Protección de mecánicas de videojuegos mediante la patentabilidad del software
title_full_unstemmed Protección de mecánicas de videojuegos mediante la patentabilidad del software
title_sort protección de mecánicas de videojuegos mediante la patentabilidad del software
title_eng Protection of video game mechanics through the patentability of software
description Los videojuegos constituyen una de las industrias más importantes del mundo. Actualmente, combinan una amplia gama de elementos creativos, industriales y tecnológicos por lo que se puede definir los videojuegos como creaciones complejas que logran incorporar múltiples creaciones del intelecto humano. Sin embargo, muchos profesionales han asumido que el sistema de derechos de autor es el único que se aplica en el caso de la protección legal de los sistemas a través de los cuales los jugadores interactúan con un juego, denominados como “mecánicas de videojuegos”. Esta posición deja de lado otras opciones que podrían ofrecer sus propios beneficios e incluso evitar las lagunas legales que existen en la actualidad. Este documento explora la posibilidad del uso del sistema de patentes, con sus propias limitaciones, para proteger dichas mecánicas de videojuegos.
description_eng Video games have grown to become one of the most important industries in the world. They combine a wide range of creative, industrial and technological elements, so we can define video games as complex works that can embody multiple intellectual creations. Nevertheless, many professional have assumed that the copyright system is the only one that applies in the case of the legal protection of the systems through which the players interact with a game, referred to as “video game mechanics”. This position leaves aside other options that could offer their own benefits and even circumvent existing legal loopholes. This paper explores the possibility of the use of the patent law system, with its own limitations, in order to protect those video game mechanics.
author Herrera González, Héctor Camilo
author_facet Herrera González, Héctor Camilo
topic Video games; mechanics; patents; copyright; technical problem; idea-expression; computer-implemented inventions.
videojuegos; mecánicas; patentes; derecho de autor; problema técnico; idea-expresión; invenciones implementadas por computador.
topic_facet Video games; mechanics; patents; copyright; technical problem; idea-expression; computer-implemented inventions.
videojuegos; mecánicas; patentes; derecho de autor; problema técnico; idea-expresión; invenciones implementadas por computador.
topicspa_str_mv videojuegos; mecánicas; patentes; derecho de autor; problema técnico; idea-expresión; invenciones implementadas por computador.
citationissue 27
citationedition Núm. 27 , Año 2019 : Enero-Junio
publisher Centro de Estudios de la Propiedad Intelectual
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Héctor Camilo Herrera González - 2019
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references B. Bates. Game Design. 2nd edition, Thomson Course Technology PTR, Boston (2004).
S. Brachmann. ‘Pokemon Go developer Niantic owns three patents on locationbased gaming’, August 10 [Online] Available at http://www.ipwatchdog.com/2016/08/10/pokemon-go-patents-location-ased-gaming/id=71648/ (Accessed 10 December 2016).
A.D. Chandler Jr. Inventing the electronic century. The Epic Story of the Consumer Electronics and Computer Industries, 1st edition, Harvard University Press, Cambridge, Massachusetts (2005).
D. Closa, A. Gardiner, F. Giemsa, J. Machek. Patent Law for Computer Scientists, Berlin (2010).
C. Crawford. The Art of Computer Game Design. Kindle Edition (2011)
EPO - European Patent Office (2013) Case Law of the Boards of Appeal, 4.1. Determination of the technical problem [Online] Available at http://www.epo.org/law-practice/legal-texts/html/caselaw/2013/e/clr_i_d_4_1.htm (Accessed 25 February 2016).
EPO - European Patent Office (2013) Patents for software? European law and practice [Online], Available at http://documents.epo.org/projects/babylon/eponet.nsf/0/a0be115260b5ff71c125746d004c51a5/$FILE/patents_for_software_en.pdf (Accessed 25 February 2016).
C. Fabricatore. Gameplay and game mechanics design: a key to quality in videogames. Proceedings of the OECD-CERI Expert Meeting on Videogames and Education (Vol. 14), OECD, Santiago (2007).
C. Fabricatore, M. Nussbaum, and R. Rosas. Playability in Action Videogames: A Qualitative Design Model, Human-Computer Interaction (2002).
G.P. Green and J.C. Kaufman. Video Games and Creativity, Elsevier Science, 1st Edition, Oxford (2015).
D. Greenspan. Mastering The Game Business and Legal Issues for Video Game Developers, Creative Industries No. 8, World Intellectual Property Organization, Geneva, Switzerland (2014)
D. Greenspan, G. Boyd, J. Puweral (2014). ‘Video Games and IP: A Global Perspective’, in WIPO magazine n.º 2/2014, April 2014, pp. 6-11.
D. Hussey, ‘Cold War Kids: The Space Race, Cold War and Video Games’, Waterloo, Ontario (2013). [Online] Available at https://thegaminghistorian.files.wordpress.com/2014/04/coldwar.pdf (Accessed 13 January 2016).
IGN Entertainment Games, ‘PS4 vs. Xbox One Native Resolutions and Framerates’, August 10 [Online] Available at http://www.ign.com/wikis/xbox-one/PS4_vs._Xbox_One_Native_Resolutions_and_Framerates (Accessed 25 February 2016).
C. Jewell (2012). Los videojuegos: arte del siglo XXI, in WIPO MAGAZINE No. 4, August 2012, pp. 10-14.
M. Kenrick, D. Robinson, Marks & Clerk (2014). ‘Securing software patents through the European Patent Office’, Patents in Europe 2015/2016: Helping business compete in the global economy, pp. 35-39 [Online] Available at http://www.iam-media.com/Intelligence/Patents-in-Europe/2014/Europe-focus/Securing-software-patents-through-the-European-Patent-Office (Accessed 25 February 2016).
P. Leith, Software and Patents in Europe, Cambridge University Press, New York (2007).
I.J. Lloyd, Information technology law, 7th edition, Oxford University Press, New York (2014).
S. Lundberg, S. Durant and A. McCrackin, Electronic and Softwre Patents, law and practice, 3rd edition, American Intellectual Property Law Association, Arlington (2011).
H. Maier, Games as Cultural Heritage: Copyright Challenges for Preserving (Orphan) Video Games in the EU, in JIPITEC vol. 6 (2015), pp. 120.
E. Makuch (2015) GTA 5 Ships 54 Million Copies, as Take-Two Revenue Rises 142 Percent, Gamespot, August 10 [Online] Available at http://www.gamespot.com/articles/gta-5-ships-54-million-copies-as-take-two-revenue-/1100-6429631/(Accessed 25 February 2016).
A.F. Meades, Understanding Counterplay in Videogames, Routledge, Taylor & Francis Group, 1st Edition, New York (2015).
New Line Productions, Inc., The Hobbit: An Unexpected Journey website (2012) 10 [Online] Available at http://www.thehobbit.com/hfr3d/faq.html (Accessed 25 February 2016).
K. Nichols, Inventing software. The rise of “Computer-Related” patent, Greenwood Publishing Group, Westport, Connecticut (1998).
A. Ramos, L. López, A. Rodríguez, T. Meng and S. Abrams. The Legal Status of Video Games: Comparative Analysis in National Approaches, World Intellectual Property Organization, Geneva (2013).
C. Reed, Computer Law, 7th edition, Oxford University Press, New York (2011). E. Rosati (2012). US District Court explains the idea/expression dichotomy in videogames, Journal of Intellectual Property Law & Practice, vol. 7, n.º 10, pp. 713-714.
M.D. Rosemberg and R.J. Apley. Business method and software patents, Oxford University Press, New York (2012).
R. Rouse III, Game Design Theory and Practice. 2nd edition, Wordware Publishing, Inc., Plano (2005).
A. Stamatoudi, Copyright and Multimedia Products: A Comparative Analysis, Volume 3 of Cambridge Intellectual Property and Information Law, Cambridge University Press (2001).
G.A. Stobbs. Software patents, 2nd edition, Aspen Law & Business. New York (2000).
S. Weiss (2009). Are computer programs protected by copyright? Knowledge Base Copyright Law, No. 145. Available at http://kb-law.info/wt_dev/kbc.php?article=145&view=print&land=UK&lang=EN&mode=1 (Accessed 25 February 2016).
Wikipedia (2015) Software patents under United States patent law [Online], 10 October 2015. Available at https://en.wikipedia.org/wiki/Software_patents_under_United_States_patent_law (Accessed 26 February 2016).
WIPO, WIPO Intellectual Property Handbook, WIPO publication (2004).
Alice Corp. v. CLS Bank International, 573 U.S. __, 134 - Supreme Court [2014]. Case T 0208/84, Computer-related invention/vicom [July 15, 1986] OJ epo1/1987, 14.
Case T 1173/97, Computer program product/ibm [July 1, 1998] OJ EPO 10/1999, 609.
Case T 0336/07, Electronic multi-play poker with face-up hand in bottom row/igt [October 11, 2007].
Case G 0003/08, Programs for computers [May 12, 2010] (Enlarged Board of Appeal - EPO).
Case T 0012/08, Game machine and storage medium therefor/ Nintendo Co., Ltd., et al [February 6, 2009].
Case C 0355/12, Nintendo Co. Ltd and Others v PC Box Srl and 9Net Srl [January 23, 2014] (ECJ, Fourth Chamber).
Ibcos Computers Ltd v. Barclays Mercantile Highland Finance Ltd- F.S.R. 275 [1994].
Nichols v. Universal Pictures Corporation, 45 F. 2d 119 - Circuit Court of Appeals, 2nd Circuit [1930].
Tetris Holding, LLC v. Xio Interactive, Inc., 863 F. Supp. 2d 394 - District Court, D. New Jersey [2012].
Digitech Image Techs., LLC v. Elecs. for Imaging, Inc., 758 F.3d 1344, 1348 - Fed. Cir. [2014].
Allvoice Developments US, LLC v. Microsoft Corp. - Fed. Cir. [2015].
J. V. Hanke, M. A. Aubin, D. Kornmann, M. Milner, K. P. Golden, L. Stern. Niantic Inc. (2015). System and method for transporting virtual objects in a parallel reality game, US Patent 8968099 B1 [Online]. Available at https://patents.google.com/patent/US8968099B1/en (Accessed 10 December 2016).
H. Sterchi, E. Ridgeway, D. Dyack A. Nintendo of America Inc. (2005). Sanity system for video game, US Patent 6935954 B2 [Online]. Available at http://www.google.ch/patents/US6935954 (Accessed 22 February 2016).
T. Yamazaki, F. Katakami, Y. Okuda, E. Nakagawa, K. Kuri A. Konami Co., Ltd (2007). Guide displaying device and method for use in a video game system, European Patent EP0844580 (B1) [Online]. Available at http://worldwide.espacenet.com/publicationDetails/biblio?CC=EP&NR=0844580B1&KC=B1&FT=D&ND=4&date=20070704&DB=EPODOC&locale=en_EP
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