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Technological protection measures jokes are simply the best |
Probably there are just a few topics of
conversation that are more charming and successful than videogames and technological protection measures. This said, today the Court of Justice of the European Union (CJEU) comes
in your help with new conversation hints, by releasing its much-awaited
judgment [UPDATE @11:05: the full judgment is now available here] in
Case C-355/12 Nintendo.
This was a reference for a preliminary ruling from
Italy seeking clarification as to the following:
1.
Must Article 6 of Directive 2001/29/EC be interpreted,
including in the light of recital 48 in the preamble thereto, as meaning that
the protection of technological protection measures attaching to copyright protected
works or other subject matter may also extend to a system, produced and
marketed by the same undertaking, in which a device is installed in the
hardware which is capable of recognising on a separate housing mechanism
containing the protected works (video games produced by the same undertaking as
well as by third parties, proprietors of the protected works) a recognition
code, in the absence of which the works in question cannot be visualised or
used in conjunction with that system, the equipment in question thus
incorporating a system which precludes interoperability with complementary
equipment or products other than those of the undertaking which produces the
system itself?
2.
If it should be necessary to consider
whether or not the use of a product or component to circumvent a technological
protection measure predominates over other commercially significant purposes or
uses, may Article 6 of Directive 2001/29/EC be interpreted, including in the
light of recital 48 in the preamble thereto, as meaning that the national court
must apply criteria which give prominence to the particular intended use
attributed by the rightholder to the product in which the protected content is
inserted or, in the alternative or in addition, criteria of a quantitative
nature relating to the extent of the uses under comparison, or criteria of a
qualitative nature, that is, relating to the nature and importance of the uses
themselves?’
Advocate General Sharpston released her Opinion [on which see here and here] back
in September, holding the view that:
- ‘Technological measures’ within the meaning of
Article 6 may include measures incorporated not only in protected works
themselves but also in devices designed to allow access to those works;
- When determining whether measures of that kind
qualify for protection pursuant to Article 6 where they have the effect of
preventing or restricting not only acts which require the rightholder’s
authorisation pursuant to that directive but also acts which do not
require such authorisation, a national court must verify whether the
application of the measures complies with the principle of proportionality
and, in particular, must consider whether, in the current state of
technology, the former effect could be achieved without producing the
latter effect or while producing it to a lesser extent.
- When determining whether protection must be
provided against any supply of devices, products, components or services
pursuant to Article 6(2), it is not necessary to consider the particular
intended use attributed by the rightholder to a device designed to allow
access to protected works. By contrast, the extent to which the devices,
products, components or services against which protection is sought are or
can be used for legitimate purposes other than allowing acts which require
the rightholder’s authorisation is a relevant consideration.
According to the relevant press release, this morning the CJEU
ruled that the manufacturer of the console is protected against
that circumvention only in the case where the protection measures seek to
prevent illegal use of videogames.
The Court recalled that videogames constitute complex
material comprising not only a computer program, but also graphic and
sound elements which, although encrypted in computer language, have their
own creative value. As an intellectual creation specific to their author,
original computer programs are protected by copyright which is the subject of
Directive 2001/29/EC.
This directive requires the Member States to provide adequate legal
protection against the circumvention of any effective ‘technological
measure’ intended to prevent or restrict unauthorised acts of
reproduction, communication, public offer, or distribution. The directive is
designed only to protect the copyright holder against acts which require
his authorisation.
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Disclaimer: not a case of product placement |
The Court noted in particular that, in accordance
with the principal objective of the directive (namely to establish a high level
of protection of authors), the concept of ‘effective technological measures’
must be understood broadly including the application of an access code or
protection process (encryption, scrambling or any other transformation of the
work).
Consequently, technological measures which are both
incorporated in the physical housing of videogames and in consoles and which
require interaction between them, fall within the concept of ‘effective
technological measures’ within the meaning of the directive if their objective
is to prevent or to limit acts adversely affecting the rightholder’s
rights.
The Court then stated that the legal protection
covers only the technological measures intended to prevent or eliminate
unauthorised acts of reproduction, communication, public offer or distribution,
for which authorisation from the copyright tholder is required.
That legal protection must respect the principle of
proportionality without prohibiting devices or activities which have a
commercially significant purpose or use other than to circumvent the technical
protection for unlawful purposes.
The scope of legal protection of technical measures
must not be assessed according to the use of consoles defined by the holder of
copyright, but that rather it is necessary to examine the purpose of devices
provided for the circumvention of protection measures, taking account,
according to the circumstances at issue, of the use which third parties
actually make of them.
The Court accordingly called on the referring court
to determine whether other effective protection measures could cause less
interference with the activities of third parties or lead to a reduced
limitation to those activities, while still providing comparable protection of
the rightholder’s rights. To that end, the referring court may take account of
the costs of different types of technological measures, of technological
and practical aspects of their implementation, as well as the comparison
of their respective effectiveness in relation to the protection of the
rightholder’s rights, it being understood that that effectiveness need not
be absolute.
Basically the Court followed the AG who followed the Commission; there is possibly a new and if so it is possibly a key point by the Court on notion of effectiveness not having to be "absolute" to qualify for protection; the Court added a couple of other reflections on costs which were not addressed as such by the AG.
ReplyDeleteSlight misreading in the press release as set out on your website: the Court says videogames fall under 2001/29 and not computer programs. We can put that issue to bed now hopefully for Nintendo II
Despite the headline of the press release, this is a victory for Nintendo as the legal principle is only slightly in favour of the other party and one would guess that the fact finding in this particular case which the Court directs the national judge to do, in all likelihood, will also be in their favour.
ReplyDeleteIn other words, are we faced with bona fide home brewers and (don't forget the "and") if so can we allow what they do while still providing protection to the TPM here or not, Court of Milan?