Yin Harn Lee portrayed while surely contemplating recent CJEU copyright decisions |
A
few days ago the Court of Justice of the European Union (CJEU) issued its decision in Case C-355/12 Nintendo v PC Box [noted here and here], in which it held that - in certain
circumstances - it may be lawful to circumvent a protection system. This Kat is
under the impression that this ruling is fairly a relevant one in the process
of CJEU-led construction of EU copyright.
This
is why she asked videogame (law) expert [and player, wonders Merpel?], copyright
devotee and Cambridge University PhD candidate Yin Harn Lee to let IPKat readers know about
her impressions of the Nintendo ruling.
Here's
what Yin Harn writes:
"The decision of the CJEU
in Case C-355/12 Nintendo v PC Box marks a key moment in the
protracted, multi-jurisdictional legal battle currently being waged by major
videogame console manufacturers Nintendo and Sony against the manufacturers and
suppliers of console modification devices such as modchips. In essence, the
CJEU ruled that, in order to be entitled to legal protection under article 6 of
the Information Society Directive, technological
protection measures (‘TPMs’) embedded into videogame consoles must be
proportionate, in that they should not have the effect of prohibiting
activities or devices that have a commercially significant purpose or use other
than the infringement of copyright. In assessing whether such TPMs are
proportionate, national courts should have regard to the purpose of the
circumvention devices complained of and the extent to which they are used by
third parties for non-infringing as well as infringing purposes.
A particular point of interest
in the CJEU’s decision is its ruling that videogames are complex multimedia
creations containing graphic and sound elements and do not consist solely of
computer programs; accordingly, they fall at least in part within the scope of
copyright protection conferred the Information Society Directive, and not
solely within the scope of the Software Directive.
As this blog has highlighted previously, this may have the
effect of confining the applicability of the CJEU’s earlier ruling in Case
C-128/11 UsedSoft [one of this Kat's obsessions: see here] to subject matter that falls exclusively within the scope of
the Software Directive. In light of this development,
the view taken by certain videogame news outlets (see eg here, here, here and here) post-UsedSoft that European
videogame players would be free to resell copies of videogames acquired through
digital distribution channels now appears premature.
This aspect of the CJEU’s
decision also raises questions concerning the extent to which its ruling in UsedSoft is
applicable even to ‘pure’ software products, bearing in mind that most
contemporary software provides users with graphic user interfaces (‘GUIs’) for
ease of navigation, and that the CJEU has previously held that a GUI is not ‘a
form of expression of a computer program’ falling within the scope of the
Software Directive, but is instead protected as a copyright work under the
Information Society Directive provided that it is its author’s own intellectual
creation (see Case C-393/09 Bezpečnostní softwarová asociace, reported here).
The argument can therefore be
made that even ‘pure’ software products will not necessarily fall entirely
within the scope of the Software Directive and hence become subject to the
principles laid down in UsedSoft, at least to the extent that their
component GUIs qualify for copyright protection as original works under the
Information Society Directive.
The CJEU’s recognition in Nintendo that
modchips and similar devices may be used for non-infringing in addition to
infringing purposes, and that the extent to which these devices are put to
non-infringing uses is relevant to the assessment of the national courts, may
afford some consolation to videogame players.
Alexander is wondering: (1) whether he will make it to the next level at last, and (2) what on earth are modchips? |
Gamers have frequently sought to
justify the use of such devices on the basis that they are instrumental for
achieving various legitimate aims, including the playing of ‘homebrew’ games
created by individual console owners for other console owners, videogames
lawfully imported from other jurisdictions, and backup copies of lawfully
purchased videogames. However, certain national courts – in particular, the
British courts – have tended not to give close consideration to arguments of
this nature when deciding cases involving modchips.
The ruling of the CJEU lends
greater weight to these arguments by requiring national courts to take into
account the legitimate uses to which such devices may – and are – put. In this
regard, it should be noted that Nintendo has since issued a press release asserting that it "only
ever utilises technological protection measures which are both necessary and
proportionate to prevent widespread piracy of its intellectual property"
and that "the preponderant purpose of the circumvention devices
marketed by PC Box is to enable piracy of legitimate video games";
accordingly, it "is confident that the application of the guidance set
out by the CJEU relating to proportionality will enable the Milan Tribunal to
determine that the sale of circumvention devices is unlawful".
These are, however, findings of
fact that will have to be made by the national court, whose judgment will no
doubt be keenly awaited by the videogame industry and gamers alike."
Many thanks Yin
Harn for this thought-provoking analysis. What do IPKat readers think?
Still on the CJEU Nintendo ruling and its implications for the videogame industry
Reviewed by Eleonora Rosati
on
Tuesday, February 04, 2014
Rating:
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