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Atari Tries to be Relevant by Enforcing Rights

A few weeks ago, the Seattle Times ran an article about the newest company to carry the Atari brand name increasing their licensing enforcement program in an attempt to increase revenue and get Atari’s name back in the headlines, and Atari’s games back on shelves.

Well, perhaps that summary isn’t entirely accurate. Instead, the company “Atari” seems to have become more of a rotating chair on the faculty of a University. The job was done previously by other people, and the current resident had a career before getting their current job, but for right now, the name gets the credit for the content released, and not necessarily the person doing the work.

Atari has had some financial trouble in recent years, and has taken moderate advantage of the current demand for “retro” games by re-releasing their classic games for modern systems. Atari was on the forefront of obtaining protection for video games under US Copyright Law, so it is not surprising that the current iteration would still protect the arcade-style games.

However, there may be some question as to whether the industry or society as a whole benefits by allowing one company to monetize the creations of their many-times-removed predecessors in interest, especially when the technology has moved so far beyond what was capable at the time. Games that required a cartridge or arcade machine in the 1980s can now be programmed and played in flash or java online from anywhere. However, while the ease of copying something, or the pleasure in recreating something from one’s youth may be a reason to learn how to code, it is generally not a defense to copyright infringement.

Copyright fair use is more likely to be a successful defense when the original work was not very creative, when the copier had selfless motives, and when the market for the original work is not affected by the copy. So when the industry has moved beyond arcade machines, the market for such arcade games becomes much smaller unless and until the original rights holder updates the game to be played on more modern technology. Once the company has done that, as Atari has done with their multitude of “Classic Game” compilations, then fair use becomes that much harder to obtain for homages and iPhone apps.

Is that wrong? Technically, no. Perhaps a bit heavy-handed, and possibly an unintentional consequence of a struggling company attempting to get money out of existing titles. But wrong? Not according to US Copyright Law, which currently governs the issue.


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Posted in Wednesday: Current Issues.

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A request

Dear Readers,

As often happens with life, today your humble blogger is unable to think of anything in particular that she would like to discuss.

Therefore, she is taking requests.

Make a comment and she will discuss the topic of your choice as it relates to video games, the legal industry, copyright or trademark law, or games in general.

Thanks for reading!

Posted in Tuesday: Potpourri.


Violent video game case sees industry support

Most observers of the legal industry know that the plaintiff or appellant files their paperwork with the court first, and then the defendant or respondent is given a decent amount of time to reply to the charges or causes of action. With the Schwarzenegger v. EMA case, the government filed their appeal first, with supporters of the regulation filing amicus briefs as well.

With content-specific regulation, as here, the court has to evaluate whether the government has a legitimate interest in the matter being regulated, and whether the means taken to regulate that interest were the least restrictive way to control that interest. The regulation of video games IS content-specific, as the term is used, because the regulation is applied to video games based on their content, and not more generally to the “time/place/manner” of the sale of video games or presence of minors in certain areas.

Last week the video game industry paperwork started trickling into the public record, as the various interested parties began filing their amicus briefs with the court. As mentioned during the Legal Issues in Video Game Law panel at PAX, the lead counsel for the various players in the video game industry gathered together the various groups, and allotted to each of them a different point to make and support from the original challenge to the regulation.

So while one group might advocate at length the idea that video games are art, another might discuss the protections already in place that are less restrictive than those imposed by California. As with the amicus briefs filed in support of the law, the papers beyond those of the two named parties are mere supplementary materials for the court, and may or may not actually influence the decision. Certainly none of side players will have a chance to speak before the Supreme Court on this matter, so these filings are to shore up the arguments made by the EMA, and to provide a broader sense of the industry, not to act as a substitute.

Previous Supreme Courts have used law review articles, Restatements, or other supplementary materials in justifying their decision, but the uncertainty as to why this Court has agreed to hear this case in specific may lead to a result that calls upon the main points of neither party.


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Posted in Monday: Legal Landscape.

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