The competition between different gaming companies is quite intense. These entities are therefore always interested in receiving additional protection for their creation. Obtaining patents for their work guarantees this additional protection. But patents are generally overlooked by the video game industry in the face of immense difficulties in obtaining them. Software codes are only patented when they lead to technological innovation. The gaming industry is bad enough to anticipate, thanks to quick things. Hell, look at the leap into technology and game distribution over the past 10 years. Whether the games are maintained and compatible is a serious matter. We still have problems with getting older games. I invite anyone who is studying game design or interested in history not to let go. Despite huge growth, developers and publishers in the video game industry still complain about the lack of protection available for their creative work.
The European Court of Justice of nintendo Co Ltd, in particular against PC Box Srl, in C-355/12, examined the intellectual property protection for video games and concluded that video games are a hybrid product derived from a complex combination of technical and artistic elements. While most people are familiar with the intellectual property rights around this last element (think dance moves and tattoos), attention is paid to the wide range of software that is gathered to produce the executable “game code.” Another advantage of the systematic audit technology used to create the game code is that it makes studios more attractive to funders such as investors or publishers, who will perform detailed due diligence to ip rights built into the game. Suffice it to say that the complexity of OSS is such that a studio should not be as fast to integrate it without further thought. In addition, when a studio seeks support through a publishing house, it should expect that a publishing house may expressly require that OSS (particularly those subject to a restrictive license) not be part of the code used for the game, or that its consent be obtained prior to its use. Copyright and licensing have been working this way for years, but these IP laws are blocked in the past and threaten our ability to play video games. Even if it`s technically your game (or the editor`s game), it still uses another person`s IP address. Parties such as developers, video game publishers and sports organizations participate in a video game licensing agreement, as in the case of FIFA. Video games are generally developed and licensed by gaming companies such as Electronic Arts, Ubisoft, Konami, etc. They receive appropriate licenses from organizations such as FIFA, WWE and grant them to end-users through an end-user licensing agreement. In this clause, the licensee defines the type of licence and how the licensee can use the rights it has made available.