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Interactive
gaming and the law - Part 1: Game On
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January/February
2002
While
interactive TV is increasingly finding support from Europe's
communications industry, many UK broadcasters are discovering
- to their chagrin - that their attempts to use the technology
for the provision of interactive gaming are hampered by decades
old legislation. Over the course of a three part series, UK
solicitors, Wiggin & Co (www.wiggin.co.uk)
, will be bringing clarity to the more obscure areas of the
current UK legislation and highlighting those aspects of most
importance to broadcasters and carriers, including in:
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iPart One, the principal terms to consider when negotiating
the license of a games service
Part Two, legal limitations to the type of games that
may be made available and the ways in which these legal hurdles
may be avoided
Part Three, the relevance of regulators such as the
ITC (Independent Television Commission) and the Gaming Board
to the provision of games services, the approach of these
regulators and how such regulation may change in the future.
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With the launch
of the BBC's Ceefax service in 1974, UK TV audiences were treated
to their first taste of interactive TV. Although the service was
somewhat rudimentary by design, it quickly won over a respectable
number of users and - more importantly - highlighted the fact that
the traditional passive TV viewer could, and would, interact with
their TV if the content was right.
In the intervening years, the technology has improved dramatically
and, at a time when much of the industrialised world is on the cusp
of a convergent, digital communications 'revolution' (which makes
two-way TV communication easier), interactive TV has never been
more important to broadcasters.
There are even those that believe a competent iTV strategy is critical
to their future success and that the content best suited to iTV
- and as such a driver of significant revenues - is TV-based, interactive
games. Market research company, Datamonitor, predicts that iTV-based
gaming will be a major contributor to the growth of global, online
gaming - a market, the company believes, that will be worth approximately
E24 billion by 2005.
Additionally, recent figures from interactive TV games developer,
Two Way TV, appear to bear out Datamonitor's predictions and vindicate
those broadcasters that are taking iTV so seriously. Since 1997
approximately 15 million games have been played via the company's
service; if each of these games cost approximately 80 cents each,
the commercial potential of the market begins to become apparent.
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It is no wonder, therefore, that broadcasters are scrabbling to
deploy iTV to cash in on the gaming market and to secure their position
in an uncertain digital future. In Part One, we will consider some
of the main terms that are commonly included in a games licence
and how these can be used to make the most of an iTV games asset.
Agreements for the distribution of games services are likely to
contain similar terms. The following are the principal considerations
that should be born in mind during an agreement's negotiation.
Rights
The carrier of a game needs to be certain that it has licensed those
rights that it needs to achieve its proposed distribution of that
game. Equally, the games developer or publisher needs to be sure
that it has the right to licence that game for the agreed uses.
While this may sound relatively straightforward, the number of different
styles of
games
- with their associate rights - means the considerations should
be different in each case.
Arcade style game - In a typical arcade style game, a bundle of
copyrights will exist including copyright in the characters, background
graphics, script and music and these constitute the copyright in
the 'game'. The licence should make clear that any collection society
re-use fees in connection with any music rights, will remain the
responsibility of the games provider.
The agreement should express whether these rights are being licensed
exclusively or non-exclusively and should specify the extent to
which the carrier may distribute the game; this will usually be
as part of a games channel service offered via that carrier's network.
The rights in
the game will be subject to the usual indemnities in favour of the
carrier in the event that the game infringes the right of any third
party, or use of the game contravenes any law; although this may
be of limited benefit to the carrier where the breach constitutes
a criminal offence.
Enhanced television game - Interactive versions of existing television
programmes will comprise all the rights of the non-interactive television
programme, as well as those additional rights comprising the interactive
feature. The parties will need to agree an enhanced format that
suits the software and mediumware used. These additional rights
will typically be rights in the graphics used on screen and any
copyright in text used.
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The interactive application would usually be provided by the production
company behind the original programme, and the carrier will expect
the production company to stand by the integrity of this application
in the same way as any other content supplied by it. The interactive
version of a game show is likely to make use of what is often referred
to as the game's 'format'.
The creator of the format in that game will be required to consent
to the format's exploitation and the carrier should ask the production
company to undertake that this consent has been given. A question
that commonly arises is: 'to what extent can the creator of the
original format claim a monopoly in that format'? To answer this,
it is important to appreciate what is meant by the phrase 'format
right'.
In the context of a television programme, the term 'format right'
is often used to describe a programme's look, feel and defining
characteristics. The 'format' of a television programme is not a
right granted or protected by any law. Copyright may exist in certain
constituent parts of the programme or in the programme itself, but
the 'format' of a programme can only be protected by contractual
agreement; (remedies for alleged copying may exist, however, if
'passing-off' can be established although this is often difficult
to prove).
Terms
Games services agreements will typically be for a fixed term; however,
it may be in both parties' interests for the licence term to be
short with an option for renewal. Although both parties would wish
for as much certainty as possible, distributing a game that is not
successful is not in the interests of either party.
It is not only a wasted opportunity but also tarnishes the image
of a particular games site in the mind of a demanding gaming audience.
On the other hand, the carrier may wish to provide for a situation
in which the game is surprisingly successful and negotiate a right
to extend the contract on the same commercial terms at the end of
the agreement period.
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Revenue
In an uncertain advertising market, payments made by users whether
via a premium rate phone call, a credit card payment or by debits
to the subscriber's television bill will be the main source of revenue.
Typically, the revenue would be shared between the parties according
to an agreed percentage.
This shared amount will usually be net of VAT and any costs of providing
the premium rate calls, or of operating a credit card account. The
parties may agree that further costs should be deducted before the
revenue is shared. The games provider will normally decide the prize
level although the carrier may wish to specify a minimum. The issue
of responsibility for prize fulfilment should also be agreed.
Right to
suspend
Many games that are currently offered are technically illegal and
it is easy to appreciate the advantages of sailing as close to the
legal wind as possible, (in Part Two, we will look into how far
games providers can go). Although the game should be subject to
the carrier's acceptance testing, the carrier should also insist
on the right to suspend the game in the event that it has reasonable
cause to believe that the game is contrary to any law.
Similarly, the games provider should insist that the game is re-instated
in the event that the game is, in fact, legal or negotiate a right
to supply a replacement. In most arrangements, suspension is likely
to be injurious to both parties and the games provider may also
legitimately argue for a pro-rated refund of any flat-fee paid in
respect of that period of suspension. A right to suspend, however,
may not be enough to avoid the bringing of criminal charges in respect
of an illegal game if the Crown Prosecution Service or a private
prosecutor was so minded.
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Information
collection
Games preferences, times of use, typical betting levels and patterns
of behaviour all provide valuable information for games providers.
This allows them to target games services effectively, design games
that appeal to very particular audiences and maximise advertising
impact and revenues.
Significantly, the requirement to separate advertisements and content
does not apply to games offered as part of a graphics-based, walled
garden service, which presents a valuable opportunity to elicit
consumer preference information from users of the games. (In Part
Three, we will compare the ITC's regulation of games services in
an interactive 'walled garden' environment with its regulation of
games services in an 'enhanced TV' environment).
The games licence should set out how user data will be shared between
the parties and for what purposes it may be used. Information collection
and use will be subject to any requirements of applicable Data Protection
legislation.
Contractual
Flexibility
The fast changing iTV games market demands agreements that are flexible
and that can absorb the fickle demands of gamers. To be enforceable,
any contract has to be sufficiently certain in setting out the rights
and obligations of the parties and so the degree of 'flexibility'
must be agreed and clearly expressed. For example, an agreement
may be drafted so that:
A games provider is entitled to alter or replace the game
in certain circumstances
The marketing spend required from either party is linked
to revenue earned from the game
The carrier of the service has the first option to distribute
any further versions of the game
There is flexibility in how the parties promote the game;
and
The carrier has flexibility in the location of the game in
any interactive menu.
In summary
The details
of any agreement for the licensing of games content will depend
on the negotiating strengths of the parties, which will inevitably
be determined by a variety of factors - not least the extent of
the distributor's proposed distribution and the perceived demand
for the game.
The speed at which the games market changes means that, more than
ever, agreements need to be concluded quickly and with the minimum
of fuss. A revenue sharing arrangement serves to align the interests
of the parties and should mean that many issues resolve themselves.
Those issues that remain need to be dealt with in a fair, commercial
and clinical way. The games providers and carriers that can take
first advantage of a new trend, technological change or legal reform
are likely to be the ones who will reap the substantial prizes that
are at stake.
For more information
visit: www.wiggin.co.uk
Click here to read part two
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