Gaming problem: Copyright

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Literature Review: Copyright problem for Gaming

This “Ten Problems for Gaming in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.

Without further ado, these are the ten problems that we are going to introduce in this booklet:

  1. addiction,
  2. injuries,
  3. toxicity,
  4. mental health,
  5. escapism,
  6. social withdrawal,
  7. digital divide,
  8. mobile games,
  9. esports,
  10. copyright.

Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.

The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.

10 Copyright

THE PROBLEM — Gaming video streaming services have grown tremendously in the past few years, with higher resolutions, higher frame rates and HDR gaming videos getting increasingly adopted among the gaming community. Copyright only protects the expression of ideas, not the ideas themselves. Copyright and related rights are both economic and moral. Online or not, gaming communities change over time, facing both internal and external stresses.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — The award of damages in cases of copyright infringement aims to provide compensation, to avoid unjust enrichment, and to protect, in general, creativity and property rights. Simultaneously broadcasting to the audience, and game live broadcasts generally do not need to worry about copyright issues. Since gaming content as such is different from non-gaming content, it is imperative to evaluate the performance of the existing encoders to help understand the bandwidth requirements of such services. Streamers have a range of content, marketing, and community information needs, many of which are not being met by available tools. Outer organs of a mobile application are also related with the intellectual property law which are not only audiovisual screenplays generated by computer programs but also icons, names, logos as trademarks or even animated features. Twitch streams are liable to include copyrighted content that presents a legal risk for the business. Most people do not move to a new Reddit community, when a new game franchise is released, but instead remain with their established community. World Rally Championship shifted from a sport promoter to a media and sport company, and they shifted the negotiation power when dealing with regional broadcasters. The opening up of content, and the professionalization of activities with the arrival of influencers from other fields represents a challenge for the platforms. In the online teaching contexts, various exceptions to copyright law are designed to facilitate unsanctioned uses in educational and research contexts.

TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …

Gaming Problems
“Ten Problems for Gaming in the 2020s” booklet for Amazon Kindle, 2021; click on the cover to go to the dedicated Amazon listing page

By TenProblems

Literature Reviews for Inquisitive Minds