Browse Items (8 total)

Gong, T., Fan, Z., Popovic, S., & Wang, G. (2022). Copyright protection of live esports broadcast under China's new Copyright Law. Technology in Society, 71, 102123.

Kim, H. E. (2022). Where Esport Law Does not Exist. Available at SSRN 4047288.

Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Shisha, S. (2020). Fairness, Copyright, and Video Games: Hate the Game, Not the Player. Fordham Intell. Prop. Media & Ent. LJ, 31, 694.

Robinson, N. (2018). From Arcades to Online: Updating Copyright to Accommodate Video Game Streaming. NCJL & Tech., 20, 286., HeinOnline

Rabu, G. (2020). Les organisateurs de compétitions de jeux vidéo con!ontés au droit d'auteur des éditeurs [Video Game Competition Organizers Facing with Publisher Copyright]. Communication commerce électronique, 7-8, 13-18

Kelly, S. M., & Sigmon, K. A. (2018). The Key to Key Presses: eSports Game Input Streaming and Copyright Protection. Interact Entertain Law Review, 1(1), 2–16.

Choi, E.-Y. (2013). Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea. Retrieved from
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