How's that on Twitch with copyright infringement?

Lo
- in Twitch
6

I have a question about Twitch. I have already dealt with media law and copyrights professionally, but I don't know how it is at Twitch.

Why is it okay to stream games? The streamers alone bought the games and are now passing the content on to third parties. What is the system that protects streamers?

And if, for example, you read a book in a stream, that is, if you publish the content of the book, doesn't that also violate copyrights, or would that also work?

Do any of you know about media and copyrights? Especially for video, mobile phone games and books? I could imagine that it is a different legal situation with games than with written publications.

Mi

Why should the creators of the games mind?
This is free advertising for your product.

Ed

That is exactly the meaning of copyrights, that the artistic products can't simply be used by third parties for money.

Lo

I know that. But how is that regulated, because when it comes to games it's apparently okay

Za

Why is it okay to stream games?

It is not in terms of copyright law, but the developers / publishers as rights holders tolerate it.

What is the system that protects streamers?

Big streamers who get their games sponsored also have the consent through this sponsorship.

And if, for example, you read a book in a stream, that is to say, if you publish the content of the book, that doesn't violate copyrights

Sure, and the book's author may find it less funny than a game developer.

I could imagine that it is a different legal situation with games than with written publications.

No, copyright applies to games as well as to books, pictures, music, films, …

Ed

That is by no means okay. Nobody has started issuing warnings yet.

Sp

From a purely copyright point of view, a book looks like this:

An author writes a text. This is mostly protected by UrhG § 2. A publisher buys the author the https://www.gesetze-im-internet.de/.../__31.html" class="text-primary">https://www.gesetze-im-internet.de/.../__31.html on the text.

In practice it looks like this:

The publisher promises the author 10 percent or so of the book trade turnover of, for example, 20 euro per copy, of which the publisher in turn receives around 60 percent.

If I now produce 100 books myself, i.e. As pirated printing, and sell them, the regular book trade has up to 100 books less sales, i.e. Up to € 2,000 less. That makes up to 1,200.00 less for the publisher and up to 200.00 less for the originator, the author.

That's how it used to be with the sale of pirated copies of popular books in pubs.

And if I copy the entire work today and put it on the Internet - which only took a few clicks for me - nobody would have to buy the book anymore.

And from a purely copyright point of view, a video game looks like this:

An author of the story writes a text and the graphic artist draws pictures for it. Both are mostly protected by UrhG § 2. A publisher buys both the https://www.gesetze-im-internet.de/urhg/__31.html in the game.

In practice it looks like this:

The publisher promises the creators X percent or so of the video sales (or pays a fixed sum), from which the publisher in turn receives Y percent.

If I now produce 100 video games myself, i.e. As pirated copies, and sell them, the regular video trade has up to 100 games less sales. That means less turnover for the publisher and less fee for the authors, i.e. For the author and the graphic designer.

And if I copy the entire work and put it on the Internet, nobody would have to buy the game anymore.

But if I put excerpts from a video game on the Internet, nobody can play the game! He can only look at it! That's enough for him with a book. But not in a game.

With a game, on the other hand, the appeal of buying it becomes much greater when you see how it works and how great it looks in others.

Unless you just want to see monsters, pugs, blood and action. Then it might be enough to watch others play ;-)