e-Sports와 知的財産權

e-Sports and Intellectual Propert
  • 윤선희

초록

Online games eg. starcrafts, are included sports in a broad meaning. Though games elevate their importances as a new growth engine, the legal system to promote the game industry has not yet established. Game Addiction and item real money trade are made a social issue and rate classify hinders a game industry's growth. Games are covered in a various way. such as motion picture work, computer program work, software, content and so on. So that various legal systems cover the game, legal conflicts have arisen. Recently government has drown up the "Act on game and game industry" to diversely and systemically get a basis of development of game industry. From now on, we have to study the legal issues of game's statues as a intellectual property, game league, relationship between pro-gamer and pro-gamers' community, and sponsorship. Online games eg. starcrafts, are included sports in a broad meaning. Though games elevate their importances as a new growth engine, the legal system to promote the game industry has not yet established. Game Addiction and item real money trade are made a social issue and rate classify hinders a game industry's growth. Games are covered in a various way. such as motion picture work, computer program work, software, content and so on. So that various legal systems cover the game, legal conflicts have arisen. Recently government has drown up the "Act on game and game industry" to diversely and systemically get a basis of development of game industry. From now on, we have to study the legal issues of game's statues as a intellectual property, game league, relationship between pro-gamer and pro-gamers' community, and sponsorship.

키워드

Gamee-SportsIntellectual PropertyReal Money TradeRate Classify게임전자스포츠지적재산권현금거래Gamee-SportsIntellectual PropertyReal Money TradeRate Classify
제목
e-Sports와 知的財産權
제목 (타언어)
e-Sports and Intellectual Propert
저자
윤선희
발행일
2006-04
저널명
스포츠엔터테인먼트와 법
8
페이지
393 ~ 415