主题词: 模拟器 知识产权滥用 反向工程 合理使用
目 录
内容提要... I
Abstract. II
导言... 1
一、游戏机模拟器开发中的法律问题产生... 2
(一)、模拟器简介... 2
(二)、游戏机模拟器开发中存在的法律问题... 4
二、著作权的合理使用... 6
(一)、著作权合理使用之缘起... 6
(二)、著作权合理使用之意义... 7
(三)、合理使用的演变... 8
(四)、合理使用的必要性... 9
(五)、合理使用的功能... 10
(六)、合理使用四条标准详解... 11
(七)、国际著作权公约关于合理使用原则的规定... 13
三、运用合理使用原则对索尼诉Connectix公司案进行法律分析... 16
(一)、索尼诉Connectix公司案背景情况... 16
(二)、上诉法院的探讨及法律分析... 20
四、索尼诉Connectix案背后的法理分析... 26
(一)、雅达利冲击与任天堂创制的视频游戏开发权利金制度... 26
(二)、围绕规避权利金而产生的诉讼... 27
(三)、权利滥用与合理使用原则对其的制约... 29
五、软件反向工程的合法性探讨... 32
(一)、软件反向工程在各国立法上的反映... 32
(二)、软件反向工程存在的合理性... 33
(三)、软件反向工程的限制... 35
(四)、我国立法上的合理使用制度和软件反向工程... 37
(五)、对我国著作权法和反垄断法的立法建议... 40
结论... 43
参考文献... 45
内容提要
本文试以著作权合理使用为切入点,深入分析游戏机模拟器开发过程中的反向工程手段的法律性质,最终为游戏机模拟器——这一在中国尚未有明确法律定位的新生事物,寻找其应有的法律地位。众所周知,视频游戏机产业是一个利润较为丰厚的产业,在2004年全球视频游戏产业的收益达245亿美元。在此条件下,日本两大游戏主机厂商,任天堂和索尼纷纷展开了其进军中国市场的计划,在中国市场上销售其游戏主机。两大游戏厂商在推广主机的过程中除盗版以外,遇到的最大的推广困难就是游戏机模拟器——这种能够让普通用户不用购买游戏主机就能在普通PC上运行有关视频游戏的软件。为了保证其游戏主机的销售,这两大厂商必然会对模拟器进行压制。那么,游戏机模拟器到底是否合法,其存在是否具有法律上的合理性就成为了一个必须去面对和研究的问题。
本文利用著作权合理使用原则对美国此类案件的判决进行法律分析.
本文主要分五章进行讨论。第一章,引出模拟器开发过程中使用的反向工程技术存在的法律问题;第二章,简要介绍了著作权合理使用制度的概念、特点、范围;讨论了著作权合理使用制度的兴起和发展,从经济学、法律两个角度出发,论述了著作权合理使用制度建立的理论基础;第三章,通过对美国索尼诉Connectix案的分析,阐述合理使用原则如何解决模拟器开发中反向工程技术合法性问题;第四章,结合视频游戏产业发展历史,对索尼案进行法经济学分析,提出并分析权利滥用的概念及合理使用原则对其的限制。第五章,结合中国及世界其他国家的法律实践,确立反向工程的合法地位。同时结合中国实际情况,就合理使用制度的完善及协调中国《著作权法》同《计算机软件保护条例》之间的关系提出自己的建议。
Abstract
By cutting-in from the “Fair Use” of copyright system, this article will analysis and find out the legal status of Reverse Engineer, which is used in the development of Game Emulator, and finally set out the legal status for the new-born Game Emulator, which has not been identified in the Chinese law system. It is well known that video game industry is a quite profitable industry. The outcome of this industry is 24.5 billion US dollars in 2004. Facing such profitable environment, the two video game console magnates, Nintendo and Sony began their marketing plan in China and start to sell their game consoles here. Besides the pirate of game software, the biggest problem the met in marketing is game emulator, software that allow users to play video games on PC without buying a game console. In order to protect the sales of their game console, they surely will take some legal actions to prevent the development of these game emulators. Whether the existence of game emulator is legal become a question for us to discuss.
This article will make some legal analysis on the judgment of the leading case in US concerning this aspect by using the Fair Use doctrine, and reveal the underling considerations of social and economic factors, and then draw the conclusion that the reverse engineering taken during the development of game emulator is in comply with the laws, it is a positive factor for breaking the monopoly in the video game industry, and the game emulator is a legal product. This article will also give suggestion on the perfection of fair use doctrine of China.
The main discussion is divided into five parts. In chapter 1, I will introduce the legal issue of reverse engineering taken during the development of game emulator. In chapter 2, I introduce certain concept and specific of fair use doctrine, discuss the origin and development of that doctrine, and discuss the theory basis from economic and legal aspects. In chapter 3, I will discuss the case of Sony v. Connectix, and give the explanation of how the fair use doctrine is applied in the issue of reverse engineering taken during the development of game emulator. In chapter 4, by combining the history of video game industry, I will analyze Sony’s case from legal economic aspects, and then introduce the concept of Misuse of Right and fair use doctrine’s restrictions on it. In chapter 5, through the discussion of legal practice in other countries, I will clarify the legal status of reverse engineering and give suggestions on the perfection of China’s fair use doctrine and the harmony development between China’s Copyright Law and Regulations for the Protection of Computer Software.