Intellectual PropertyCopyright
Copyright Registration of Games
Games occupy one of the strangest crossroads in intellectual property law: the single most valuable thing about a game—its rules, its mechanics, the clever way it makes players think—is the one thing copyright flatly refuses to protect. This guide explains the classic and unyielding rule that game ideas, systems, and methods of play are not copyrightable, traces it from Baker v. Selden through Section 102(b), and walks through what copyright actually does protect: the artwork, the text, the audiovisual displays, the code, and the particular expression an author pours into a game. It covers how to register the many separate components of a board game or video game with the U.S. Copyright Office, including the deposit and identifying-material rules that trip up tabletop publishers, the choice among application types, and the litigation tools—substantial similarity, the abstraction-filtration-comparison test, scènes à faire—that decide cloning disputes. Anchored by the leading "look and feel" decisions in Tetris Holding, LLC v. Xio Interactive, Inc. and Atari v. North American Philips, the guide uses vivid examples from Pac-Man to Tetris to Monopoly to make a notoriously slippery area of law concrete. It explains why developers must reach for trademark, patent, and trade dress to fill the gaps copyright leaves wide open. It is written for game designers, developers, founders, and the lawyers who advise them.