在數位時代,互動式娛樂數位內容,也就是俗稱的電玩軟體,在世界的娛樂產業扮演重要的角色,而一款電玩軟體包含複雜的著作權種類,如何授權,是很重要的課題,若是法律能提供一種便利的授權機制,對於著作權人與使用者都會十分有利,本文並提出修法之建議 另外一方面,電玩軟體之著作權侵害的樣態,也是值得探討的課題,本文探討單機遊戲和線上遊戲數種類型的著作權侵害樣態,本文並且由各國的判例與學說出發,研究該如何判斷是否構成著作權侵害之要素。 本文共分為八大章節,第一章為研究動機之介紹與研究方法和範圍,第二章為介紹”互動式娛樂數位內容”之定義與種類,第三章分析一款電玩軟體所包含的著作權類型,第四章,以比較法的觀點,分析美國,日本,韓國,台灣對於電玩軟體的保護方式,第五章研究電玩軟體的著作財產權與著作人格權,第六章研究電玩軟體的侵權案例,第七章以電玩軟體之授權契約相關爭議為中心,進行研究,第八章為結論。
As the era of digitization comes, “interactive entertainment-oriented Digital contents “also called video game has had an important part in entertainment industry. A video game contain complex organized copyrights construct. How to licensing is a very important issue of vide game. If the Copyright Law could provide the licensees a more convenient authorization mechanism to facilitate copyright-related transactions, it will be beneficial to both copyright owners and users. On the other hands, infringement act of copyright in vide game is also an important issue. This thesis discusses several types of infringement act in video game and on-line game. This thesis tries to find the method that how to judge infringement case form judgments and doctrines. There are 8 chapters in this thesis. The First Chapter introduces the motive, methods and scope of this thesis. The Second Chapter, introduces the meaning of “interactive entertainment-oriented Digital content”, describes several style of video game. The Third Chapter, analyzing how many several style of copyrights contain in a vide game. The Fourth Chapter introduces method of copyright protection in American, Japan, Korea and R.O.C in view of comparative law. The Fifth Chapter, study property rights and moral rights of video game. The Sixth Chapter is studying of infringement case. The Seventh Chapter analyzing some discussed issues of licensing agreement. The Eighth Chapter is conclusion.