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株式会社DAWN Inspiration主催 第一回知財カフェ246での資料です。 テーマは「ゲーム×著作権」です。
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MagicLeap 1を使用したXR謎解きエンターテイメントの開発裏話 https://ajara.kakus.in/wizard/
codename: WIZARD プレイヤーを魔法使いにさせるまで 序
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サイテックシステム有限会社さま(パテントサロンさま)主催 知財系ライトニングトーク#7で登壇させて頂いた際のスライドです。
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映画会社 日活 のゲームレーベル SUSHI-TYPHOON-GAMES 第一弾、『刺青の国』をテーマに、”刺青”のワークフロー、OPTPiX SpriteStudio を使ったアニメーション素材の制作工程からUnityへの連携事例をご紹介いたします。
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MagicLeap 1を使用したXR謎解きエンターテイメントの開発裏話 https://ajara.kakus.in/wizard/
codename: WIZARD プレイヤーを魔法使いにさせるまで 序
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株式会社DAWN Inspiration主催第第3回 知財カフェ246 ~ゲーム×商標~での使用スライド。 代表取締役社長RISΛ登壇。
第3回 知財カフェ246 ~ゲーム×商標~
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サイテックシステム有限会社さま(パテントサロンさま)主催 知財系ライトニングトーク#7で登壇させて頂いた際のスライドです。
ゲーム会社の代取が語る!ゲーム業界から見た知財
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From their humble beginnings in 1984, TED has grown into the world’s most powerful amplifier for speakers and thought-leaders to share their ideas. They have over 2,400 filmed talks (not including the 30,000+ TEDx videos) freely available online, and have hosted over 17,500 events around the world. With over one billion views in a year, it’s no wonder that so many speakers are looking to TED for ideas on how to share their message more effectively. The article “5 Public-Speaking Tips TED Gives Its Speakers”, by Carmine Gallo for Forbes, gives speakers five practical ways to connect with their audience, and effectively share their ideas on stage. Whether you are gearing up to get on a TED stage yourself, or just want to master the skills that so many of their speakers possess, these tips and quotes from Chris Anderson, the TED Talks Curator, will encourage you to make the most impactful impression on your audience. See the full article and more summaries like this on SpeakerHub here: https://speakerhub.com/blog/5-presentation-tips-ted-gives-its-speakers See the original article on Forbes here: http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/carminegallo/2016/05/06/5-public-speaking-tips-ted-gives-its-speakers/&refURL=&referrer=#5c07a8221d9b
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Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits. To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups. Technology For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did. While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis. Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad. Age and Gender When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same. Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers. Race Affects Attitudes As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
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AI Trends in Creative Operations 2024 by Artwork Flow.pdf
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marketingartwork
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Presented 1/4/2024 Visit Albert's List: https://bit.ly/findyournextjob
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Albert Qian
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Social Media Marketing Trends 2024 // The Global Indie Insights
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The search marketing landscape is evolving rapidly with new technologies, and professionals, like you, rely on innovative paid search strategies to meet changing demands. It’s important that you’re ready to implement new strategies in 2024. Check this out and learn the top trends in paid search advertising that are expected to gain traction, so you can drive higher ROI more efficiently in 2024. You’ll learn: - The latest trends in AI and automation, and what this means for an evolving paid search ecosystem. - New developments in privacy and data regulation. - Emerging ad formats that are expected to make an impact next year. Watch Sreekant Lanka from iQuanti and Irina Klein from OneMain Financial as they dive into the future of paid search and explore the trends, strategies, and technologies that will shape the search marketing landscape. If you’re looking to assess your paid search strategy and design an industry-aligned plan for 2024, then this webinar is for you.
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Trends In Paid Search: Navigating The Digital Landscape In 2024
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From their humble beginnings in 1984, TED has grown into the world’s most powerful amplifier for speakers and thought-leaders to share their ideas. They have over 2,400 filmed talks (not including the 30,000+ TEDx videos) freely available online, and have hosted over 17,500 events around the world. With over one billion views in a year, it’s no wonder that so many speakers are looking to TED for ideas on how to share their message more effectively. The article “5 Public-Speaking Tips TED Gives Its Speakers”, by Carmine Gallo for Forbes, gives speakers five practical ways to connect with their audience, and effectively share their ideas on stage. Whether you are gearing up to get on a TED stage yourself, or just want to master the skills that so many of their speakers possess, these tips and quotes from Chris Anderson, the TED Talks Curator, will encourage you to make the most impactful impression on your audience. See the full article and more summaries like this on SpeakerHub here: https://speakerhub.com/blog/5-presentation-tips-ted-gives-its-speakers See the original article on Forbes here: http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/carminegallo/2016/05/06/5-public-speaking-tips-ted-gives-its-speakers/&refURL=&referrer=#5c07a8221d9b
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Everyone is in agreement that ChatGPT (and other generative AI tools) will shape the future of work. Yet there is little consensus on exactly how, when, and to what extent this technology will change our world. Businesses that extract maximum value from ChatGPT will use it as a collaborative tool for everything from brainstorming to technical maintenance. For individuals, now is the time to pinpoint the skills the future professional will need to thrive in the AI age. Check out this presentation to understand what ChatGPT is, how it will shape the future of work, and how you can prepare to take advantage.
ChatGPT and the Future of Work - Clark Boyd
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Clark Boyd
a presentation to give to a programming class on how to land a 6 figure job right out of college, and how to prepare during and after school
Getting into the tech field. what next
Getting into the tech field. what next
Tessa Mero
Lily Ray's MozCon talk from 2023 about how core updates work and how search intent plays a role.
Google's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search Intent
Lily Ray
Stop putting off having difficult conversations. Seven practical tips to ensure your next difficult conversation go smoothly.
How to have difficult conversations
How to have difficult conversations
Rajiv Jayarajah, MAppComm, ACC
A brief introduction to DataScience with explaining of the concepts, algorithms, machine learning, supervised and unsupervised learning, clustering, statistics, data preprocessing, real-world applications etc. It's part of a Data Science Corner Campaign where I will be discussing the fundamentals of DataScience, AIML, Statistics etc.
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Cafe246 1
1.
第1回目 知財カフェ246 ~ゲームと著作権~ 株式会社DAWN Inspiration 代表取締役社長
RISΛ ©2018 DAWN Inspiration All Rights Reserved
2.
本講演は、写真撮影OK! SNS投稿OK! • ただし、最後のスライドはSNS投稿をお控えください。お声かけいたします。 • 写真撮影時は周りの方のご迷惑にならないよう、ご配慮をお願いいたします。 •
本スライドは後日、SlideShareにて公開します。 ©2018 DAWN Inspiration All Rights Reserved
3.
本日のメニュー 1. 自己紹介 2. 会社紹介 3.
著作権とはなんぞや? 4. ゲームの著作権について 5. 質疑応答 ©2018 DAWN Inspiration All Rights Reserved
4.
1. 自己紹介 2. 会社紹介 3.
著作権とはなんぞや? 4. ゲームの著作権について 5. 質疑応答 ©2018 DAWN Inspiration All Rights Reserved
5.
自己紹介 RISΛ(上田理沙) • 株式会社DAWN Inspiration代表取締役社長。 •
1992年生まれ。フリーランスの法人成り。 • 二級知的財産管理技能士(国家資格)。一級に挑戦! • 特許やゲームの翻訳者、翻訳チェッカー、通訳者。 • 西本智実氏率いるイルミナート合唱団所属。 五木ひろし氏やさだまさし氏、秋川雅史氏と共演。 • 株式会社サイエンスインパクトの営業。 • カメラ女子♪愛機はOlympus OM-D EM10 MarkII。 坂口博信氏サイン入り。 ©2018 DAWN Inspiration All Rights Reserved
6.
1. 自己紹介 2. 会社紹介 3.
著作権とはなんぞや? 4. ゲームの著作権について 5. 質疑応答 ©2018 DAWN Inspiration All Rights Reserved
7.
会社紹介1 株式会社DAWN Inspiration • 2018年8月9日設立(シンガポール独立記念日) •
事業目的 ゲームの開発、販売、ローカライズ、翻訳、通訳、飲食… ©2018 DAWN Inspiration All Rights Reserved
8.
会社紹介2 • 経営理念 「産業にイノベーションを」「すべてはクライアントのために」 • ミッション 有益な製品やサーヴィスを生み出すことで社会の発展に貢献します。 他社(他者)ができないことを率先して行います。 •
コーポレートヴィジョン Diversity →多様性あるサーヴィスの提供を目指します! Active →業界一のアクティヴ目指します! Worldwide →ワールドワイドな活動を目指します! Nonstop →ノンストップで、留まることのないスピードを目指します! ©2018 DAWN Inspiration All Rights Reserved
9.
1. 自己紹介 2. 会社紹介 3.
著作権とはなんぞや? 4. ゲームの著作権について 5. 質疑応答 ©2018 DAWN Inspiration All Rights Reserved
10.
著作権について勉強してみましょう! まず、前置き… 本スライドでは、 著作権法第一条は 著1条と表記します。 ©2018 DAWN Inspiration
All Rights Reserved
11.
著作権とはなんぞや? • この法律は、著作物並びに実演、レコード、放送及び有線放送に関し著作者の権利及び これに隣接する権利を定め、これらの文化的所産の公正な利用に留意しつつ、著作者等 の権利の保護を図り、もつて文化の発展に寄与することを目的とする。 (著1条) →著作権法は、文化の発展を図るための法律。 ©2018 DAWN
Inspiration All Rights Reserved
12.
著作物とはなんぞや? • この法律にいう著作物を例示すると、おおむね次のとおりである。 一 小説、脚本、論文、講演その他の言語の著作物 二
音楽の著作物 三 舞踊又は無言劇の著作物 四 絵画、版画、彫刻その他の美術の著作物 五 建築の著作物 六 地図又は学術的な性質を有する図面、図表、模型その他の図形の著作物 七 映画の著作物 八 写真の著作物 九 プログラムの著作物 (著10条) ©2018 DAWN Inspiration All Rights Reserved
13.
著作権の歴史 • 15世紀、英国。グーテンベルクの活版印刷が登場。 • 国王は、本が不正に複製される恐れを懸念。 •
1710年、アン法を制定。 • 1887年、ベルヌ条約制定、現在に至る。 ちなみに… 特許法はイタリアのヴェネツィア共和国が発祥。 1474年、発明者条例 ©2018 DAWN Inspiration All Rights Reserved ルネサンス三大発明のひとつ!
14.
著作権法に違反するとどうなるの? • 民事上の請求 ①侵害行為の差止請求 ②損害賠償の請求 ③不当利得の返還請求 ④名誉回復等の措置の請求 • 著作権、出版権、著作隣接権を侵害した者は、 10年以下の懲役または1000万円以下の罰金 •
著作人格権、実演家人格権を侵害した者は、 5年以下の懲役または500万円以下の罰金 (著119条) • 法人の場合は…両罰規定により、3億円以下の罰金(著作人格権以外)。 (著124条1項1号) ©2018 DAWN Inspiration All Rights Reserved ちなみに自動車運転過失致死傷は 7年以下の懲役もしくは禁錮または 100万円以下の罰金
15.
RISΛの考え、休むに似たり 天才数学者ガロアのお父さんのお話。 ©2018 DAWN Inspiration
All Rights Reserved
16.
ここまでのまとめ • 著作権は、文化の発展を図るための法律。 • 著作物は、著作権法第10条参照のこと。 •
著作権の概念はグーテンベルクの活版印刷の時代(14世紀)に誕生。 • 罰則が重い!法人の両罰規定には要注意! ©2018 DAWN Inspiration All Rights Reserved
17.
本題へGO! ©2018 DAWN Inspiration
All Rights Reserved
18.
1. 自己紹介 2. 会社紹介 3.
著作権とはなんぞや? 4. ゲームの著作権について 5. 質疑応答 ©2018 DAWN Inspiration All Rights Reserved
19.
ゲームの著作権について。アジェンダ 1. ゲームは映画の著作物? 2. ゲームの著作権の帰属について考える 3.
ゲーム実況について考える ©2018 DAWN Inspiration All Rights Reserved
20.
1. ゲームは映画の著作物? 2. ゲームの著作権の帰属について考える 3.
ゲーム実況について考える ©2018 DAWN Inspiration All Rights Reserved
21.
まずは背景知識として、映画の著作権から。 • 映画の著作物として扱われるための条件 1.記録媒体などの「物への固定」が行われていること、 2.「映画の効果に類似する視覚的または視覚的効果を生じさせる方法で表現されている」 こと →この2つを満たしている必要がある。 • 映画の著作物の著作者 →「映画の著作物」は、映画の著作物の「全体的形成に創作的に寄与した者」が著作者とな ります。 e.g.
監督、プロデューサー、撮影監督、美術監督など… ©2018 DAWN Inspiration All Rights Reserved
22.
映画の著作権の帰属 1. 個人がひとりで「映画の著作物」を創った場合 →その人が著作者となる。「著作者の権利」の全部(「著作者人格権」「財産権」)を持つこと になる。 2. 映画製作会社が、社内で「映画の著作物」を創った場合 →映画製作会社が「著作者の権利」の全部(「著作者人格権」「財産権」)を持つことになる。 3.
映画製作会社が、外部の映画監督等に外注して「映画の著作物」を創った場合 →「著作者の権利」のうち映画会社が「財産権」を持ち、監督等は「著作者人格権」のみを持 つことになる。(著29条) ©2018 DAWN Inspiration All Rights Reserved
23.
ゲームは映画の著作物。 根拠1 • パックマン事件(1984年) •
東京地裁昭和56年(ワ)第8371号損害賠償請求事件 →映画の上映権侵害。原告のナムコが勝訴。 • 被告が複製しているわけではなかったので、複製権ではなく上映権を侵害していると訴え た。(著2条3項) ©2018 DAWN Inspiration All Rights Reserved
24.
解説 ©2018 DAWN Inspiration
All Rights Reserved ナムコ マイアミ 上映権を侵害している! ナムコの勝訴。 映画の効果に類似する視覚的効果を生じさせる方法で表現されている
25.
ゲームは映画の著作物。 根拠2 • 中古ゲームソフト販売訴訟(1998年) •
最高裁判決は、「ゲームは映画の著作物だが、頒布権は一度譲渡された時点で消尽され るため中古販売を差し止める根拠にはならない」 マジコン事件も大変ですよね… 新しいものさえも売れなくなってしまう、、、 ©2018 DAWN Inspiration All Rights Reserved
26.
解説 ©2018 DAWN Inspiration
All Rights Reserved SCE、カプコン、コナミ、 スクウェア、ナムコ (株)ドゥー! SCE、カプコン、コナミ、 スクウェア、ナムコ 、セガ (株)アクト ゲームソフト販売差し止めと廃棄 ゲーム会社6社の勝訴。 ゲームソフトは著作権上、映画の著 作物であり、頒布権は存在する
27.
ところが! ©2018 DAWN Inspiration
All Rights Reserved (株)エニックス (株)上昇 (カメレオンクラブ) 差止請求権不存在の確認 エニックスは敗訴、不服とし控訴。 またしてもエニックス敗訴、最高裁に上告。 エニックス、最高裁でも敗訴。
28.
映画の著作物の貸与 映画フィルムその他の視聴覚資料の貸与(非営利、無料の場合)(著38条5項) 1.視聴覚資料の公衆の利用に供することを目的とする施設または聴覚障害者等の福祉に 関する事業を行う者(政令で定めるもの)が行うこと 2.営利を目的とする施設でないこと 3.既に公表された映画の著作物であること 4.貸与を受ける者から料金を受けないこと 5.権利者に「補償金」を支払うこと ゲームバー… ©2018 DAWN Inspiration
All Rights Reserved
29.
DISCUSSION TIME ゲームの著作権は映画の著作権に属します。あなたはどう思いますか? ©2018 DAWN
Inspiration All Rights Reserved
30.
ゲームの著作権の帰属 • ゲームの著作権は映画の著作権として扱われます! • 著作権は個人には属さない! •
ゲーム業界では、ゲームの著作物は個人に帰属すべきという意見もちらほら。 • 課題:職権乱用の恐れ、クレジット表記 RISΛの意見として…改訂や立法をするなら、特殊なルールを設けるべき! 理由:現在の著作権法では対応しきれない! ©2018 DAWN Inspiration All Rights Reserved
31.
DISCUSSION TIME ゲームの著作権の帰属について、あなたはどう思いますか? ©2018 DAWN
Inspiration All Rights Reserved
32.
1. ゲームは映画の著作物? 2. ゲームの著作権の帰属について考える 3.
ゲーム実況について考える ©2018 DAWN Inspiration All Rights Reserved
33.
まずは背景知識として、美術館の著作権から。 • この写真、SNSに投稿したら侵害になる? 参考:撮影者:RISΛ、著作権者:RISΛ、撮影地:シンガポール切手博物館、シンガポールミン トおもちゃ博物館、シンガポール国立博物館 ©2018 DAWN
Inspiration All Rights Reserved
34.
侵害にはならない! • 美術館が写真撮影OKの許可を出している! • 海外では美術館や博物館でも写真を撮れることが多いのが現状です(展示物を傷めない ため、フラッシュは禁止)。 •
最近は日本でも、写真撮影を許可している美術館や博物館が増えてきました。 • 著作権は作者の死後50年(欧米では70年が多い)、消尽するので、複製OK! • 著作権の保護期間内でも、私的利用のための複製(著30条)に該当すればOK! • 私的利用のための複製(著30条)に該当しなければ侵害になりうる。 →商用のための撮影でないこと。例えば、ポストカードにして売ったら侵害。 ©2018 DAWN Inspiration All Rights Reserved
35.
要注意! 来年、著作権法の改定が入ります! 著作権の保護期間が50年→70年になります。 TPP… ©2018 DAWN Inspiration
All Rights Reserved
36.
美術館の著作権について • 著作物の著作者は展示権を持っている。(著25条) →美術館は著作者から展示権の承諾を得る。 →著作物の原作品の所有者or所有者の同意を得た者は、著作物を原作品により公に展示 できる。(著45条1項)(ただし、例外もある。著45条2項) • 観覧者のための著作物の解説or紹介を目的とする「小冊子」には著作物を載せてもOK! (著47条) →カタログ、目録など。ただし、画集は不可。 ©2018
DAWN Inspiration All Rights Reserved
37.
©2018 DAWN Inspiration
All Rights Reserved いいよ~ 著作物貸してよ 著作者美術館
38.
©2018 DAWN Inspiration
All Rights Reserved いいよ~ 著作物貸してよ 著作者美術館 来場者 新たなユーザー SNSアップ許 可 SNSアップ 美術館に行く 商品購入
39.
これって、ゲーム実況の仕組みと似てません? • ゲーム実況、本来なら違法です! • ゲームのプレイ画面を動画配信サイトでアップロードする。 →複製権(著21条)、公衆送信権(著32条)、送信可能化権(著23条)に侵害! •
更に字幕などを付けると、加工にあたる。 →同一性保持権(著20条)に侵害! ⇒ゲーム会社が実況OKにしているので合法なのです! ©2018 DAWN Inspiration All Rights Reserved
40.
©2018 DAWN Inspiration
All Rights Reserved いいよ~ 著作物貸してよ 著作者美術館 来場者 新たなユーザー SNSアップ許 可 SNSアップ 美術館に行く 商品購入 パブリッシャー ユーザー コンテンツ購入
41.
ゲーム実況の課題と解決法 • ユーザーサイド →アップロード可能コンテンツかどうかわからない • 販売サイド →ネタバレや売り上げ低下の恐れ 解決法は? ⇒SNS投稿機能 ⇒販売サイドのHPなどでの警告 ©2018
DAWN Inspiration All Rights Reserved
42.
NINTENDO CREATORS PROGRAM •
任天堂のタイトルについて、ゲーム実況者と広告収入をシェア。 • 商用OK! • ゼルダの伝説、スプラトゥーンなど。 CEDEC Awards受賞おめでとう! https://r.ncp.nintendo.net/whitelist ©2018 DAWN Inspiration All Rights Reserved
43.
ペルソナ5 • かたや、アトラス ペルソナ5は厳しい… •
オープニング以外のネタバレ厳禁! こちらもCEDEC Awards最優秀賞おめでとう! http://p-ch.jp/news/776 ©2018 DAWN Inspiration All Rights Reserved
44.
ゲーム画面のスクショについて • 引用を使いましょう! 引用とは… • 出所の明示(著48条) •
引用部の著作者名、著作物名、出版社名、掲載ページなど。 • 引用、転載にあたり、出所を明示しなかった場合、50万円以下の罰金!(民法122条) ©2018 DAWN Inspiration All Rights Reserved
45.
引用例 ©2018 DAWN Inspiration
All Rights Reserved テラバトル×FFXVコラボ!! “ ” © 2017 SQUARE ENIX
46.
引用例 ©2018 DAWN Inspiration
All Rights Reserved テラバトル×FFXVコラボ!! “ ” © 2017 SQUARE ENIX 本当はここまでやらなければならない! 自分の著作物と 引用部分を区別 出所の明示
47.
DISCUSSION TIME ©2018 DAWN
Inspiration All Rights Reserved ゲーム実況について考えてみましょう。
48.
ヒント • もし、勝手に著作物をSNSに投稿したら? →複製権(著21条)、公衆送信権(著32条)、送信可能化権(著23条)に侵害! • もしデータを加工したら? →同一性保持権(著20条)に侵害! •
もし著作者の氏名を表示しなかったら? →氏名表示権(著19条)に侵害! ©2018 DAWN Inspiration All Rights Reserved
49.
まとめ 1. ゲームは映画の著作物? 2. ゲームの著作権の帰属について考える 3.
ゲーム実況について考える ©2018 DAWN Inspiration All Rights Reserved
50.
ご清聴いただきありがとうございました。 ©2018 DAWN Inspiration
All Rights Reserved
51.
1. 自己紹介 2. 会社紹介 3.
著作権とはなんぞや? 4. ゲームの著作権について 5. 質疑応答 ©2018 DAWN Inspiration All Rights Reserved
52.
質疑応答TIME ©2018 DAWN Inspiration
All Rights Reserved
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