This document discusses the history and organization of the Olympics, as well as issues around sponsorship, ambush marketing, legislation, and broadcasting rights. It provides an overview of how the ancient Olympics originated and the formation of the modern Olympics by Pierre de Coubertin. It describes the Olympic organizational structure including the IOC, NOCs, and OCOGs. It discusses how sponsorship funding works through the TOP program but is threatened by ambush marketing. It analyzes legislation passed to protect Olympic sponsors and broadcasting rights, and how this has been both overreaching and counterproductive. The document proposes eliminating national Olympic legislation and creating an international Olympic fair use board to better balance intellectual property protections and allow for fair use in the new media landscape.
The document analyzes the eSports industry in the Philippines. It discusses the industry's structure, trends, value chain, opportunities and threats. The industry is concentrated, with Mineski as the dominant player. Content is primarily distributed via YouTube and Twitch. Major brands are starting to sponsor events. Technological and demographic trends in the Philippines are favorable for eSports' growth, including a young, connected population and improving internet infrastructure. The industry has potential but also faces challenges in changing perceptions and gaining official recognition.
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
The document discusses the growth of eSports and its opportunities for business. It notes that eSports has 148 million enthusiasts globally, is a multi-billion dollar industry, and is growing rapidly in viewership and revenue. Major brands and investors are getting involved in eSports through team ownership and sponsorships. The document predicts continued professionalization and mainstream acceptance of eSports in 2017 and beyond.
Brought to you by the organizer of MIPTV & MIPCOM, the leading international entertainment markets, Esports BAR is the world’s first international B2B matchmaking & networking event, uniquely designed to accelerate the potential of the growing esports market. Over 3 days, Esports BAR will connect Brands & Media decision makers with Esports’ rights holder to make sponsoring, broadcasting and licensing deals.
Esports BAR is the most direct, cost effective & easy way to forge successful business partnerships .
We offer you to select who you want to meet among up to 40 Esports Organisations (teams, publishers, leagues)
Then an online matchmaking tool generates pre-scheduled meeting agenda based on preference priority, allowing you to hold 16 X 25 minutes 1-to-1 targeted meetings at Esports BAR.
To ensure the efficiency of the event, we –organizer- are actively, and carefully, curating the decision-makers that will take part in the event.
See the waves that eSports Hawaii is creating in the Western American region. eSports Hawaii is a team that supports and grows the eSports community here in the state of Hawaii. We wish to help raise the level of competitive play and help those make it to the esports scene.
The document analyzes the eSports industry in the Philippines. It discusses the industry's structure, trends, value chain, opportunities and threats. The industry is concentrated, with Mineski as the dominant player. Content is primarily distributed via YouTube and Twitch. Major brands are starting to sponsor events. Technological and demographic trends in the Philippines are favorable for eSports' growth, including a young, connected population and improving internet infrastructure. The industry has potential but also faces challenges in changing perceptions and gaining official recognition.
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
The document discusses the growth of eSports and its opportunities for business. It notes that eSports has 148 million enthusiasts globally, is a multi-billion dollar industry, and is growing rapidly in viewership and revenue. Major brands and investors are getting involved in eSports through team ownership and sponsorships. The document predicts continued professionalization and mainstream acceptance of eSports in 2017 and beyond.
Brought to you by the organizer of MIPTV & MIPCOM, the leading international entertainment markets, Esports BAR is the world’s first international B2B matchmaking & networking event, uniquely designed to accelerate the potential of the growing esports market. Over 3 days, Esports BAR will connect Brands & Media decision makers with Esports’ rights holder to make sponsoring, broadcasting and licensing deals.
Esports BAR is the most direct, cost effective & easy way to forge successful business partnerships .
We offer you to select who you want to meet among up to 40 Esports Organisations (teams, publishers, leagues)
Then an online matchmaking tool generates pre-scheduled meeting agenda based on preference priority, allowing you to hold 16 X 25 minutes 1-to-1 targeted meetings at Esports BAR.
To ensure the efficiency of the event, we –organizer- are actively, and carefully, curating the decision-makers that will take part in the event.
See the waves that eSports Hawaii is creating in the Western American region. eSports Hawaii is a team that supports and grows the eSports community here in the state of Hawaii. We wish to help raise the level of competitive play and help those make it to the esports scene.
The document provides an overview of the global esports market and compares it to traditional sports. Some key points:
- Esports is a large and growing global industry, generating nearly $1 billion in revenue in 2020, with most from sponsorships. The audience is projected to reach 500 million enthusiasts and occasional viewers.
- While the structure and professionalization of esports resembles traditional sports in some ways, most esports content is streamed online rather than broadcast on linear TV. New games can gain massive followings within weeks or months.
- During the COVID-19 pandemic, esports has proven more resilient than traditional sports, with some leagues continuing online and viewership/player numbers increasing for some games.
This document proposes an eSports project idea for Clientname. It provides background information on the gaming industry, facts about gamers and eSports. The gaming industry generates $25 billion annually and 62% of gamers play with others. eSports refers to organized video game competitions, especially between professionals. Popular eSports include disciplines like MOBAs and fighting games. Tournaments like The International attract millions of online viewers. The document argues that eSports provides an opportunity for Clientname to engage gaming audiences and promote its brand to a loyal community in a non-traditional way.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
E-sports | The Biggest Sport You've Probably Never Heard OfMustaghees Butt
eSports refers to competitive video gaming by professional players. It involves multiplayer strategy games like Call of Duty, Dota 2, Counter Strike, and League of Legends. While some debate whether it is a true sport, eSports requires physical and mental skills, has large fanbases, organized competitions and championships, and is growing in coverage. The numbers around eSports are also rising, with Twitch receiving over 100 million monthly users and tournaments awarding millions in prizes. It has become a viable career path, with teams paying players salaries and contracts worth over $2.5 million. The future of eSports includes new games and technologies like virtual and augmented reality.
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
Daily fantasy sports sites like FanDuel and DraftKings allow users to enter multiple daily fantasy sports contests with changing rosters. This model has proven very lucrative, with the industry estimated at $26.5 billion annually in the US and Canada alone. However, the legal status of daily fantasy sports is uncertain, as regulators in some areas have ruled it a form of gambling. Additionally, while sites are highly valued, neither FanDuel nor DraftKings are profitable yet due to large advertising budgets. Rising regulatory pressures and questions around the skill element of the games could threaten the long-term viability of the industry.
The document summarizes key findings from a presentation about women and esports. It found that 15% of esports viewers in the US are female, representing over 7 million viewers, but the industry primarily targets male audiences. It also discusses the importance of increasing female representation and engagement in esports to help the industry grow. The presentation aimed to explore how women can play a crucial role in the growth of esports.
eSports: The rise of competitive video gamingHorizons RG
Joint Session:
eSports: The rise of competitive video gaming
Dr. Brett Abarbanel, University of California, Los Angeles
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, February 1-3, 2016
Joint presentation by Elizabeth Newbury of the Wilson Center's Serious Games Initiative and James Collins of the U.S. Department of Education's Office of Educational Technology on eSports and its use within classrooms.
Serious Play Conference, 2017
At first, people were laughing at the idea of computer games becoming a sport, let alone a professional one, but as time passed, esports not only proved the skeptics wrong but also established that they are here to stay. eSports in the US some would say is ‘playing in the major leagues now’ and definitely will be apart of gambling history.
James Collins - Education and Competitive Gaming; Why Esports Is Impacting Cl...SeriousGamesAssoc
Elizabeth Newbury discusses how esports is impacting K-12 classrooms in three ways:
1) Competitive video game play, or esports, can be integrated into classrooms to teach skills like teamwork, strategy, and time management, just like traditional sports.
2) Watching esports can provide an experiential learning opportunity for students as they apply what they learn to their own game play.
3) Skills developed through esports, such as social engagement, research, and strategic thinking, translate well to academic subjects and have applications in STEM fields.
ESL - How the World’s Largest Esports Company Thinks Globally and Acts Locall...Jessica Tams
Delivered at Casual Connect Asia 2017. Hal Bame, ESL’s newly appointed Managing Director for SEA, will give an overview of ESL globally and how the company plans to use its brands, unique products, partnerships and content to accelerate esports as a whole in SEA, one of the worlds fastest growing esports regions.
Esports is growing rapidly in India, with the industry expected to reach revenues of INR11 billion by 2025. It will also generate significant economic impact of around INR100 billion in that time frame by creating over 11,000 jobs. Esports has over 150,000 professional players currently and is expected to grow to 1.5 million players by 2025, driving viewership from the current 17 million people to an estimated 85 million viewers. For esports to achieve its full potential, regulatory support is needed to recognize esports officially and develop the industry.
The document discusses the rise of eSports and competitive gaming. It traces the evolution from early video game tournaments in the 1980s to the modern eSports industry. Key points include:
- eSports has grown from niche tournaments to a global phenomenon with hundreds of millions of viewers and fans. Major networks like ESPN and Turner now cover eSports as a legitimate sport.
- Social media and live streaming platforms like Twitch have been major drivers in bringing eSports into the mainstream by connecting large gaming communities.
- The eSports industry is rapidly growing, with global revenues expected to hit $463 million in 2016, up 43% from the previous year. The US is the largest market, generating $175 million.
I was called to lecture before Students about eSports. It’s an entrepreneurship program of the university where they’re going to spend the next few months of their lives trying to solve a real problem and create a startup company.
While I was working on the PP, I realized that there are some points raised that worth sharing with the world. I'd love to see the global eSports community deepen the discussion about the challenges the market is going through now days.
eSports and Olympic Games: situational analysis of Rio 2016 case studyVanissa Wanick
Slides from the presentation at ABEP-UK conference, May 2016, London, UK. Copyright: Wanick & Mataruna, 2016
How to cite: Wanick, V. & Mataruna, L. (2016). eSports and Olympic Games: situational analysis of Rio 2016 case study [slides]. ABEP-UK Conference, 2016. London, UK. [add the link here]
E-sports has grown tremendously from small events in the late 1990s to selling out national stadiums today. It is now a billion dollar global industry with over 145 million enthusiasts worldwide. While some debate whether e-sports qualifies as a sport, organizations like the U.S. State Department have recognized pro gamers as athletes by issuing them athlete visas. E-sports requires training of both physical and mental abilities from gamers.
The European esports market has experienced strong growth in recent years and is now a sizable market. Revenues have grown at an average annual rate of 24% since 2016 and totaled €240 million in 2018. Major league systems and tournaments are becoming more established, attracting more sponsors and commercial partners. Investor interest is also rising as reflected by increasing mergers and acquisitions activity. For esports to continue growing, new leagues and titles must succeed in engaging larger audiences and generating more revenue from media rights and commercial partnerships.
The document discusses the future of sports and new technologies that may impact the industry. It begins with quotes about how sports are forging a planetary identity and how the future is unpredictable. The rest of the document is divided into several sections:
- An introduction discusses publishing a report on the future of sports and realizing they had more questions than answers, inspiring a second edition.
- An overview provides brief explanations of seven technologies that are on the verge of widespread adoption and how they could change sports, including AI, sensors, immersive computing, and more.
- An editors' letter discusses how new ancillary businesses are generating billions from sports but contributing little to leagues and teams, and how a turf war has
The document provides an overview of the global esports market and compares it to traditional sports. Some key points:
- Esports is a large and growing global industry, generating nearly $1 billion in revenue in 2020, with most from sponsorships. The audience is projected to reach 500 million enthusiasts and occasional viewers.
- While the structure and professionalization of esports resembles traditional sports in some ways, most esports content is streamed online rather than broadcast on linear TV. New games can gain massive followings within weeks or months.
- During the COVID-19 pandemic, esports has proven more resilient than traditional sports, with some leagues continuing online and viewership/player numbers increasing for some games.
This document proposes an eSports project idea for Clientname. It provides background information on the gaming industry, facts about gamers and eSports. The gaming industry generates $25 billion annually and 62% of gamers play with others. eSports refers to organized video game competitions, especially between professionals. Popular eSports include disciplines like MOBAs and fighting games. Tournaments like The International attract millions of online viewers. The document argues that eSports provides an opportunity for Clientname to engage gaming audiences and promote its brand to a loyal community in a non-traditional way.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
E-sports | The Biggest Sport You've Probably Never Heard OfMustaghees Butt
eSports refers to competitive video gaming by professional players. It involves multiplayer strategy games like Call of Duty, Dota 2, Counter Strike, and League of Legends. While some debate whether it is a true sport, eSports requires physical and mental skills, has large fanbases, organized competitions and championships, and is growing in coverage. The numbers around eSports are also rising, with Twitch receiving over 100 million monthly users and tournaments awarding millions in prizes. It has become a viable career path, with teams paying players salaries and contracts worth over $2.5 million. The future of eSports includes new games and technologies like virtual and augmented reality.
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
Daily fantasy sports sites like FanDuel and DraftKings allow users to enter multiple daily fantasy sports contests with changing rosters. This model has proven very lucrative, with the industry estimated at $26.5 billion annually in the US and Canada alone. However, the legal status of daily fantasy sports is uncertain, as regulators in some areas have ruled it a form of gambling. Additionally, while sites are highly valued, neither FanDuel nor DraftKings are profitable yet due to large advertising budgets. Rising regulatory pressures and questions around the skill element of the games could threaten the long-term viability of the industry.
The document summarizes key findings from a presentation about women and esports. It found that 15% of esports viewers in the US are female, representing over 7 million viewers, but the industry primarily targets male audiences. It also discusses the importance of increasing female representation and engagement in esports to help the industry grow. The presentation aimed to explore how women can play a crucial role in the growth of esports.
eSports: The rise of competitive video gamingHorizons RG
Joint Session:
eSports: The rise of competitive video gaming
Dr. Brett Abarbanel, University of California, Los Angeles
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, February 1-3, 2016
Joint presentation by Elizabeth Newbury of the Wilson Center's Serious Games Initiative and James Collins of the U.S. Department of Education's Office of Educational Technology on eSports and its use within classrooms.
Serious Play Conference, 2017
At first, people were laughing at the idea of computer games becoming a sport, let alone a professional one, but as time passed, esports not only proved the skeptics wrong but also established that they are here to stay. eSports in the US some would say is ‘playing in the major leagues now’ and definitely will be apart of gambling history.
James Collins - Education and Competitive Gaming; Why Esports Is Impacting Cl...SeriousGamesAssoc
Elizabeth Newbury discusses how esports is impacting K-12 classrooms in three ways:
1) Competitive video game play, or esports, can be integrated into classrooms to teach skills like teamwork, strategy, and time management, just like traditional sports.
2) Watching esports can provide an experiential learning opportunity for students as they apply what they learn to their own game play.
3) Skills developed through esports, such as social engagement, research, and strategic thinking, translate well to academic subjects and have applications in STEM fields.
ESL - How the World’s Largest Esports Company Thinks Globally and Acts Locall...Jessica Tams
Delivered at Casual Connect Asia 2017. Hal Bame, ESL’s newly appointed Managing Director for SEA, will give an overview of ESL globally and how the company plans to use its brands, unique products, partnerships and content to accelerate esports as a whole in SEA, one of the worlds fastest growing esports regions.
Esports is growing rapidly in India, with the industry expected to reach revenues of INR11 billion by 2025. It will also generate significant economic impact of around INR100 billion in that time frame by creating over 11,000 jobs. Esports has over 150,000 professional players currently and is expected to grow to 1.5 million players by 2025, driving viewership from the current 17 million people to an estimated 85 million viewers. For esports to achieve its full potential, regulatory support is needed to recognize esports officially and develop the industry.
The document discusses the rise of eSports and competitive gaming. It traces the evolution from early video game tournaments in the 1980s to the modern eSports industry. Key points include:
- eSports has grown from niche tournaments to a global phenomenon with hundreds of millions of viewers and fans. Major networks like ESPN and Turner now cover eSports as a legitimate sport.
- Social media and live streaming platforms like Twitch have been major drivers in bringing eSports into the mainstream by connecting large gaming communities.
- The eSports industry is rapidly growing, with global revenues expected to hit $463 million in 2016, up 43% from the previous year. The US is the largest market, generating $175 million.
I was called to lecture before Students about eSports. It’s an entrepreneurship program of the university where they’re going to spend the next few months of their lives trying to solve a real problem and create a startup company.
While I was working on the PP, I realized that there are some points raised that worth sharing with the world. I'd love to see the global eSports community deepen the discussion about the challenges the market is going through now days.
eSports and Olympic Games: situational analysis of Rio 2016 case studyVanissa Wanick
Slides from the presentation at ABEP-UK conference, May 2016, London, UK. Copyright: Wanick & Mataruna, 2016
How to cite: Wanick, V. & Mataruna, L. (2016). eSports and Olympic Games: situational analysis of Rio 2016 case study [slides]. ABEP-UK Conference, 2016. London, UK. [add the link here]
E-sports has grown tremendously from small events in the late 1990s to selling out national stadiums today. It is now a billion dollar global industry with over 145 million enthusiasts worldwide. While some debate whether e-sports qualifies as a sport, organizations like the U.S. State Department have recognized pro gamers as athletes by issuing them athlete visas. E-sports requires training of both physical and mental abilities from gamers.
The European esports market has experienced strong growth in recent years and is now a sizable market. Revenues have grown at an average annual rate of 24% since 2016 and totaled €240 million in 2018. Major league systems and tournaments are becoming more established, attracting more sponsors and commercial partners. Investor interest is also rising as reflected by increasing mergers and acquisitions activity. For esports to continue growing, new leagues and titles must succeed in engaging larger audiences and generating more revenue from media rights and commercial partnerships.
The document discusses the future of sports and new technologies that may impact the industry. It begins with quotes about how sports are forging a planetary identity and how the future is unpredictable. The rest of the document is divided into several sections:
- An introduction discusses publishing a report on the future of sports and realizing they had more questions than answers, inspiring a second edition.
- An overview provides brief explanations of seven technologies that are on the verge of widespread adoption and how they could change sports, including AI, sensors, immersive computing, and more.
- An editors' letter discusses how new ancillary businesses are generating billions from sports but contributing little to leagues and teams, and how a turf war has
Essay On Apparel Industry. Online assignment writing service.Amy Colantuoni
The document outlines a 5-step process for seeking writing assistance from an online service, including registering for an account, completing an order form with instructions and deadline, reviewing bids from writers and selecting one, receiving the completed paper, and having the option to request revisions if needed. It promises original, high-quality content and refunds for plagiarized work.
Do you know the Olympic Games’ rules of brand engagement? In this PBJS white paper, we outline the social media landscape for Rio 2016 and winning experiential strategies for reaching spectators — especially Millennials — at the Games and around the world.
This document discusses the commercialization of sport over time. It began with spectators paying to watch, allowing clubs to make a profit and develop sports. Some sports were then able to pay performers to attract more spectators. Technology like television has transformed sports by providing greater income and exposure. Sports organizations now operate in an increasingly competitive market for both spectators and sponsorship deals, where sponsorship pursues commercial objectives through brand associations.
This document provides an overview of modern sport from an Islamic perspective across 6 chapters. Chapter 1 introduces sport and discusses its origins and why people participate. Chapter 2 examines the benefits and harms of modern sport. Chapter 3 analyzes 3 major sporting events. Chapter 4 explores Islam and sport by looking at references to sport in the Quran and Hadith. Chapter 5 discusses Muslim participation in and views of modern sport. Chapter 6 provides a conclusion and summary.
Fox Sports is analyzing its internal strengths and weaknesses as well as external opportunities and threats as the sports media industry grows rapidly. Fox Sports has a strong broadcasting team that brings in viewers and aims to expand into new markets globally. However, increased competition from streaming services and loss of broadcasting rights threaten Fox Sports' market share. Overall customer feedback has been positive for Fox Sports due to its quality coverage and avoidance of political controversies that have hurt other networks.
Winning Esports Marketing with Cultural BrandingEsports Group
Esports is a massive growth opportunity to meaningfully connect with gamers across the world, on the road to becoming an iconic brand. To do so, your brand marketing must authentically resonate with the vibrant, digital culture unique to online games.
The same way that global marketing must be sensitive to differences between countries, esports marketing must navigate the nuances of gaming culture. Likewise, a cultural branding strategy empowers campaigns that connect with the growing number of esports and gaming fans.
The sucess factor of advertising and pr in london 2012 olympics updateDaniel Keating
This document is a literature review written by Daniel Keating on the success factors of advertising and public relations in the London 2012 Olympic Games. It begins with an introduction stating that the review will investigate successful PR and advertising campaigns during the Olympics, with a focus on London 2012. It then provides an executive summary and table of contents outlining the structure and topics that will be discussed. The review goes on to provide background on the history of the Olympics, marketing, advertising, and public relations in the Olympics. It then analyzes specific successful campaigns from brands like Coca-Cola, Samsung, McDonald's, and others during the 2012 London Games.
A study of the global football industry in changing times with a generic focus on football in the media age, industry leaders, recent trends, potential pitfalls, technology in football and the global impact of the FIFA World Cup
This document discusses the FTC's guidelines on "native advertising" and how they affect athlete and celebrity endorsers. It provides background on native advertising, including examples and paid social media posts. It outlines past regulatory responses and guidance from groups like the FTC, IAB, and ASME. The document focuses on the FTC's 2015 policy statement and a settlement with Lord & Taylor. It examines industry response and issues like brand ambassadors, professional athletes' social media use, and proposed solutions to regulation paid social posts.
Clinical Psychology Personal Statement ExamplesOlga Bautista
The document provides instructions for creating an account and submitting an assignment request on the HelpWriting.net website. It explains that writers will bid on the request and the client can choose a writer, make a deposit, and receive the completed paper, which they can then request revisions for if needed. The website promises original, high-quality content and refunds for plagiarized work.
"Welcome to the second edition of PwC’s1 outlook for the global sports market. In this edition we provide revenue forecasts at a global and regional basis over the five years to 2015, and also drill down into key segments with projections for gate revenues, sponsorship, media rights and merchandising." - pwc
The London Olympics in 2012 will cost £9.2 billion, equivalent to around 1850 billion Sri Lankan rupees. This exceeds Sri Lanka's annual national budget of 1640 billion rupees. While supporters argue that it will boost the economy and British heritage, critics argue that the massive spending is unsustainable and benefits only large corporations, not citizens or taxpayers. Many host countries are left with "white elephants" like unused stadiums after the games end.
Industry Topic Paper CM406 Being a Worldwide Olympics Par.docxjaggernaoma
Industry Topic Paper CM406
Being a Worldwide Olympics Partner – Worth Doing or Not?
1. Research and fully outline the scope of what a Tokyo 2020 Olympics’ global sponsor will
receive for their marketing investment
2. Company X research on how they used their sponsorship pre and during the 2016
Summer Games. How do you believe that this company might most effectively promote
its global sponsorship of the 2020 Olympics.
3. Consider and then support how you believe this major sponsorship would potentially
contribute to the ‘equity’ components of the company (internally as well as externally),
its featured brands, and potentially its HQ country.
4. Finally, take and support a position (for/against) as to whether you believe the IOC’s
changes to Rule 40 has had any detrimental impact, or not, on the commercial interests
of you selected global Olympic sponsor.
1,700-2,000
(intro sobre Olympics ) The Olympic Games uphold their status as one of the most effective
international marketing platforms in the world. By reaching billions of people in over 200
countries and territories throughout the world, brands are able to showcase their value in a
global stage.1 This is the main reason why brands are keen on becoming official Olympics
sponsors. The sponsor market has become challenging to enter, with only the biggest names
affording to become official sponsors. This paper will analyze the way in which Olympic sponsors
are benefited from their partnerships with the Games, especially those already formed for the
Tokyo 2020 Olympics. Insight will be brought in particular to one of the main official sponsors
and exclusive payment technology of the Games: Visa; and the way in which partnering with the
Olympics has boosted the corporation’s business. Finally, an analysis will show the way in which
the International Olympic Committee’s changes to Rule 40 has (positively/negatively) influenced
the benefits Visa has continually received from its Olympic partnership for more than 30 years.
Ever since Evangelos Zappas, Greek philanthropist, revived the modern Olympics in Athens in
1859, he became the first ever sponsor of the Games.2 Over the years, sponsorship for the
Olympics has evolved notably, and its magnitude has exponentially grown. By 1884, the Olympic
Games counted with over 30 official sponsors including Coca Cola, McDonald’s, American
Express and Motorola.3 Nowadays, the upcoming Tokyo Summer Games have already
established partnerships with over 60 firms and organizations, including Alibaba, Toyota and
Samsung.4 Not only that, but as said by the International Olympic Committee, the Olympics
sponsorship program for the Tokyo 2020 Olympics has already raised revenues close to $3
billion, which is almost three times as much domestic sponsorship received for the London 2012
1 “The Olympic Partner Programme” Sponsors. The International Olympic Committe.
Similar to Fair Use & Fair Play: Olympic Marketing in the Information Age (18)
Corporate Governance : Scope and Legal Frameworkdevaki57
CORPORATE GOVERNANCE
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Corporate Governance refers to the way in which companies are governed and to what purpose. It identifies who has power and accountability, and who makes decisions. It is, in essence, a toolkit that enables management and the board to deal more effectively with the challenges of running a company.
The presentation deals with the concept of Right to Default Bail laid down under Section 167 of the Code of Criminal Procedure 1973 and Section 187 of Bharatiya Nagarik Suraksha Sanhita 2023.
Indonesian Manpower Regulation on Severance Pay for Retiring Private Sector E...AHRP Law Firm
Law Number 13 of 2003 on Manpower has been partially revoked and amended several times, with the latest amendment made through Law Number 6 of 2023. Attention is drawn to a specific part of the Manpower Law concerning severance pay. This aspect is undoubtedly one of the most crucial parts regulated by the Manpower Law. It is essential for both employers and employees to abide by the law, fulfill their obligations, and retain their rights regarding this matter.
Capital Punishment by Saif Javed (LLM)ppt.pptxOmGod1
This PowerPoint presentation, titled "Capital Punishment in India: Constitutionality and Rarest of Rare Principle," is a comprehensive exploration of the death penalty within the Indian criminal justice system. Authored by Saif Javed, an LL.M student specializing in Criminal Law and Criminology at Kazi Nazrul University, the presentation delves into the constitutional aspects and ethical debates surrounding capital punishment. It examines key legal provisions, significant case laws, and the specific categories of offenders excluded from the death penalty. The presentation also discusses recent recommendations by the Law Commission of India regarding the gradual abolishment of capital punishment, except for terrorism-related offenses. This detailed analysis aims to foster informed discussions on the future of the death penalty in India.
A Critical Study of ICC Prosecutor's Move on GAZA WarNilendra Kumar
ICC Prosecutor Karim Khan's proposal to its judges seeking permission to prosecute Israeli leaders and Hamas commanders for crimes against the law of war has serious ramifications and calls deep scrutiny.
Comparative analysis of ipc and bharitye Naya sahinta
Fair Use & Fair Play: Olympic Marketing in the Information Age
1. Alex Locke Volume 1: Issue 2
339
FAIR USE & FAIR PLAY: OLYMPIC MARKETING
IN THE INFORMATION AGE
By: Alex Locke†
TABLE OF CONTENTS
INTRODUCTION ........................................................................... 339
I. THE OLYMPICS:.......................................................................... 342
A. The Ancient Games ............................................................ 342
B. The Modern Olympic Games and the Formation of the
IOC..................................................................................... 343
C. Olympic Organization Structure ........................................ 344
II. SPONSORSHIP AND AMBUSH MARKETING................................... 345
A. The TOP Sponsorship Program ......................................... 345
B. Ambush Marketing ............................................................. 346
C. Sponsorship and the Athlete............................................... 348
III. OLYMPICS AND LEGISLATION: ................................................... 350
A. Trademark Infringement and The Lanham Act:................. 350
B. The USOC and its Legislative Weapons: ........................... 351
C. San Fransisco Arts & Athletics, Inc. v. United States
Olympic Committee:........................................................... 353
D. Power, Not Absolute Power:.............................................. 353
IV. BROADCASTING RIGHTS AND SOCIAL MEDIA: ............................ 355
A. Exclusive Rights; Now What?:........................................... 355
B. National Basketball Association v. Motorola: ................... 356
C. Social Media....................................................................... 357
V. THE PROPOSAL ........................................................................... 358
A. Fair Use: General Law vs. Ted Stevens:............................ 358
B. Establish a Fair Use Board................................................ 361
C. Amend Ted Stevens Act to Allow for Fair Use Statutory
Defense............................................................................... 363
† Notes Editor, International Comparative, Policy & Ethics Law Review, J.D. Candidate (June
2018), Benjamin N. Cardozo School of Law; Alexander Fellows Judicial Clerk: U.S. District
Court for the Eastern District of New York; B.A. in Sports Management, University of Michigan,
2014. Alex is working in intellectual property licensing upon graduation. Sincere gratitude and
thanks goes to Professor David J. Weisenfeld for his advice and assistance on this note.
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INTRODUCTION
The Olympics are a great spectacle that brings the world
together. Sponsoring entities sign multimillion dollar contracts in order
to fund the games and receive all of the benefits of association with the
games. While increased intellectual property protections seemed
imperative at a point to keep the Olympic Games sponsorship program
intact, some legislation has had a counter-intuitive effect leading to
confusion, hyper-litigation and an exploitation of the very athletes that
make the games so great. There is legitimacy to the International
Olympic Committee’s (IOC) concerns regarding ambush marketing and
sponsorship protection. This note will outline how many of the IOC’s
concerns regarding sponsorship protection are legitimate, yet their
execution has been both overreaching and counterintuitive in today’s
media climate. This Note will particularly focus on legislation that goes
beyond traditional intellectual property law specifically to appease
Olympic organizers and outline how traditional intellectual property
laws coupled with a modern approval process could help the IOC
achieve their goal in a more efficient and ethical manner.
Marketing and sports first collided in the 1870s when tobacco
cards began to feature prominent baseball players of the era.1 The
massive boom in sports marketing and eventually sponsorships did not
begin until the advent of television and the live broadcasting of sporting
events.2 The main incentive for corporate entities to market and sponsor
in conjunction with sports is to forge a connection in the mind of
consumers between their brand and the emotions that sports elicit from
their loyal fan base.3 Marketers and event organizers soon realized that
by commercializing sporting events they could reach large universal
audiences.4 This year global sponsorship spending is projected to reach
an all-time high at $60.2 billion, approximately doubling over the past
ten years.5 But what is sponsorship and why is it important? According
to the IEG Sponsorship Conference, sport sponsorship can be defined as
1 Douglas Idugboe, The History of Sports and Marketing, SMEDIO (Nov. 1, 2016),
http://www.smedio.com/the-history-of-sports-and-marketing/.
2 Id.
3 Id.
4 Id.
5 IEG, Global sponsorship spending from 2007 to 2016 (in billion U.S. dollars), STASTISTA
(Nov. 1, 2016), https://www.statista.com/statistics/196864/global-sponsorship-spending-since-
2007/.
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“cash and/or in-kind fee paid to a property in return for access to the
exploitable commercial potential associated with that property . . .”6
Sponsorship introduced a simple way for entities to forge an association
with highly favorable organizations and events; Sport sponsorship
became one of the most important tools for marketers, comprising a
substantial chunk of the global $100 billion advertising market.7
The Olympic Games in Rio this past summer made history and not
in the way those involved would have had hoped. For the first time
since the 2000 games, the total television audience declined from the
previous games.8 This may be troubling for NBC, as it has paid billions
for the exclusive rights to air the games through 2032, but not nearly as
troubling as it may be for the IOC and entities in the business of
broadcasting sports as a whole.9 This should not have come as a
complete surprise as NBC CEO Steve Burke stated what he called his
“nightmare scenario” prior to the Rio Games, “We wake up someday
and the ratings are down 20 percent,…If that happens, my prediction
would be that millennials had been in a Facebook bubble or a Snapchat
bubble and the Olympics have come, and they didn’t know it.”10 If it is
true and the coveted millennial consumer was immersed in a social
media bubble, the Olympics were surely in that bubble as the Olympics
were mentioned 175 million times on Twitter during the Rio Olympic
Games, with individual athletes like Michael Phelps, Usain Bolt,
Simone Biles and Neymar each being mentioned over one million
times.11 The main issue is that these mentions don’t necessarily convert
into revenue for NBC. NBC clearly knew the importance of social
media and prior to the games had created several partnerships aimed at
driving millennials from social media towards either NBC on their
television or the NBC website.12 However, without a cable box or
subscription, users could only watch thirty minutes of content and then
would be prompted to spend thirty dollars to view more.13 As viewing
consumption preferences change, the answer may not be to use these
6 Jason Belzer, The (R)evolution of Sports Sponsorships, FORBES (Nov. 1, 2016),
http://www.forbes.com/sites/jasonbelzer/2013/04/22/the-revolution-of-sport-
sponsorship/#5b6b2a367b3d.
7 Id.
8 Eric Deggins, NBC Declares Rio A ‘Media’ Success, Though TV Ratings Were Down, NPR
(Nov. 1, 2016), http://www.npr.org/sections/thetorch/2016/08/23/491024790/nbc-declares-rio-a-
media-success-though-tv-ratings-were-down.
9 Id.
10 Jeff Andrews, NBC Blames Millenials and Social Media For Awful Olympics Ratings,
VOCATIV (Aug. 22, 2016), http://www.vocativ.com/352888/nbc-blames-millennials-and-social-
media-for-awful-olympics-ratings/.
11 Id.
12 Clio Chang, How the Olympics Lost Millennials, THE NEW REPUBLIC (Aug. 17, 2016),
https://newrepublic.com/article/136096/olympics-lost-millennials.
13 Id.
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new platforms to drive consumers to the old viewership methods, but
rather, to adapt to the new medium and use creative advertising by
official sponsors to provide cheaper and more available content to all.
As the numbers spent on sponsorship have risen at a dramatic rate,
the return of such partnerships are beginning to be called in to question
due to a multitude of factors including the rise of social media
prominence which has led to the availability of virtually endless content
for consumers as well as difficulties controlling a message once it is
posted to social media.14 Some companies like State Farm and
MillerCoors have reacted to the changing consumption model of the
times and in turn have adjusted their sponsorship budget and strategy
noting that while the sponsorship market has grown drastically, the
consumer base that the sponsorship is geared to target has remained
relatively stagnant.15 Other entities, like the IOC and the companies that
sponsor the IOC have looked primarily to government legislation and
hyper-litigious methods to protect their investments.16
Section I of this Note will examine the history of the Olympics and
the formation of the modern Olympic movement. Section II will
examine how the Olympics are funded and why ambush marketing is
one of the greatest threats to the Olympic movement. Section III of this
note will examine how the IOC have used intellectual property laws and
further legislation, such as the Amateur Sports Act to protect its
interests. Section IV will highlight and try to clarify where to draw the
line along the slippery slope at the intersection of broadcasting rights
and the previously mentioned enforcement methods. Section V of this
Note will examine the unique issues the rise in social media and the
shifting of the media landscape will pose for the future of the Olympic
games, as well as, highlight my proposal of eliminating national
Olympic legislation and instead creating an international Olympic fair
use board.
I. THE OLYMPICS:
A. The Ancient Games
The ancient Olympic Games began in the year 776 BC. The
original games were created primarily as a part of a religious festival in
honor of Zeus, the father of Greek gods and goddesses. The ancient
14 Eric Deggins, supra note 8.
15 Id.
16 Paul Geohegan, Has Protection of Olympic Sponsors Gone Too Far?, METRO (Nov. 1
2016), http://metro.co.uk/2012/07/24/has-protection-olympic-sponsors-gone-far-3819263/.
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games concluded in 393 AD.17 The ancient games were hosted in
Olympia, a sanctuary site named after Mt. Olympus, a nod to Greek
mythology, which posited that Mt. Olympus was home to the greatest
gods and goddesses.18 According to some literary texts, the only athletic
event for the first thirteen years of Olympic competition was the stadion
race, a 600-foot long foot race.19 The games consisted of all male
competitors from Greek city-states that all followed the same religion
and spoke the same language and were held in Olympia every four
years for nearly twelve centuries.20 In 393 AD Emperor Theodosius
deemed the games a “pagan cult” and banned their existence.21
B. The Modern Olympic Games and the Formation of the IOC
The Olympics remained abandoned for nearly 1,500 years.22 It
was not until the late 1800s when French educator Pierre, baron de
Coubertin, took a particular interest in reforming education, particularly
in the physical education context.23 Coubertin believed that the best way
to develop the minds of the youth was to develop their physical strength
and body simultaneously.24 When Coubertin visited the ruins of
Olympia, it occurred to him that reviving the Olympic Games could
combine elements of character building, courage and endurance through
international competition during a time that he saw as the infancy of the
commercialization of sports while proving his theory regarding physical
education to be true.25
After first pitching his idea in 1892 and receiving little
enthusiasm, Coubertin went ahead and formed the International
Olympic Committee (IOC) in 1894 and began planning the first modern
Olympic Games. 26 Unlike the ancient games, which only allowed
Greek citizens to compete, Coubertin organized the games to feature
athletes from across the globe and the first modern games took place in
17 The Real Story of the Ancient Olympic Games, PENN. MUSEUM (Nov. 2, 2016),
http://www.penn.museum/sites/olympics/olympicorigins.shtml.
18 Id.
19 Id.
20 Id.
21 Ancient Olympics: History, OLYMPIC (Nov. 2, 2016), https://www.olympic.org/ancient-
olympic-games/history.
22 John J. Macaloon, Pierre, baron de Coubertin, BRITANNICA (Nov. 2, 2016),
https://www.britannica.com/biography/Pierre-baron-de-Coubertin.
23 Id.
24 The Modern Olympic Games, SCHOLASTIC (Nov. 2, 2016),
http://teacher.scholastic.com/activities/athens_games/modern.htm.
25 Id.
26 Id.
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Athens, Greece in 1896.27 The first modern games featured forty-three
events consisting of track-and-field, swimming, gymnastics, cycling,
wrestling, weightlifting, fencing, shooting and tennis in which 280 male
competitors representing thirteen nations competed in.28
In its infancy, the modern Olympics did not have much support
and Coubertin became the president of the IOC in 1896 and tried to
establish the Olympics as a legitimate event worldwide while the games
were losing traction to world fairs.29 Coubertin wrote the Olympic
Charter, protocol, athlete’s oath and contributed to the ceremonies
involved in the games.30
Unlike the times of the ancient games, wars were not put on hold
for the games and several Olympics were cancelled due to World Wars I
and II.31 The games became increasingly political while still positioning
them as fun, amateur competition and in the 1980s the games almost
reached their demise.32 The United States boycotted the 1980 Moscow
Summer games which led to the Soviet Union boycott of the games
being hosted in Los Angeles several years later in 1984 and the entire
movement was on the verge of bankruptcy.33
C. Olympic Organization Structure
There are many organizations involved in the modern Olympics
hierarchy, all of whom are subject to the Olympic Charter.34 At the top,
is the IOC, which owns the rights to the Olympic images, emblems and
anthem and is the final authority in regards to the Olympic movement.35
The executives of the IOC assume various legislative functions
including adding rules and regulations in furtherance of the Olympic
Charter.36 Then there are National Olympic Committees (NOC) and
Organizing Committees of the Olympic Games (OCOG).37 Each
country that participates in the IOC has its own NOC, which is
27 Id.
28 1896 First modern Olympics is Held, HISTORY (Nov. 2, 2016),
http://www.history.com/this-day-in-history/first-modern-olympics-is-held.
29 Id.
30 The Modern Olympic Games, supra note 24.
31 Id.
32 Tom Peck, Father of Olympic Branding: My Rules are Being Abused, INDEPENDENT (Nov.
1, 2016), http://www.independent.co.uk/sport/olympics/news/father-of-olympic-branding-my-
rules-are-being-abused-7962593.html.
33 Id.
34 Olympic Charter, INTERNATIONAL OLYMPIC COMMITTEE (Nov. 2, 2016),
https://stillmed.olympic.org/Documents/olympic_charter_en.pdf.
35 Olympics and International Sports Law Research Guide, GEO. L. LIBR. (Nov. 2, 2016),
http://guides.ll.georgetown.edu/c.php?g=364665&p=2463479.
36 Id.
37 Id.
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responsible for selecting and developing the athletes within their
respective country and for nominating host cities where the games will
take place.38 When a host city is selected, the NOC from that city will
develop an OCOG that will oversee the organization of the games for
that year in compliance with the Olympic Charter, their contract with
the IOC and the IOC executive board’s instructions.39
The OCOG is responsible for controlling marketing activities
within the host country and must receive approval from the IOC for all
steps taken to combat ambush marketing and false associations forged
with the Olympic movement.40 The IOC allocates some of its revenue to
the NOCs and OCOG, letting the local countries’ organizations spend
their budget how they see fit.41
II. SPONSORSHIP AND AMBUSH MARKETING
A. The TOP Sponsorship Program
In 1983 the IOC hired Michael Payne, in 1983 a British marketing
executive, at the height of the games troubles.42 Payne introduced a
novel plan, the TOP programme, which was geared towards bringing in
large corporate sponsors, the revenue generated from the sponsors was
to be split amongst the host city and countries competing in the games
to offset the costs of sending competitors to the games.43 Beginning in
1985 with nine partners and total revenue of $96 million, the TOP
program guarantees its partners exclusive global usage rights of all
Olympic assets in exchange for multi-million dollar fees, which then in
turn get divided among the IOC, the NOCs and the OCOG.44 The TOP
sponsorship program has grown since then, to eleven commercial
partners in 2012 generating revenue of $950 million. To become a TOP
sponsor today, companies will have to shell out approximately $200
million and may still lose out on their association due to ambush
38 Id.
39 Id.
40 Brand Protection: Olympic Marketing Ambush Prevention and Clean Venue Guidelines,
INTERNATIONAL OLYMPIC COMMITTEE (Nov. 2, 2016),
http://www.gamesmonitor.org.uk/files/Technical_Manual_on_Brand_Protection.pdf.
41 Olympic Charter, supra note 34.
42 Tom Peck, supra note 32.
43 Id.
44 Olympic Marketing Fact File, INTERNATIONAL OLYMPIC COMMITTEE 2014 EIDTION,
(Nov. 2, 2016),
https://stillmed.olympic.org/Documents/IOC_Marketing/OLYMPIC_MARKETING_FACT_%20
FILE_2014.pdf.
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marketing efforts.45
B. Ambush Marketing
Ambush marketing has been defined as, “a marketing technique
in which advertisers work to connect their product with a particular
event in the minds of potential customers, without having to pay
sponsorship expenses for the event.”46 Ambush marketing is one of the
biggest concerns companies have before ponying up fees to become
sponsors. This fear is not unfounded. In 2009 alone, US Customs agent
seized over $260 million worth of counterfeit goods, 60% of which
were related to sports organizations.47 Counterfeit goods are products
that feature a mark that is “identical to, or substantially
indistinguishable from, a registered mark.”48 Counterfeit goods are
illegal while ambush marketing may fall into a “grey area.”
While most sport spectacle organizers rely on traditional
intellectual property laws, the short duration of Olympic presence in
host cities has made it more difficult for the Olympic movement to
combat ambush marketing; in response, the IOC has requested that each
host city propose special legislation in preparation for hosting the
Olympic Games.49
In an effort to deter present and future ambushers at its 2010 World
Cup, FIFA caused local authorities to arrest two women attendees who
were wearing orange Bavaria beer dresses.50 The dresses were violation
of the Second 2010 FIFA World Cup South Africa Special Measures
Act of 2006.51 Ironically this gave heightened publicity to the ambush
brand and made FIFA look bad.52 Countries like the United Kingdom
and United States have enacted legislation that goes beyond their
45 Denise Lee Yohn, Olympics Advertisers Are Wasting Their Sponsorship Dollars, FORBES,
(Nov. 1, 2016), http://www.forbes.com/sites/deniselyohn/2016/08/03/olympics-advertisers-are-
wasting-their-sponsorship-dollars/#766ba43c6c65.
46 Ambush Marketing, BUSINESS DICTIONARY,
http://www.businessdictionary.com/definition/ambush-marketing.html.
47 James L. Bikoff, From the gridiron to gold medals: enforcing sports trademarks, WORLD
TRADEMARK REV. (Nov. 1, 2016), http://www.sgbdc.com/WTR_26_Sports_trademarks.pdf.
48 Id. (citing 15 U.S.C. §1127).
49 Chanel L. Lattimer, Lord of the Rings: The Olympic Committee’s Trademark Protection,
IPWATCHDOG (Nov. 22, 2016), http://www.ipwatchdog.com/2016/06/07/olympic-committee-
trademark-protection/id=69739/; Jacquelyn Smith, Olympic Hurdles For Advertisers: The
Games’ Unique Rules And Restrictions, FORBES (Nov. 22, 2016),
http://www.forbes.com/sites/jacquelynsmith/2012/07/24/olympic-hurdles-for-advertisers-the-
games-unique-rules-and-restrictions/#2a7677d87a55.
50 Id.
51 Id.
52 Id.
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traditional intellectual property law when the Olympics is concerned.53
Some organizations, such as the 1996 Atlanta Olympic committee have
resorted to a “name and shame” campaign, which purported to forge a
distasteful image with those who tried to ambush the event as well as
cease and desist letters for entities with smaller pockets.54
Prior to hosting the 2012 Olympics, British Parliament enacted
the London Olympic Games and Paralympic Games Act of 2006 that
governed which entities could represent an association with the London
Games and in what manner.55
Small businesses such as a butcher shop that displayed their meat
cuts in the shape of the Olympic rings and a local café that featured a
“flaming torch baguette” on their menu received cease and desist letters
threatening with fines of up to 20,000 pounds.56 Out of fear and
intimidation many small businesses in London forwent the opportunity
to celebrate and communicate about the London Games.57 Top
Sponsorship program founder, Michael Payne states this has led to the
adverse effect the very restrictions were set out to accomplish.58 By
going too far in restricting any and all usage of anything somewhat
Olympic related, the IOC can be hurting its own brand by lessening
public notice of and interest in the Games. Small entities lacking legal
representation are likely to comply while the larger entities the
legislation set out to curtail have found innovative ways to get around
the restrictions.
Adidas was the official sportswear partner of the 2012 Olympics in
London and supplied a vast majority of the Olympic competitors
equipment and apparel.59 However, social media analytics firm
Socialbakers reported that during the two weeks of Olympic
competition in London 2012, Nike Facebook fan base grew more than
double than Adidas’, even though Nike was not an official sponsor.60
Nike was able to successfully skirt both intellectual property laws and
Olympic specific legislation through creative advertisements on
television, billboards and social media featuring athletics taglines and
imagery without explicitly mentioning the Olympics or their marks.61
Nike also took direct aim at the Olympics and the overprotection of its
53 Id.
54 Id.
55 Id.
56 Tom Peck, supra note 32.
57 Id.
58 Id.
59 Thomas J. Ryan, Olympics Boost for Adidas, Nike Wins Social Draw, SGB MEDIA (Aug.
17, 2002), https://sgbonline.com/olympics-boost-for-adidas-nike-wins-social-draw/.
60 Id.
61 Mark Sweeney, Olympics 2012: Nike Plots Ambush Ad Campaign, THE GUARDIAN (Jul.
25, 2012), https://www.theguardian.com/media/2012/jul/25/olympics-2012-nike-ambush-ad.
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registered marks by showing athletes in other cities named London
throughout the world such as London as well as advertising slogans
“Greatness doesn’t need its own anthem” and “greatness doesn’t need a
stadium”.62 Through creative and inspiring content, Nike was able to
take advantage the popularity of the Olympics while simultaneously
poking fun at the overprotective nature of the IOC. While the London
Olympic Games and Paralympic Games Act of 2006 did not eliminate
sportswear giant Nike from successfully cashing in on the Olympic
Games, it did have a detrimental effect on smaller entities that likely
may never have taken away any revenue from the games. The Olympics
makes the lion share of its revenue from sponsorship which is
successful through strong public perception, however, when the public
is not engaged in talking about or discussing the games due to fear of
litigation, then the adverse effect can be achieved.
Even with stringent restrictions, large companies like Nike are able
to successfully cash in on the emotions elicited by the Olympics rather
than focusing solely on the games itself. The guaranteed high returns
afforded to sports marketers for years may have created complacency
for official sponsors while their enforcement efforts have spurred highly
creative responses from competitors. While the large companies
continue to exploit the Olympics, smaller entities are completely shut
out of the conversation. It is no longer enough to pay for the right to use
the Olympic marks and slap their logos on products and advertisements.
The IOC and sponsoring brands must continue to evolve and generate
desired content in order to see a return on their investment.
C. Sponsorship and the Athlete
While sponsorship is undoubtedly imperative to the success and
continuance of the modern Olympic movement, sponsorship is also a
key component of funding for the athletes as well.63 Dating back to
Greece’s classical era, athletes’ have been dependent upon financial
compensation for an association with their athletic prowess.64 Today
world famous athletes like Michael Phelps and Usain Bolt have become
very rich primarily due to lucrative sponsorship endeavors, however,
many lesser-known athletes have difficulty affording the expenses
associated with training for and traveling to the Olympic games.65
62 Id.
63 Sarah Bond, Yes, Ancient Olympic Athletes Had Sponsorship Deals, Too, FORBES (Nov. 2,
2016), http://www.forbes.com/sites/drsarahbond/2016/08/10/how-athletes-have-made-money-off-
the-olympics-from-ancient-athens-to-rio/#5c77bca2360d.
64 Id.
65 Id.
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However, the same cannot be said for the average Olympic athlete.
Rule 40 of the Olympic charter institutes a “blackout period”
barring athletes set to compete in the Olympics from using their own
name, image or sporting performance in any advertisements leading up
to and during the games without IOC approval.66 In response to athlete
protest in 2012, the IOC altered Rule 40 slightly prior to the 2016
games in Rio.67 The change allowed for NOCs to take a country-by-
country approach allowing for some flexibility in athlete advertisements
however, many NOC changes have been minimal or confusing.68
Athletes have turned to the general public for financial support in order
to prepare and even attend the games. According to the popular internet
crowd-funding website GoFundMe, over $750,000 had been raised by
the public to help support athletes attending the 2016 Rio Games,
potentially opening a door for non-sponsors to support athletes which
would generate positive press for the non-sponsor at the expense of the
IOC’s image.69 Athletes also have been helped by local clubs and
organizations that allow then to train by providing them gym access and
materials necessary. This was the case for Ibtihaj Muhammad who
made history as the first Olympic Muslim athlete to wear a hijab at the
Rio Games in 2016.70 Muhammad credits her ability to train for and
attend the Rio games to her local fencing gym that has supported her
efforts throughout her career.71 Even with the United States Olympic
Committee’s stipend and some corporate sponsorship deals,
Mohammad still needed to create a crowd-sharing platform in order to
compete in the Olympics.72 It is ironic that her gym and support group
cannot claim an association to Mohammad during the “blackout period”
pursuant to Rule 40 so that only sponsors can benefit from her
competition even though the competition would not have been possible
had it not been for the support of local organizations.73
66 Alex Kelham, Navigating Olympic Advertising: Rule 40 – A Global Perspective,
LAWINSPORT (Feb. 16, 2016), http://www.lawinsport.com/features/item/navigating-olympic-
advertising-rule-40-a-global-perspective.
67 Id.
68 Id.
69 New Data: Over $750,000 Raised On GoFundMe For Rio Athletes’ Training And Travel
Expenses, GOFUNDME (Nov. 1, 2016), https://www.gofundme.com/blog/2016/08/04/new-data-
over-750000-raised-on-gofundme-for-rio-athletes-training-and-travel-expenses/.
70 Ahiza Garcia, U.S. Olympic athletes sure aren’t paid like champions, CNN MONEY (Nov.
2, 2016), http://money.cnn.com/2016/07/07/news/olympics-rio-us-athletes-finances/.
71 Id.
72 Anne Peterson, Crowdfunding Olympic dreams has its limits, ASSOCIATED PRESS (Jun. 29,
2016), http://bigstory.ap.org/article/708fc297f3604c6581a5a96a16789971/crowdfunding-
olympic-dreams-has-its-limits.
73 Daniel Miller, How talent agencies help athletes who ‘transcent sports’ cash in on Olympic
heroics, LOS ANGELES TIMES,(Aug. 16, 2016),
http://www.latimes.com/entertainment/envelope/cotown/la-et-ct-olympics-rio-talent-agencies-
20160816-snap-story.html.
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III. OLYMPICS AND LEGISLATION:
A. Trademark Infringement and The Lanham Act:
Trademark Law in the United States is governed by the Lanham
Act. “The touchstone of trademark infringement under the Lanham Act
. . . is ‘likelihood of confusion.’”74 Confusion in the trademark
infringement context traditionally meant confusion as to the source of a
good or service, but courts have come to accept confusion as to
sponsorship, endorsement, or some other affiliation as satisfying the
confusion requirement.75 The Lanham Act proscribes false advertising
and deceptive use of trademarks as a means of a cause of action as well;
meaning a cause of action may proceed lacking confusion or a
likelihood of confusion.76 It is important to note that the legislative
intent behind the Lanham Act was not to prohibit all uses of a trademark
by non-rights holders.77 Section 32 of the Lanham Act lays out the
consumer confusion aspect of trademark law, which generally does not
apply to ambush marketing78 as many of the non-licensed outlets do not
actually use Olympic words or insignias, yet may create a false
association with the games themselves. Furthermore, consumer survey
data may be difficult to obtain due to the short lifespan of Olympic
events as well as the fact that consumers may not be concerned with the
actual sponsors of the event.
Section 43(a) of the Lanham Act would be the tool most effective
for protection of corporate sponsorship.79 In MasterCard International,
Inc. v. Sprint Communications Co. courts have shown their willingness
74 See Mushroom Makers, Inc. v. R. G. Barry Corp., 441 F.Supp. 1220, 1225
(S.D.N.Y.1977), aff’d, 580 F.2d 44 (2d Cir. 1978), cert. denied, 439 U.S. 1116 (1979).
75 See Dallas Cowboys Cheerleaders, Inc. v. Pussycat Cinema, Ltd., 604 F.2d 200, 204-05 (2d
Cir. 1979); James Burrough Ltd. v. Sign of the Beefeater, Inc., 540 F.2d 266, 274 (7th Cir. 1976);
Prof’l Golfers Ass’n v. Bankers Life & Casualty Co., 514 F.2d 665, 670 (5th Cir. 1975).
76 See 15 U.S.C. §§1114(1)(a), 1125(a); see American Home Prod. Corp. v. Johnson &
Johnson, 577 F.2d 160, 164-65 (2d Cir. 1978).
77 For example, several sources suggest that registered trademarks may legally be used
without the consent of the owner in comparative advertising. See R.G. Smith v. Chanel, Inc., 402
F.2d 562, 565-66 (9th Cir. 1968); Societe Comptoir De L’Industrie Cotonniere Etablissements
Boussac v. Alexander’s Dep’t Stores, Inc., 299 F.2d 33, 36 (2d Cir. 1962); Ringling Bros.-
Barnum & Bailey Comb. Shows, Inc. v. Chandris America Lines, Inc., 321 F. Supp. 707, 711-12
(S.D.N.Y.1971); see generally Comparative Advertising, 67 TRADEMARK REP. 351-418 (1977)
(collection of articles).
78 15 U.S.C. §1114 (§32) (“(1) the strength of the plaintiff’s mark; (2) the similarity of the
parties’ respective marks; (3) the similarities of the products or services; (4) evidence of actual
confusion; (5) consumer sophistication; and (6) the defendant’s intent to confuse”).
79 15 U.S.C. §1125(a) (citing §43(a)).
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to acknowledge and protect corporate sponsorship and licensing
endeavors under the Lanham Act, even while lacking evidence of actual
consumer confusion.80 In 1994 MasterCard purchased the exclusive
rights to use World Cup intellectual property in relation to “card-based
payment and account access devices.”81 The court granted MasterCards
enjoinment of Sprint’s use of the words “World Cup ‘94” on its
products, even though the court believed that the consumer public was
likely not confused82; it has been opined that the average consumer
likely did not care whether or not Sprint was official sponsor of the
World Cup.83
B. The USOC and its Legislative Weapons:
Created by Congress, through the passing of the Amateur Sports
Act of 197884 and then re-codified and renamed in 1998 as the Ted
Stevens Olympic and Amateur Sports Act of 1998,85 the Act has granted
the United States Olympic Committee (USOC) the exclusive rights to
determine how any and all Olympic related symbols, images and words
may be used within the United States.86 The USOC became the
80 MasterCard Int’l, Inc. v. Sprint Commc’n Co., 1994 WL 97097 (S.D.N.Y. 1994), aff’d, 23
F.3d 397 (2d Cir. 1994).
81 Id.
82 Id.
83 Lori L. Bean, Ambush Marketing: Sports Sponsorship Confusion and the Lanham Act, 75
B. U. L. REV. 1099, 1130 (1995).
84 15 U.S.C. §383 (1964).
85 36 U.S.C. §220506 (2000).
86 Id.
Exclusive right to name, seals, emblems, and badges, provides that:
(a) Exclusive right of corporation. – Except as provided in subsection (d) of this
section, the corporation has the exclusive right to use –
(1) the name “United States Olympic Committee”;
(2) the symbol of the International Olympic Committee, consisting of 5 interlocking
rings, the symbol of the International Paralympic Committee, consisting of 3
TaiGeuks, or the symbol of the Pan-American Sports Organization, consisting of a
torch surrounded by concentric rings;
(3) the emblem of the corporation, consisting of an escutcheon having a blue chief and
vertically extending red and white bars on the base with 5 interlocking rings displayed
on the chief; and
(4) the words “Olympic”, “Olympiad”; “Citius Altius Fortius”, “Paralympic”,
“Paralympiad”, “Pan-American”, “American Espirito Sport Fraternite”, or any
combination of those words.
(b) Contributors and Suppliers. –
The corporation may authorize contributors and suppliers of goods or services to use
the trade name of the corporation or any trademark, symbol, insignia, or emblem of the
International Olympic Committee, International Paralympic Committee, the Pan-
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permanent governing body for the Olympics movement in the United
States and the USOC was granted the power to govern amateur athletics
in the United States as they pertained to the Olympic movement an
granted the USOC the right to “exercise exclusive jurisdiction over all
matters.”87
The United States Court of Appeals for the Second Circuit in its
decision in USOC v. Intelicense Corp. determined that “it is clear that
the Congressional intent in enacting §380 was to promote the United
States Olympic effort by entrusting the USOC with unfettered control
over the commercial use of Olympic-related designations.88 This would
facilitate the USOC’s ability to raise those financial resources from the
American Sports Organization, or of the corporation to advertise that the contributions,
foods, or services were donated or supplied to, or approved, selected, or used by, the
corporation, the United States Olympic team, the Paralympic team, the Pan-American
team, or team members.
87 San Francisco Arts & Athletics v. United States Olympic Comm., 438 U.S. 522, 529
(1987) [hereinafter SFAA]. (In this decision, the Supreme Court, citing 36 U.S.C. §374,
enumerated the purposes and objectives of the USOC:
(1) establish national goals for amateur athletic activities and encourage the attainment
of those goals; (2) coordinate and develop amateur athletic activity in the United States
directly relating to international amateur athletic competition, so as to foster productive
working relationship among sports-related organizations; (3) exercise exclusive
jurisdiction, either directly or through its constituent members of committees, over
matters pertaining to the participation of the United States in the Olympic Games and
the Pan-American Games, including the representation of the United States in such
games, and over the organization of the Olympic Games and the Pan-American Games
when held in the United States; (4) obtain from the United States, either directly or by
delegation to the appropriate national governing body, the most competent amateur
representation possible in each competition and event of the Olympic Games and of the
Pan-American Games; (5) promote and support amateur athletic activities involving
the United States and foreign nations; (6) promote and encourage physical fitness and
public participation in amateur athletic activities; (7) assist organizations and persons
concerned with sports in the development of amateur athletic programs for amateur
athletes; (8) provide for a swift resolution of conflicts and disputes involving amateur
athletes, national governing bodies, and amateur sports organizations, and protect the
opportunity of any amateur athlete, coach, trainer, manager, administrator, or official to
participate in amateur athletic competition; (9) foster the development of amateur
athletic facilities for use by amateur athletes and assist in making existing amateur
athletic facilities available for use by amateur athletes; (10) provide and coordinate
technical information on physical training, equipment design, coaching, and
performance analysis; (11) encourage and support research, development, and
dissemination of information in the areas of sports medicine and sports safety; (12)
encourage and provide assistance to amateur athletic activities for women; (13)
encourage and provide assistance to amateur athletic programs and competition for
handicapped individuals, including, where feasible, the expansion of opportunities for
meaningful participation by handicapped individuals in programs of athletic
competition for able-bodied individuals; and (14) encourage and provide assistance to
amateur athletes of racial and ethnic minorities for the purpose of eliciting the
participation of such minorities in amateur athletic activities in which they are
underrepresented.”
88 U.S. Olympic Comm. v. Intelicense Corp., S.A., 737 F.2d 263, 266 (2d Cir. 1984).
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private sector that are needed to fund the United States Olympic
Movement.”89 The amended act provided for a civil cause of action for
use of Olympic marks within the United States without the consent of
the USOC compared to the previous codification, which only provided
for criminal penalties.90 The 1978 Act provided for protections of
Olympic words and symbols that go beyond traditional trademark
protections.91
C. San Fransisco Arts & Athletics, Inc. v. United States Olympic
Committee:
In 1981, the San Francisco Arts and Athletics, Inc. (SFAA)
organized and promoted a “Gay Olympic Games” to parodize the
Olympic games as well as draw attention to issues plaguing the LGBT
community with events such as the passing of the “Gay Olympic Torch”
and the lighting of the “Gay Olympic Flame.”92 The organization used
their title “Gay Olympic Games” on promotional materials and
merchandise for sale.
The USOC sent the SFAA a cease and desist which they did not
comply with. After the SFAA did not cease using the term “Olympic”
for their games, the USOC filed suit in federal court requesting that the
SFAA be enjoined from using the term “Olympic” in association with
their event.93 The Federal Court granted a preliminary injunction,
finding that under the Amateur Sport Act of 1978, consumer confusion
did not need to proven as a result of the unauthorized use of the word
“Olympic.”94 The court went on to state that an unauthorized user of the
word “Olympic” may not rely on traditional statutory defenses that one
might use a defense when accused of infringement under the Lanham
Act.95
D. Power, Not Absolute Power:
The court’s ruling in SFAA, demonstrated the USOC’s ability to
89 Id.
90 See 36 U.S.C. §379 (1976) (The Supreme Court in SFAA provides the House Judiciary
Committee’s reasoning behind the shift in the 1978 statue from criminal to civil penalties was
that “criminal penalty has been found to be unworkable as it requires the proof of criminal
intent.”); SFAA, 483 U.S. 522, at 529 (citing H.R. Rep. No. 95-1627, p. 15 (1978) (House
Report), U.S. Code Cng. & Admin. News 1978, pp. 7478, 7488.
91 36 U.S.C. §380 (1997).
92 SFAA, 438 U.S. 522, 529.
93 Id.
94 Id.
95 Id.
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curb use of its intellectual property without a showing of confusion and
the lack of statutory defenses for the accused infringer and made it seem
as any reference to the Olympic Games at all absent official sponsorship
would be restricted entirely. In large part this may be true, however
there are exceptions and not all courts agree on the level of power
Congress intended the USOC to wield.
In Stop the Olympic Prison v. United States Olympic Committee,
the plaintiff, Stop the Olympic Prison (STOP), created, printed, and
distributed flyers prior to the 1980 Winter Olympic Games in Lake
Placid.96 The posters featured the words “STOP THE OLYMPIC
PRISON” in large block letters and also featured a depiction of the five
Olympic rings altered to appear as large steel bars with an arm
protruding through the bars holding a flaming torch.97 The purpose of
STOP’s movement was to protest the government’s plan to convert the
Lake Placid Olympic village into a correctional facility after the games
were completed.98 STOP did not comply when the USOC issued an
injunction and later the USOC filed suit.99 STOP countered claiming
that they had a protected First Amendment right to protest the usage of
the land and that their use does not violate either trademark law or the
Amateur Sport Act.100 The court found for STOP, stating that the broad
language contained in the Amateur Sports Act’s exclusive use provision
could not be interpreted to mean that the USOC has exclusive control
over the words and symbols “for any purpose whatsoever”.101 The
STOP court along with several others court went on to interpret the
actual intent and scope of the act and determined that the exclusive use
provision was intended not to be used to prohibit every instance of
usage whether commercial in nature or not, but to prevent trademark
registration in any Olympic marks, names or insignias by anyone other
than the USOC.102
96 Stop the Olympic Prison v. United States Olympic Comm., 489 F. Supp. 1112, 1120
(S.D.N.Y. 1980).
97 Id.
98 Id.
99 Id.
100 Id.
101 Id.
102 Id. (Other courts agreeing as to the intent of the statue include: Int’l Sports Mktg., Inc. v.
Int’l Olympic Comm., and United States Olympic Comm., No. 83-44 (D. Vt. 1983); United
States Olympic Comm. v. Union Sport Apparel, 220 U.S. P.Q. 526 (E.D.Va. 1983); United States
Olympic Comm. v. Int’l Fed’n of Body Builders, 219 U.S.P.Q. 353 (D.D.C. 1982); and United
States Olympic Comm. v. David Shoe Co., Inc., 835 F.2d 880 (6th Cir. 1987)).
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IV. BROADCASTING RIGHTS AND SOCIAL MEDIA:
A. Exclusive Rights; Now What?:
Announced in May 2014, NBC Universal (NBC) acquired the
exclusive broadcast rights in the Olympics in the USA from 2021
through 2032, valued at $7.65 billion in conjunction with a $100 million
signing bonus allocating NBCU promotion rights of the Olympics and
Olympic values from 2015 through 2020.103 NBCU’s rights extend
across all media platforms including free-to-air television, subscription
television, Internet and mobile.104
NBCU may be concerned to have purchased such an expensive and
lengthy contract after ratings from the 2016 Rio Games were reported to
have plunged fifteen percent from the previous games in London.105
Social media’s influence has been a huge fear for event organizers and
broadcast rights holders alike and preemptive and reactive action across
a wide array of leagues and organizations including the English Premier
League, Ultimate Fighting Championship, National Football League,
the NCAA and the IOC.106 The IOC’s guidelines states that “The use of
Olympic Material transformed into graphic animated formats such as
animated GIFs (ie GIFV), GFY, WebM, or short video formats such as
Vines and others, is expressly prohibited.”107 The IOC also issued
specific restrictions geared towards non-media entities in a letter sent
out to many non-sponsoring companies stating, “[d]o not create social
media posts that are Olympic themed, that feature Olympic trademarks,
that contain Games imagery or congratulate Olympic performance
unless you are an official sponsor as specified in the Social Media
Section.”108
103 Olympics, IOC AWARDS OLYMPIC GAMES BROADCAST RIGHTS TO
NBCUNIVERSAL THROUGH TO 2032, OLYMPICS (Nov. 15, 2016),
https://www.olympic.org/news/ioc-awards-olympic-games-broadcast-rights-to-nbcuniversal-
through-to-2032.
104 Id.
105 Anthony Crupi, ‘Nightmare’ in Rio: NBC’s Olympics Ratings Down 15% From London,
ADAGE (Nov. 15, 2016), http://adage.com/article/special-report-the-olympics/nightmare-
rio/305594/.
106 Mazin Sidahmed, Olympics ban on gifs and Vines disappoints social media sports fans,
THE GUARDIAN (Aug. 16, 2016), https://www.theguardian.com/sport/2016/aug/05/rio-olympics-
ban-gifs-vines-social-media.
107 Id.
108 Christine Birkner, Here Are the Many, Many Ways Your Business Can Get in Trouble for
Tweeting the Olympics, ADWEEK (Nov. 15, 2016), http://www.adweek.com/news/advertising-
branding/here-are-many-many-ways-your-business-can-get-trouble-tweeting-olympics-172699.
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B. National Basketball Association v. Motorola:
In National Basketball Association v. Motorola, Motorola
produced and sold hand held pagers that distributed real time NBA stats
and scores.109 The NBA filed suit alleging copyright infringement,
commercial misappropriation under New York law, false advertising
and false designation of origin under Lanham Act, and violations of
Communications Act. The court goes on to outline the copyrightability
of live events as follows.110
Prior to 1976, federal copyright law did not touch or concern the
copyrightabiliy of live events and broadcasts.111 However, in 1976
Congress passed legislation affording broadcasts of live performance,
including sports events, to be within the realm of copyright law;
however, under 17 U.S.C. §101, such protection was only in the
recording of the performance and not extended to the underlying
event.112 The pinnacle of work subject for copyright protection is works
that constitute “original works of authorship”.113 The court concludes
that athletic events are not “authored” in any way and contrasts them
drastically from plays, movies, operas and television programs where
the entire work is scripted and predictable time in and time out. The
court decides that granting copyrights in athletic events would likely
diminish fan interest and open up the possibility for joint authorship
including coaches, cameramen referees, equipment managers and fans
who all contribute to the “work” in some way or another.
While the underlying games themselves cannot be copyrighted,
Section 101 of the Copyright Act was amended to state that “A work
consisting of sounds, images, or both, that are being transmitted, is
“fixed” for purposes of this title if a fixation of the work is being made
simultaneously with its transmission.”114 Congress went on to explicitly
include live sporting events through 17 U.S.C. §101 by stating, “[T]he
bill seeks to resolve, through the definition of “fixation” in section 101,
the status of live broadcasts—sports, news coverage, live performances
of music, etc.—that are reaching the public in unfixed form but that are
simultaneously being recorded.”115
The court concluded that Motorola did not infringe the NBA’s
copyright in the broadcast of their games because Motorola only
reproduced facts from the broadcasts, not descriptions or expressions of
109 Nat’l Basketball Ass’n v. Motorola, Inc., 105 F.3d 841, 845 (2d Cir. 1997).
110 Id.
111 Id.
112 Id.
113 Id.
114 17 U.S.C. §102(a).
115 Nat’l Basketball Ass’n., 105 F.3d 841, 845 (citing 17 U.S.C. §101).
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the game that would constitute the broadcast. “Because the [defendants]
reproduce only factual information culled from the broadcasts and none
of the copyrightable expression of the games, appellants did not infringe
the copyright of the broadcasts.”116 While this case law is in the realm
of the Copyright Act and not the Amateur Sports Act, it would seem
illogical to allow someone to report a score without reporting where the
score came from.
C. Social Media
Prior to the internet boom and the rise in social media, the
distinction between marketing and media was quite clear.117
Traditionally media companies created content that was engaging which
marketers would in turn fork over large sums of their budget to
acquire.118 However, now due to the rapid rise in technology and
lowered cost of creating content, marketing companies have begun to
develop their own content, some of which is longer and more engaging
than what is being put out by media companies.119 As lines continue to
blur further, it can be difficult to distinguish whether companies are
producing media, or whether companies themselves have become
members of the media as well. Over ninety percent of brands have
begun to use one or two more social media platforms to engage with
consumers, and it is not so easy to discern whether the content being
employed by these brands is used to entertain the consumer or to engage
in a business relationship with its consumers.120
Brands have become expected to take a stance on current issues
and events through the media. This can be seen with the current
“#deleteuber” viral hashtag. On January 28, 2017, after US President,
Donald Trump, issued an executive order ceasing travel from seven
majorly Islamic nations, large protests erupted at John F. Kennedy
Airport in New York.121 As a protest to the executive order, the New
York Taxi Workers union called for a one hour work stoppage to and
116 Id.
117 Adam Fridman, Blurring The Lines: When Marketing And Media Overlap, INC. (Jan. 15,
2016), http://www.inc.com/adam-fridman/blurring-the-lines-when-marketing-and-media-
overlap.html.
118 Id.
119 Id. (“As media technology becomes increasingly accessible, the defining lines begin to
blur. Take Nestle for example. ‘In 2014, the food and beverage giant created more hours of
content than all of Hollywood combined,’ says Brad Hunstable, CEO of Ustream, a popular video
streaming and hosting service.”).
120 Id.
121 German Lopez, Why People Are Deleting Uber from Their Phones After Trump’s
Executive Order, VOX (Jan. 29, 2017), http://www.vox.com/policy-and-
politics/2017/1/29/14431246/uber-trump-muslim-ban.
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from the airport and posted this boycott to their official Twitter
account.122 The ride sharing behemoth and a competitor of New York
City taxis, Uber, took a different approach. Uber continued to pick up
passengers from JFK and lowered their surge pricing in the area leading
to more passengers hailing their service.123 Ubers’ response was seen by
many as a rejection of the protest and a means to disperse the crowds.124
Moments following Ubers’ actions, a hashtag “#deleteuber” began
trending on Twitter, resulting in extremely poor publicity for the
company.125
The #deleteuber phenomena is one of many examples of how
companies today are not solely responsible for providing goods or
services but are expected to behave like media companies and voice
popular opinions and sentiments. The harsh media restrictions placed on
entities during and in concern with the Olympic games make this
exceptionally hard and can also be detrimental to the very cause the
Olympics has set out to accomplish.
V. THE PROPOSAL
A. Fair Use: General Law vs. Ted Stevens:
Fair use is a legal doctrine that allows for the use of otherwise
copyrighted material when certain conditions are met such as for parody
purposes or to give commentary on a subject matter.126 Fair use is
premised on several legal theories, arguably most importantly of which
is the First Amendment guarantee of free speech.127 It is important to
note that free speech and commercial speech differ, however,
commercial speech also is afforded many protections under the First
Amendment.128 According to Thomas Emerson, a leading First
Amendment scholar, “Without free and unimpaired dissemination and
discussion of ideas, self-government is but a hollow fantasy . . . . The
link between the people and their government is maintained through
debate. Free speech, then, is the tool by which democracy is maintained
122 Id.
123 Id.
124 Id.
125 Id.
126 Rich Stim, What Is Fair Use, STAN. UNIVERSITY LIBR. (Oct. 2010),
http://fairuse.stanford.edu/overview/fair-use/what-is-fair-use/.
127 Thomas Emerson, Address at Conference on College Composition & Communication
(Aug. 1998).
128 Id.
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and improved.”129
As mentioned earlier, the Ted Stevens Olympic Act provides
further protection than the Lanham Act in the trademark context and
limits the available defenses to an alleged infringer. Under the Lanham
Act, “the Fair Use Doctrine protects certain uses of registered
trademarks from infringement claims when the use of the name, term, or
device is a use, otherwise than as a mark, of a term or device that is
descriptive of and used fairly and in good faith only to describe goods
or services of [a] party, or their geographic origin.”130 The Fair Use
Doctrine, and more specifically, nominative fair use, allows the non-
trademark holder to use the protected trademark for purposes such as
news reporting, commentary, parody, and comparative advertising.131
In New Kids on the Block v. News Am. Publishing, Inc., a website
hosted a contest asking consumers who their favorite member of the
band was while using the popular band’s trademarked name in its
advertisements.132 The band sued for trademark infringement, however
the use by the website was deemed to be fair use, and thus non-
infringing.133 The court reasoned that the website could not effectively
hold this contest in reference to the band without using the band’s
name.134 The holding is also conditioned on the fact that the non-
trademark holder may not suggest sponsorship or endorsement and held
that simply discussing a trademarked mark did not imply an
endorsement or sponsorship.135 The latter part of the decision regarding
endorsement is likely the most important aspect as related to the
Olympics and the protection of their marks. The main concern driving
Olympic intellectual property law and policing, is the vast sums of
money corporations pay for exclusive sponsorship and endorsement
rights, which has led to the passing of Olympic specific legislation.
However, that exact concern is already included in trademark law
jurisprudence.
Fair use does have its limits, as seen in Harper & Row,
Publishers, Inc. v. Nation Enterprises, where the court held that fair use
was not a valid defense for the defendants usage of a copyrighted
work.136 In Harper and Row, the media entity, Nation Enterprises,
published a large portion of excerpts of Gerald Ford’s biography before
the novel was published and before Time Magazine could publish their
129 Id.
130 15 U.S.C. §1115(b)(5)(A) - (C) (2006) (emphasis added).
131 Louis S. Ederer, Nominative Fair Use: Legitimate Advertising or Trademark Infringement,
ARNOLD & PORTER LLP, http://files.arnoldporter.com/nominative%20fair%20use.pdf.
132 New Kids on the Block v. News Am. Publ’g, Inc., 971 F.2d 302 (9th Cir. 1992).
133 Id.
134 Id. at 309.
135 Id. at 306.
136 Harper & Row v. Nation Enter., 471 U.S. 539 (1985).
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account of the novel, which they had contracted with Nation Enterprises
for the rights to publish.137 The court found that Nation Enterprises’
practices were not valid fair use, large in part because they served as a
substitute for the copyrighted material.138 The court went further to state
that “the Framers intended copyright itself to be the engine of free
expression.”139 Also, importantly, the court stated that facts are not
copyrightable, which means that entities or persons should be permitted
to transmit facts related to the games without fear of repercussion.140
This holding is highly relevant to the Olympic context. One of the main
concerns the IOC has is that unofficial usage of their marks and events
may divert traffic from their broadcast and official sponsors’ content.
The holding here would deny usages that would have such effect, while
allowing for usages that actually promote the games and allow for
others to share in the excitement of the event and display pride for their
nation.
This is also of significant importance in relation to social media
and news reporting surrounding the games. As mentioned above,
virtually all companies and entities have taken on some form of a media
role in present times.141 Therefore, their consumers likely expect them
to share their voice at all times, and especially during a worldwide
spectacle such as the Olympic Games, where national pride and political
issues often intersect. This can be especially challenging for non-
accredited entities due to the large intellectual property portfolio the
IOC enforces and the vigilant enforcement mechanisms that the IOC
employs.
The past summer Olympics in Rio saw lackluster social media
results.142 This may be partially attributable to the restrictive measure
employed by the IOC and the social media warning letters sent out to
many major companies prior to the games.143 Prior to the games, the
IOC sent letters to companies without an official relationship with the
games warning them to not use any of the protected Olympic marks or
137 Id.
138 Id.
139 Id.
140 Id. ( “(c) In view of the First Amendment’s protections embodied in the Act’s distinction
between copyrightable expression and uncopyrightable facts and ideas, and the latitude for
scholarship and comment traditionally afforded by fair use, there is no warrant for expanding, as
respondents contend should be done, the fair use doctrine to what amounts to a public figure
exception to copyright. Whether verbatim copying from a public figure’s manuscript in a given
case is or is not fair must be judged according to the traditional equities of fair use.”).
141 Id.
142 Guest, The Summer Olympics Are Not Winning Gold on Social Media, ADWEEK (Aug. 11,
2016), http://www.adweek.com/digital/sharon-lin-glassview-guest-post-olympics/.
143 Olivia Solon, US Olympic Committee Bullying Unofficial Sponsors Who Use Hashtags,
THE GUARDIAN (Jul. 22, 2016), https://www.theguardian.com/sport/2016/jul/22/us-olympic-
committee-bullying-unofficial-sponsors-hashtags.
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intellectual property as well as hashtags related to the games.144
On Twitter, hashtags are used to facilitate conversations
surrounding an event or phenomena.145 By searching a specific hashtag,
a social media user can effectively filter the social media universe to
specifically show them that they are looking for, and in turn, actively
participate worldwide in discussion regarding their interests.146 By using
hashtags, a social media user can provide commentary on a specific
topic, while allowing users to locate their message. This is largely
responsible for viral content and can be the backbone of successful
marketing campaigns. By over policing hashtags, the IOC may have
shot themselves in the foot. The staggering low social media numbers,
may be due to the fact that many social media users were scared about
participating in the conversation, leading to low publicity and
worldwide discussion. Also, the hashtag is used as a search tool, and not
necessarily as an endorsement, therefore possibly qualifying as fair use
under the Lanham Act, but not under the Ted Stevens Act.
The lines become further blurred when copyright law is added to
the mix. As mentioned above, in Motorola, copyrights may be obtained
for sporting event broadcasts.147 However, the copyright only extends to
the broadcast itself and not the underlying event. Traditionally this
would mean that the scores, results and particulars of the event are fair
game to comment on. However, due to the warnings issued by the IOC
and the unpredictability of the application of the Ted Stevens Act, many
are unsure of whether or not this is allowed. This is also further
complicated by the trademark restrictions, because even if the result
reporting is allowed, it is very difficult to use any language or reference
to the games that the results are tied to.
B. Establish a Fair Use Board
At the moment, there is no approval process or procedure in
place for entities wishing to engage in discussion regarding the Olympic
Games to obtain approval or clearance for their usage of Olympic
related terminology, event results, or figures. Entities must either
consult with attorneys and/or take the risk and wait to see if a cease and
desist or litigation will follow. Rather than the “wait and see” approach
resulting in a post facto analysis, which is both risky and costly for all
parties involved, I propose an ex ante solution. I propose the IOC
144 Id.
145 Rebecca Hiscott, The Beginner’s Guide To The Hashtag, MASHABLE (Oct. 8, 2013),
http://mashable.com/2013/10/08/what-is-hashtag/#kyuIx9s4VPq0.
146 Id.
147 See Nat’l Basketball Ass’n, 105 F.3d 841, 845.
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institutes a fair use board where entities may submit their proposed
usage for a modest fee that can either be cleared by the IOC or denied,
providing for more transparency and lower barriers to entry. This will
allow more people to engage in the conversation, boosting the overall
excitement and success of the games.
As mentioned above, at the moment the best option for entities to
engage in before communicating about the Olympics is to consult with
an attorney regarding whether or not their usage is considered fair use.
However fair use is not a cut and dry concept and much uncertainty
surrounds its usage.148 Created in 2004 by the enacting of the Copyright
Royalty and Distribution Reform Act of 2004, Congress formed the
Copyright Royalty Board.149 The board is comprised of three judges
whom are appointed by the Liberian of Congress and serve six-year
staggered terms. The role of the board is to determine the rate services
pay for statutory licenses.150 The Fair Use board would function
differently, however the Copyright Royalty Board shows Congress’
willingness to make intellectual property laws more upfront and
efficient.
The Fair Use board should be comprised of a combination of
judges, intellectual property scholars and IOC officials. Potential
infringers would submit petitions to the board composed of highly
descriptive imagery and descriptions of their proposed use to the board
and pay a modest fee for the petition. It is likely many petitions would
be filed, and many fees would be collected, allowing for the board to be
funded and additional remaining funds can be allocated to the athletes
that cannot afford to attend the games due to restrictive endorsement
policies. Then the board would evaluate the proposed usage and
ultimately give a ruling on whether or not the proposed usage is
considered fair use and acceptable or runs afoul of what is permitted. A
refusal by the board could then be used as prima facie evidence of
infringement, making litigation easier for the IOC and enforcement
agencies. However, a ruling by the board deeming the usage fair use,
would grant the potential infringer immunity from future suit, so long as
the usage is identical to the one proposed to the board and within the
scope of the board’s determination. This would provide more clarity in
an otherwise ambiguous world and would greatly reduce costs for all.
The board should also publish all of its decisions online for all to
see. This will allow for more transparency on what is acceptable and
148 17 U.S.C. §107 (2000).
149 Ed Christman, Copyright Royalty Board? Statutory, Mechanical Performance? A Primer
For the World of Music Licensing and Its Pricing, BILLBOARD (Aug. 18, 2016),
http://www.billboard.com/articles/business/7476929/music-licensing-pricing-primer-copyright-
royalty-board-statutory-mechanical-performance.
150 Id.
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what is not. There is some litigation surrounding how and when
Olympic marks may be used as mentioned above, however, many small
businesses immediately comply with cease and desist letters received by
the IOC so much case law has not been developed and the examples of
acceptable use are slim, especially with the ever-changing Olympic
legislation and rules. This will also allow for more conversation
surrounding the Olympics, leading to a more successful event for the
IOC, without the risk of harming their core sponsors and financial
backing.
C. Amend Ted Stevens Act to Allow for Fair Use Statutory
Defense
As mentioned above, the Ted Stevens Act limits the statutory
defenses available when using Olympic terminology and protected
marks, and of those defenses is fair use.151 I propose the Ted Stevens
Act be amended to include fair use. Parody, another statutory defense to
fair use, is less important in this context and more potentially
obstructive to the Olympic brand. Allowing for nominative fair use in
conjunction with the ex-ante functionality of the fair use board, entities
will be able to communicate about the Olympic games in a regulated
and lawful manner, while promoting the games as well. This will create
more certainty and clarity for all parties involved while creating a win-
win scenario for everyone.
Section 6: Conclusion:
Both the Olympics, entities desiring to discuss the Olympics and
social media platforms appear to be here to stay. The IOC’s strict
legislation may have been successful in deterring ambush marketers
prior to the formation and boom of social media, but as the ratings and
social media analytics from the Rio 2016 games show, this strategy is
not the most effective at providing the best opportunity for their
exclusive sponsors while also promoting the games as much as possible.
While it is evident that the IOC and the Olympic Games face obstacles
from ambush marketers to receive funding from their sponsors to host
the games, it is evident that more of a balance needs to be struck
between enforcing the Olympic marks and insignias, and allowing for
the free exchange of ideas and social conversation. The addition of the
fair use board in conjunction with the proposed amending of the Ted
Stevens Act will allow for a more excitement and publicity for future
games while minimizing risk and creating more certainty. This will
allow smaller entities to use the pride emanating from the games
151 See 36 U.S.C. §220506 (2000).
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without fear of litigation and will also allow the IOC to ensure that all
communication regarding the games are proper and in accordance with
their guidelines and the law.