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作 者:聂长建[1] 杨祎朋 NIE Changjian;YANG Yipeng(School of Law,South-Central Minzu University,Wuhan 430074,China)
出 处:《北京邮电大学学报(社会科学版)》2022年第6期39-47,共9页Journal of Beijing University of Posts and Telecommunications(Social Sciences Edition)
基 金:国家自然科学基金青年项目(72004238)。
摘 要:将游戏作品做拆分式的保护并不合适。仅因游戏画面的形式与效果和视听作品类似,将其与游戏分割单独保护,是一种“唯客体论”的思考方式,不仅将玩家矮化为逻辑论证的工具,在权利归属和利益分配上也无法兼顾现实需求。有鉴于此,应当认识到玩家在判断游戏与游戏画面关系中的主体地位,充分考察玩家与游戏之间互动行为的本质。玩家进行游戏的主观目的是满足自身情感,其操作行为既非创作,也不是表演,而是一种算法权力让渡下通过数据输入实现的一种叙事参与,故游戏画面应当作为游戏叙事的外在呈现,不具有独立性。以此为前提,将游戏认定为汇编作品才真正具有法律逻辑和利益考量两方面的优势。It is not appropriate to protect the game work by splitting it into several parts.Protect the game screen just because it is similar to the audiovisual work in form and effect,which is a way of thinking that only considers the form of the object.The result is not only to turn the player to a tool of logical argument,but also not to meet the practical needs in the ownership of rights and the distribution of interests.In view of this,we should recognize the important position of the player in judging the relationship between the game and the game screen,and fully examine the nature of the interaction between the player and the game.Players’subjective purpose of playing games is for their own emotional satisfaction.Their operating behavior is neither creation nor performance,but a kind of narrative participation realized through data input under the transfer of algorithm power.Therefore,the game screen should be presented as the result of the narrative of the game,and there is no need to discuss its characterization in the copyright law separately.Based on these reasons,identifying the game as a compilation work really has the advantages of legal logic and interest considerations.
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