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作 者:邱俊杰 Qiu Junjie(School of Law,Jiangxi University of Finance and Economics,Nanchang 330000)
出 处:《中阿科技论坛(中英文)》2023年第10期148-152,共5页China-Arab States Science and Technology Forum
基 金:江西财经大学学生科研课题“数字时代下江西省公共数据开放立法研究”(20220908202716370)。
摘 要:电子游戏引用现实场景能够为玩家提供沉浸式体验,但同时存在知识产权侵权风险。在我国法律背景下,电子游戏引用现实场景的争议主要焦点在于是否侵犯商标权。文章认为电子游戏引用现实场景不必然构成商标侵权,一是其不必然构成商标使用,不满足商标侵权的前提条件;二是即使其构成商标使用,也存在构成商标合理使用的情形。尽管电子游戏制作方可以从这两种路径反驳电子游戏引用现实场景侵犯商标权,但为了规避商标侵权风险,应当注意电子游戏对现实场景的使用方式以及引用现实场景对商标权人的影响。Video games can provide players with an immersive experience by referencing realistic scenes,but at the same time there is a risk of intellectual property infringement.In the context of China's law,the main focus of the controversy of video games citing realistic scenes is whether it infringes on trademark rights.The article argues that references to realistic scenes in video games do not necessarily constitute trademark infringement,because they do not necessarily constitute trademark use and do not satisfy the prerequisites for trademark infringement;secondly,even if they do constitute trademark use,there are situations that constitute reasonable use of trademarks.Although the video game producer can refute from these two paths that the video game quotes the reality scene infringes the trademark right,but in order to avoid the risk of trademark infringement,it sh ould pay attention to the way the video game us es the reality scene as well as the influence of quoting the reality scene on the trademark right holder.
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