Digital Exhaustion Redux: University of Tilburg
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Digital Exhaustion Redux: An investigation on the viability of a lawful secondary market for digitally-distributed entertainment software after the Tom Kabinet decision. Francisco Duque Lima February 2021 Dissertation submitted in partial fulfillment of the requirements for the degree of Master of Laws (LL.M.) in Law and Technology Student Number: 2052783 First Supervisor: Paul Halliday, LL.M. Second Supervisor: dr.ir.mr. Maurice Schellekens
Table of Contents CHAPTER 1 - INTRODUCTION. .............................................................................................................................. 1 CHAPTER 2 – THE LEGAL LANDSCAPE SURROUNDING ENTERTAINMENT SOFTWARE DISTRIBUTION. .................. 7 2.1. – LEGAL CATEGORIZATION: ‘OVERLAPPING’ SOFTWARE AND COPYRIGHT PROTECTION........................................................ 7 2.2. – THE DOCTRINE OF EXHAUSTION IN THE EU: ELEMENTS, RATIONALES AND UNCERTAINTIES. ............................................. 11 2.3. – RECONCEPTUALIZING THE TRANSFERENCE OF OWNERSHIP : THE IMPACT OF USEDSOFT. ................................................. 16 CHAPTER 3 – A CRITICAL ANALYSIS OF THE LATEST DEVELOPMENT IN EUROPEAN CASE-LAW. ......................... 20 3.1. – FIRST OF ITS KIND: OUTLINING THE FACTS AND RELEVANCE OF THE TOM KABINET CASE. ................................................ 20 3.2. – PROGRESSIVE, BUT INSUFFICIENT: ADVOCATE-GENERAL’S BALANCED ATTEMPT TO RECONCILE ALL INTERESTS AT STAKE. ........ 24 3.3. – ONE DOOR CLOSES, ANOTHER OPENS: THE IMPACT OF TOM KABINET ON THE DIGITAL EXHAUSTION HYPOTHESIS . ................. 27 CHAPTER 4 – SOLVING THE DIGITAL EXHAUSTION PARADOX THROUGH AN EMPIRICAL APPROACH. ............... 34 4.1 – TO BUILD A FRAMEWORK: CRAFTING AND REFINING THE DIGITAL EXHAUSTION TEST....................................................... 34 4.2. – TRUTH IN NUMBERS: DEVELOPING AN ANALOG-DIGITAL ECONOMIC EQUIVALENCE STATISTICAL MODEL TO PROVE FAIR COMPENSATION OF THE RIGHTSHOLDER. ......................................................................................................................... 37 4.3 – THE DEVIL IS IN THE SMALL PRINT : SEEKING EVIDENCE OF INDIVIDUAL AND PERMANENT TRANSFERS OF OWNERSHIP IN CONTRACTUAL AGREEMENTS. ....................................................................................................................................... 42 4.4 - COPYRIGHT PROBLEMS REQUIRE DRM SOLUTIONS: EXPLAINING THE APPLICATION OF TECHNICAL PROTECTION MEASURES FOR THE ENFORCEMENT OF COPY SINGULARITY. ............................................................................................................................ 49 CHAPTER 5 – CONCLUSION. ............................................................................................................................... 56 BIBLIOGRAPHY. ....................................................................................................................................................I PRIMARY SOURCES: ................................................................................................................................................ I EU Legislation and Cases: .............................................................................................................................. i SECONDARY SOURCES: ........................................................................................................................................... II Books: .......................................................................................................................................................... ii Contributions to Edited Books:...................................................................................................................... ii Journal Articles:........................................................................................................................................... iii Working Papers and Conference Papers: ..................................................................................................... vi Dissertations: ............................................................................................................................................. vii Command Papers, Communications and Reports: ...................................................................................... viii Websites and Blogs: .................................................................................................................................. viii APPENDICES. ...................................................................................................................................................... A TABLE 1.............................................................................................................................................................. A TABLE 2.............................................................................................................................................................. B TABLE 3.............................................................................................................................................................. C TABLE 4.............................................................................................................................................................. D TABLE 5.............................................................................................................................................................. E TABLE 6.............................................................................................................................................................. E
Chapter 1 - Introduction. The fast development of information technologies and subsequent establishment of the digital environment has allowed traditional business models to adapt to the opportunities brought by new distribution channels, allowing consumers to online purchase and access the same entertainment content they would normally do in regular stores. Despite their origin as not a substitution, but an expansion of regular channels, online platforms heavily impacted the market’s landscape, rendering some offline variants obsolete, mainly due to the advantages cyber stores bring1: they are open all the time, available from anywhere, and avoid intermediary costs (such as physical production and storage), consequently offering the customer better deals.2 One of the most notable examples of a sector that thrived in the digital economy is the video game industry 3: currently, every gaming console has their own centralized digital distribution platform,4 while the computer gaming sector witnessed a spur in digital distribution platforms, predominantly created by video game developers and publishers 5 to compete with each other, enforce their own rules and user agreements,6 and reinforce their consumer-base through platform-exclusive games, offers, discounts, bundles, and in-platform functionalities.7 Overall, these digital storefronts tend to mimic every aspect of physical video game ownership, but lack a dimension that is still reserved to tangible things: the re-circulation of goods.8 When a consumer buys a copy of a video game through a digital distribution platform, that sale is the first, and final transaction that can occur, meaning that, while physical copies might be lent, offered, traded or resold, digitally-distributed video games generally can only be used by the original buyer, depriving customers from obtaining any further value, other than personal entertainment. The resale market is only possible for tangible copies due to copyright exhaustion, one of the exceptions to copyright protection, consisting of a limitation of the 1 Eli Noam, ‘Distribution of Media and Information’, in Media and Digital Management (Springer International Publishing 2019). 2 J Gregory Sidak and Robert Crandall, ‘Video Games: Serious Business for America’s Economy’ (2006) Entertainment Software Association Report 48 accessed 25 April 2020. 3 ‘2020 Video Game Industry Statistics, Trends & Data’, accessed 25 April 2020. 4 Such as the PlayStation Store, Nintendo eShop, and Xbox Live Marketplace. 5 Such as Valve, Epic Games and Electronic Arts. 6 Dinah Cohen-Vernik, ‘Essays on Digital Distribution of Information Goods’ (2009) accessed 25 April 2020. 7 A list of tools available for managing store presence in the Steam Store can be found at the Steamworks developer page accessed 10 May 2020. 8 Jean-Pierre H Dubé and Peter Eric Rossi, Handbook of the Economics of Marketing. Volume 1 (Elsevier Science & Technology 2019) 407 para 2. 1
author’s right to control distribution once the product has been lawfully placed on the market. 9 Exhaustion is, supposedly, only possible when tangible goods are involved, as they represent an individual and perishable medium used as a palpable vehicle for the work itself. 10 This means that when the owner of a game included in and only accessible through a single physical piece of technology like a cartridge or a CD-ROM, decides to sell it to another person, the initial owner loses fruition of the article, conserving the total number of copies in circulation that have been originally authorized by the rightsholder. 11 Therefore, the unique nature of digital goods, in specific their replicability, can frustrate this purpose via the introduction of unauthorized copies in the market, which is boosted by the easiness of digital file cloning.12 These unlawful actions can be mitigated by the implementation of technical protection measures (such as single-use license codes) that thwart infringement but sacrifice further resale possibilities.13 Nonetheless, it is also important to comprehend that, in a digital distribution setting, a ‘buyer’ may never obtain actual ownership of a copy of the game, which seems to be the case with ‘purchases’ in many digital stores, often described not as a permanent acquisition of a digital goods, but as licenses or as a one-time fee subscriptions to services that distribute licenses.14 The debate on whether digital exhaustion is possible for digital entertainment software15 retail has been reignited by a recent French ruling: in UFC-Que Choisi v. Valve Corporation,16 9 Péter Mezei, Copyright Exhaustion: Law and Policy in the United States and the European Union (Cambridge University Press 2018). 10 Jedrzej Czarnota, Co-Creation, Innovation and New Service Development (Taylor&Francis 2018). 11 Timothy Derdenger, ‘Technological Tying and the Intensity of Price Competition: An Empirical Analysis of the Video Game Industry’ 2014 12 Quantitative Marketing and Economics 127. 12 Sam Castree, ‘A Problem Old as Pong: Video Game Cloning and the Proper Bounds of Video Game Copyrights’ (2013) accessed 26 April 2020. 13 Christian Genetski and Christian Troncoso, ‘Copyright Industry Perspectives: The Pivotal Role of TPMs in the Evolution of the Video Game Industry’ 2015 38 Columbia-VLA Journal of Law & the Arts 359. 14 Emma Boyle, ‘Why your digital games collection isn't yours to own’ Tech Radar (9 April 2017) accessed 26 April 2020. 15 Some scholars suggest the term “entertainment software” to be the most technically accurate and appropriate way to refer to the entire video game industry as we know it, incorporating “software games usually played on video game consoles, personal computers, handheld portable game players, the Internet or mobile phones”. This terminology is the product of the apparent tension between the terms “video game” and “computer game”, commonly used to separate between console games and PC games respectively. In spite of this tension, this dissertation will use the informal terminology “video games” and the industry definition “entertainment software” interchangeably, for readability purposes - as such, any instance of the former shall not be considered as a reference to the limited technical subset of “console games”, but as equivalent to the latter. For more about the terminology issue, see: Frank Alpert, ‘Entertainment Software: Suddenly Huge, Little Understood’ 2007 19(1) Asia-Pacific Journal of Marketing and Logistics, 5. 16 Colin Campbell, ‘French court rules that Steam’s ban on reselling used games is contrary to European law’ Polygon (19 September 2019) accessed 10 May 2020. 2
the court considered that accessing a video game through a digital distribution platform must be qualified as a permanent sale of a copy since the game is made indefinitely available at a fixed price, paid in one instalment, applying the principle of exhaustion of distribution rights in the context of computer software previously set in UsedSoft.17 Interestingly, a few months after the French ruling, the CJEU finally issued its much-awaited decision on the Tom Kabinet case, ruling that the online distribution of e-books consists of an act of communication to the public, not an act of distribution for the purposes of the InfoSoc Directive, thus rejecting the possibility of exhaustion and any posterior e-book sales without the rightsholders consent. Attempting to establish a parallel between digital and physical video game distribution poses many challenges - from the object’s complex nature as both software and authorial work, to the intricacies of digital retail, and the presumed inability of current TPMs 18 to replicate the singular aspects of a physical copy. Therefore, it is this thesis’ objective to assess the viability of a secondary market for digitally-distributed entertainment software by fundamentally answering the main research question: ‘How can entertainment software and its digital distribution be classified within the scope of the European legal framework, and what consequences does this classification have in regards to copyright exhaustion and the possibility of a digital resale market, especially after the 2019 Tom Kabinet ruling?’. Hence, in order to answer the main research question, each of the aforementioned challenges will be addressed through three separate sub-questions: 1. ‘What is the legal nature of entertainment software in the European Union and how does it affect (the exhaustion of) distribution rights?’ 2. ‘How can the activity of supplying entertainment software through the internet be classified as a distribution for legal purposes, considering the latest advances in European case-law on digital exhaustion?’ 3. ‘Which characteristics need to be and are present in modern digital distribution systems as to enable a non-infringing resale market for digitally-distributed entertainment software?’ 17 Antoni Rubi-Puig, ‘Copyright Exhaustion Rationales and Used Software: A Law and Economics Approach to Oracle v. UsedSoft’, 2013 4(3) Journal of Intellectual Property, Information Technology and e-Commerce Law. 18 Dinah Cohen-Vernik, ‘Essays on Digital Distribution of Information Goods’ [2009] accessed 25 April 2020. 3
The academic interrogations on the nature of digital ownership, digital distribution, digital rights management, and the legal categorization of video games have generated abundant literature: while some authors propose to solve this quarrel through an abstract approach to the nature of incorporeal possessions,19 others employ more meticulous methods of legal analysis in an attempt to characterize the nature of video games as source and object of rights.20 Such characterizations, however valuable, do not suffice for the comprehensive understanding of the digital distribution reality. As such, the significant novelty this thesis brings to the academic panorama lays not only in the inclusion of recent case-law, but also in its unique approach to the debate, made not from an exclusively abstract nor object-focused perspective, but from the premise that alternatively applying the same conceptualizing techniques to the activity of buying and selling in the digital environment may be the actual key to uncovering the potential of a digital resale market. Furthermore, and apart from academic relevance, answering these questions has great practical importance, considering the relationship between the digital distributor and the consumer is sometimes severely imbalanced partly due to user agreements riddled with abusive clauses that provide little protection for the latter.21 Likewise, while discounts may be frequent in digital platforms,22 the initial release price of Triple-A23 titles tends to match the price adopted in physical retail, a reality that appears puzzling, since digital distribution is supposed to be less costly - theoretically benefitting every party involved. 24 Yet, it is our opinion that a consumer that allegedly obtains not ownership, but an “authorization” to play content, through the same expenditure of obtaining (real) physical ownership, while not being able to ever recover any portion of that investment, is not benefitting from this business model. In spite of 19 Tito Rendas, ‘Lex Specialis(sima): Videogames and Technological Protection Measures in EU Copyright Law’, 2015 37(1) European Intellectual Property Review 39; Stavroula Karapapa, ‘Exhaustion of Rights on Digital Content under EU Copyright: Positive and Normative Perspectives’ Forthcoming, Aplin, T. (ed) Research Handbook on Intellectual Property and Digital Technologies (Cheltenham, Edward Elgar 2019). 20 Maša Galič, ‘The Legality of Resale of Digital Content after UsedSoft in Subsequent German and CJEU Case Law’ 2015 37(7) European Intellectual Property Review 414-429; Péter Mezei, ‘Meet the Unavoidable – The Challenges of Digital Second-Hand Marketplaces to the Doctrine of Exhaustion’, Taina Pihlajarinne, Juha Vesala and Olli Honkkila (eds), Online Distribution of Content in the EU (Edward Elgar, Cheltenham, 2019) p. 62-78. 21 Will Usher, ‘Valve Slammed By Consumer Protection, Issued Cease And Desist On Anti-Consumerist EULA’ Cinema Blend (17 September 2012) < https://www.cinemablend.com/games/Valve-Slammed-By- Consumer-Protection-Issued-Cease-Desist-Anti-Consumerist-EULA-47038.html> accessed 10 May 2020. 22 Myriam Davidovici-Nora and Marc Bourreau, ‘Two-Sided Markets in the Video Game Industry’ 2012 173– 174 Réseaux 97 accessed 26 April 2020. 23 ‘There is also online debate about the hierarchy of game genres, the derision often afforded to casual games versus big budget “AAA” titles’, Johanna Weststar, ‘Understanding Video Game Developers as an Occupational Community’ 2015 18 Information, Communication & Society 1238. 24 Lothar Determann, ‘Digital Exhaustion - New Law from the Old World’ (2017) SSRN Electronic Journal accessed 26 April 2020. 4
these considerations, the digital asset realm seems to be trying to gradually conform to the few advantageous characteristics restricted to the tangible reality, as digital distributors now allow consumers to return purchases, lend games to friends and share them with their family, which makes us question whether the next step could be the conception of a resale market. 25 In order to confront and attempt to answer the research questions, and validate such venture and its results, a legal-dogmatic analysis supported by an interdisciplinary empiric research is conducted throughout three distinct chapters. The first chapter consists of a comprehensive exploration of the distribution right and its exceptions, in particular the principle of exhaustion, and establishes the status quo of the relationship between video games and copyright in Europe. The first segment of this chapter will allow us to categorize entertainment software and conceptualize copyright exhaustion through a black-letter law analysis: relevant provisions of the WIPO Treaties, the InfoSoc Directive, and the Software Directive will be scrutinized in order to outline the requisites and limitations of the concepts. The second moment of the chapter will fill in the figure delineated by the black-letter legal analysis with further dogmatic legal research, based on the interpretation of the legal concepts through the dissection of relevant European case law 26 and the exploration of academic literature from authoritative legal scholarship. In order to address the second sub-question, Chapter 2 departs from the conclusions obtained in Chapter 1 and introduces them to the digital distribution scenario. The chapter is based around the recent Tom Kabinet decision, the first European judgement on digital resale platforms, and comprises an analysis of the rationales used by the Advocate-General and the CJEU in regards to the resale of e-books, in order to establish them as a stress-test for validating digital exhaustion. This conceptualization entails a systematic analysis of the relevant legal provisions and academic literature, following an approach identical to the preceding chapter. After a strictly legal breakdown of the object, the third chapter aims to provide conclusive and practical insight into the problem, venturing in an interdisciplinary investigation supported by empirical research on digital storefronts and relevant academic literature. The first moment of this chapter focuses on one of the rationales for exhaustion, the reward theory, and attempts to prove that rightsholders derive satisfactory compensation from digital sales through a statistical approach. The second moment of the chapter consists of a case-study of 25 ‘Steam Family Sharing, Share your Steam library of games with family & guests’ accessed 26 April 2020. 26 Case C‑128/11 - UsedSoft GmbH v Oracle International Corp [2012] ECLI:EU:C:2012:407 (UsedSoft); Case C‑355/12 - Nintendo Co. Ltd and Others v PC Box Srl and 9Net Srl [2014], ECLI:EU:C:2014:25 (Nintendo). 5
the End User License Agreements (EULAs) and Terms of Service (ToS) of the leading digital distribution platforms, deploying a methodical approach to distinguish between a de facto sale, a license, and a subscription to a service, and evaluate the distribution platform’s sales policies based on that distinction. The third segment entails a comprehensive assessment of the current DRM tools employed with the objective of protecting copyright in video games,27 ultimately contemplating the possibility of implementing non-restrictive, yet effective DRM, allowing for the balancing of interests: on one side, rightsholders and their interest in conserving control over their work, and, on the other, customers and their interest in recovering their investment through a resale market. Through this meticulous and structured research, our hope is to accurately depict the reality, decipher the problem and efficaciously shed light on a new perspective on the subject- matter. However it is of critical importance to establish that this thesis does not attempt to draw any general inferences regarding the overall contractual legitimacy of the user agreements analysed, nor investigate the implications of an hypothetical digital resale marketplace on a competition law level, but rather to solely observe these phenomena under the light of copyright law in the European Union (EU), characterizing objects, actions and instrumental technology in order to correctly define the digital distribution and perchance unravel the opportunity for a secondary market. 27 Andrew Moshirnia, ‘Giant Pink Scorpions: Fighting Piracy with Novel Digital Rights Management Technology’ 2012 23 DePaul J. Art, Tech. & Intell. Prop. L. 1. 6
Chapter 2 – The legal landscape surrounding entertainment software distribution. 2.1. – Legal categorization: ‘overlapping’ software and copyright protection. Entertainment software, commonly defined as ‘electronic or computerized games played by manipulating images on a video display or television screen’, 28 have flooded our culture and become a landmark industry in the 21st century29 but they were not always as complex and developed as now. The first videogames, surfacing in the 70’s, 30 brought no narrative, intricate functions or audio-visual complexity: with most games revolving around basic geometrical shapes moving over a black screen, supported by simplistic sound effects, the videogame industry had some hefty strides to take in order to explore its full potential. And it did. Nowadays, the remarkably complex production of entertainment software converges all sorts of creative elements such as literature, music, and cinema into one single interactive medium, which some dare dub as the ‘eighth art’. 31 With no intention to delve into the metaphysical perception of what consists art or not, it is, nonetheless, obvious, that these integrate artistic elements, and that, either they be a script, soundtrack, or artwork, those elements are original expressions32 that attract intellectual property protection. 33 This harmonious combination between various creative elements is, however, only possible due to an indispensable element: software supported by computer code. 34 The underlying structure of any video game, as an interactive medium, is the set of programmable commands that instruct how these creative elements are displayed and allow the user to engage with them.35 28 ‘The Economy of Culture in Europe - Study prepared for the European Commission (Directorate-General for Education and Culture)’ (2006) , accessed 7 July 2020. 29 The Interactive Software Federation of Europe (ISFE) establishes the European Union market size as €21 billion in 2018. ‘ISFE Key Facts 2019’ last accessed 7 July 2020. 30 The first-ever commercially available arcade game was Nutting Associate’s Computer Space, published in 1971. See: Tristan Donovan, Replay: The History of Video Games (Yellow Ant Media Limited, 2010). 31 Andrea Brandi, ‘Videogames: the eighth art’, blog post on Starico accessed 7 July 2020. 32 ‘(…) the various parts of a work thus enjoy protection under Article 2(a) of Directive 2001/29, provided that they contain elements which are the expression of the intellectual creation of the author of the work.’ Case C-5/08 - Infopaq International v Danske Dagblades Forening [2009] ECLI:EU:C:2009:465, Judgement of the Court, para 39. 33 Andy de la Haza, ‘Video Games: computer programs or creative works?’ 2014 (4) WIPO Magazine , accessed 2 July 2020. 34 Susana Cabrera and Katina Hernández, 'Protección jurídica de los videojuegos a través del derecho de autor' 2017 16(31) Revista Opinión Jurídica Universidad de Medellín 155-174. 35 Susana Cabrera and Katina Hernández, 'Protección jurídica de los videojuegos a través del derecho de autor' 2017 16(31) Revista Opinión Jurídica Universidad de Medellín 155-174. 7
This dualistic nature of the medium as both artistic and technical points in the direction of two concentric legal spheres: copyright protection for creative works, and copyright protection for computer programs.36 The InfoSoc Directive is a harmonization instrument dedicated to the protection of authors and performers’ creative and artistic work 37 through a rigorous, effective and adequate copyright system 38 which is achieved by striking a fair balance between the author’s exclusive rights of reproduction, distribution and communication to the public,39 and the rights of other rightsholders as well as the interest of the public. 40 The scope of the Directive is established in Article 1(1) as concerning the legal protection of copyright and related rights in the framework of the internal market, followed by an explicit mention, in Article 1(2a) that the Directive ‘(…) shall in no way affect existing Community provisions relating to the legal protection of computer programs’, which is achieved through the Software Directive, a piece of legislation that recognizes the increasingly important role of the subject- matter in a multitude of industries 41 and equivalates computer programs to literary works (within the meaning of the Berne Convention) for copyright protection purposes.42 In defining the object of protection, the Software Directive states that it is granted to any form of computer program43 , including those which are incorporated into hardware44 in the sense that they reflect the author’s own intellectual creation. 45 However, understandably, no definition of computer program is given, possibly in order to not restrict the future scope of application through the eventual obsolescence of a definition unsuitable to new realities brought by technological development. The legal categorization of videogames appears, therefore, unclear, despite the CJEU’s attempts 46 to provide some (slight) guidance. In Nintendo, the Court confirms this logic that 36 F Grosheide and others, 'Intellectual Property Protection for Video Games: A View from the European Union' 2014 9(1) Journal of International Commercial Law and Technology 1-13. 37 Recital 10 InfoSoc Directive. 38 Recitals 11 and 12 InfoSoc Directive. 39 Articles 2, 3, and 4 InfoSoc Directive. 40 Recitals 31-34 InfoSoc Directive. 41 Recital 3 Software Directive. 42 Recital 6 and Article 1(1) Software Directive. 43 Article 1(2) Software Directive. 44 Recital 7 Software Directive. 45 Article 1(3) Software Directive. 46 ‘In the 2010 Bezpečnostní and 2012 SAS judgments the CJEU addressed different elements of a computer program itself, attempting to clarify what can and cannot be protected by copyright as a computer program under the Software Directive, while leaving open the possibility of copyright protection of parts of software as artistic or literary works under the Copyright Directive.’ Maša Galič, ‘The Legality of Resale of Digital Content after UsedSoft in Subsequent German and CJEU Case Law’ 2015 37(7) European Intellectual Property Review 414- 429. 8
computer programs are also protected by copyright, provided that they are original. 47 It goes on to define videogames as ‘complex matter’ involving both software and graphic/sound elements which, although encrypted in computer language, have unique value as creative works, unreducible to mere encryption. This is followed by the apparent conclusion that these elements, which shouldn’t be treated differently from the work itself, 48 are part of a videogame’s own originality and therefore ‘protected, together with the entire work, by copyright in the context of the system established by Directive 2001/29’.49 In essence, what the Court does is push an a contrario lex specialis hermeneutic50 to its limits by implying that if a work does not fit completely and perfectly within the specificities and boundaries of the Software Directive (lex specialis), that law is not able to derogate the InfoSoc Directive (lex generalis), meaning the latter is applicable. 51 Taken to its full extent, this argumentation would imply that any program that includes copyrighted artistic elements (as is the case of almost every single commercial computer program in the market nowadays) 52 would be classified as a “complex work” and never placed within the scope of the Software Directive – this is, of course, not only problematic, but rather absurd. The solutions provided by scholarship interpretation in regards to this classification problem usually follow two distinct paths: 53 a distributive54 and a restrictive (unitary) approach.55 Adepts of the former suggest the problem be handled by compartmentalizing each component of a videogame based on its specific primary legal type: artistic elements would be 47 Case C‑355/12 - Nintendo Co. Ltd and Others v PC Box Srl and 9Net Srl [2014], ECLI:EU:C:2014:25], Judgement of the Court, para 21. 48 Case C‑355/12 - Nintendo Co. Ltd and Others v PC Box Srl and 9Net Srl [2014], ECLI:EU:C:2014:25], Judgement of the Court, para 22. 49 Case C‑355/12 - Nintendo Co. Ltd and Others v PC Box Srl and 9Net Srl [2014], ECLI:EU:C:2014:25, Judgement of the Court, para 23. 50 ‘The purpose of the principle may be seen as to provide a basis for choice to resolve the normative antinomy resulting from two conflicting rules which apply to and regulate the same subject matter. In order to solve such conflicts, the principle lex specialis derogat legi generali entails that, when two rules regulating the same subject- matter conflict, priority is to be given to that which is more specific.’ Silvia Borelli, ‘The (Mis)-Use of General Principles of Law: Lex specialis and the Relationship between International Human Rights Law and the Laws of Armed Conflict.’ in Laura Pineschi (ed), General Principles of Law: The Role of the Judiciary (Springer 2015). 51 Tito Rendas, ‘Lex Specialis(sima): Videogames and Technological Protection Measures in EU Copyright Law’ 2015 37(1) European Intellectual Property Review 39-46. 52 Marcella Favale, ‘A Wii too stretched? The ECJ extends to game consoles the protection of DRM- on tough conditions.’ 2014 37(2) European Intellectual Property Review. 53 James Russell, ‘“Pwnership”: Is copyright appropriately equipped to handle videogames?’ (Master Thesis LL.M. in Intellectual Property Law, Uppsala Universiteit, 2018) 54 Marcella Favale, ‘A Wii too stretched? The ECJ extends to game consoles the protection of DRM- on tough conditions.’ 2014 37(2) European Intellectual Property Review. 55 Tito Rendas, ‘Lex Specialis(sima): Videogames and Technological Protection Measures in EU Copyright Law’ 2015 37(1) European Intellectual Property Review 39-46. 9
protected by the InfoSoc Directive, computer code would be protected by the Software Directive.56 This position is often centred around the 2010 Bezpečnostní softwarová asociace57 decision, in which the Court declared that a graphic user interface of a program and the respective computer program are entitled to two distinct forms of protection. 58 However, we stand with the opposing side of the scholar debate: not only does this line of argumentation completely misconstrue and decontextualize the findings of the Court (which were about the product of the program, usually displayed on a screen, i.e. solely and simply the copyright- protected artistic elements pertaining to the program being communicated, 59 through television broadcast60) but we also firmly believe such fragmentary vision cannot be considered viable as it would completely devoid further interpretation from any legal certainty 61 – after all, are we supposed to abstractly shatter every computer program into as many copyrighted works and pieces of code that may exist within, in order to give each of them separate protection? An easier, and much more fitting way to solve this problem would be to restrictively read the Court’s interpretation as an attempt to maximize the scope of protection of technical protection measures 62 (the subject matter under litigation). Through this vision, what the Court in Nintendo truly intends is not to exclude entertainment software from being categorized as software, but to establish that the Software Directive’s provisions on TPMs are only applicable to a minority of computer programs, this is, pure computer programs that do not include copyrighted works, and that a ‘complex’ computer program such as a videogame (but a computer program nonetheless) is entitled to a greater level of protection concerning TPM’s, 56 Marcella Favale, ‘A Wii too stretched? The ECJ extends to game consoles the protection of DRM- on tough conditions.’ 2014 37(2) European Intellectual Property Review; Tito Rendas, ‘Lex Specialis(sima): Videogames and Technological Protection Measures in EU Copyright Law’ 2015 37(1) European Intellectual Property Review 39-46. 57 Case C‑393/09 - Bezpečnostní softwarová asociace – Svaz softwarové ochrany v Ministerstvo kultury [2010] ECLI:EU:C:2010:816, Judgement of the Court. 58 Case C‑393/09 - Bezpečnostní softwarová asociace – Svaz softwarové ochrany v Ministerstvo kultury [2010] ECLI:EU:C:2010:816, Judgement of the Court, paras 42 and 46. 59 “(…) when a video-game is streamed by a Streamer audio-visual elements that are protected by copyright are made available to the public in that they are accessible and consumed by the Viewers of the stream and therefore the consent or authorisation of such communication to the public must be obtained from the rightholder in order to avoid infringing on the copyright subsisting in the video-game” Paul Halliday, ‘The DMS Directive: One size fits all? The DSM Directive in the context of video-game streaming.’ (Master’s Thesis LL.M, Law and Technology, Tilburg University, 2020). 60 Case C‑393/09 - Bezpečnostní softwarová asociace – Svaz softwarové ochrany v Ministerstvo kultury [2010] ECLI:EU:C:2010:816, Judgement of the Court, para 61 Tito Rendas, ‘Lex Specialis(sima): Videogames and Technological Protection Measures in EU Copyright Law’ 2015 37(1) European Intellectual Property Review 39-46. 62 Tito Rendas, ‘Lex Specialis(sima): Videogames and Technological Protection Measures in EU Copyright Law’ 2015 37(1) European Intellectual Property Review 39-46. 10
granted by the InfoSoc Directive. 63 In fact, the lex specialis nature of the Software Directive means that there is not a mere overlap between two different spheres, but a sub-section within the scope of copyright protection, as it is intended to provide specialized protection for specific subject-matter,64 pointing us to the conclusion that as long as it qualifies as a computer program,65 it is considered as such and entitled to that level of protection. 2.2. – The doctrine of exhaustion in the EU: elements, rationales and uncertainties. The right of distribution is one of the exclusive rights granted to authors, in both the InfoSoc and Software Directive, and comprises a certain level of market control conceded to the rightsholder,66 in the way that he can “in respect of the original of their works or of copies thereof, (…) authorise or prohibit any form of distribution to the public by sale or otherwise” 67 and “do or to authorize any form of distribution to the public, including the rental, of the original computer program or of copies thereof”68. However, this is not an unrestrained power, as it would affect the free movement of goods and services, 69 as well as the ownership interests of the acquirers of physical control over a copy of the protected work. 70 This imbalance between competing interests is (partially) solved by the doctrine of exhaustion, a limitation to economic rights reflecting the idea that once genuine goods have been marketed, subsequent distribution should not be impeded.71 This exception to the distribution rights has also become extensively positivized in modern European copyright law, including the two abovementioned instruments. Recital 28 of the InfoSoc Directive explains that ‘The first sale in the Community of the original of a work or copies thereof by the rightholder or with his consent exhausts the right 63 Tito Rendas, ‘Lex Specialis(sima): Videogames and Technological Protection Measures in EU Copyright Law’ 2015 37(1) European Intellectual Property Review 39-46. 64 Tito Rendas, ‘Lex Specialis(sima): Videogames and Technological Protection Measures in EU Copyright Law’ 2015 37(1) European Intellectual Property Review 39-46. 65 ‘For the purpose of this Directive, the term ‘computer program’ shall include programs in any form, including those which are incorporated into hardware.’ Software Directive, Recital 7. 66 Ariel Katz, ‘The Economic Rationale of Exhaustion: Distribution and Post-Sale Restraints.’ in Irene Calboli and Edward Lee (eds), Research Handbook on IP Exhaustion and Parallel Imports (Edward Elgar Publishing 2016) 23-43. 67 Article 4/1 InfoSoc Directive. 68 Article 4/1/c Software Directive. 69 Directorate-General for Enterprise and Industry (European Commission), ‘Free movement of goods: Guide to the application of Treaty provisions governing the free movement of goods’ [2010]. 70 Péter Mezei, Copyright Exhaustion: Law and Policy in the United States and the European Union (Cambridge University Press 2018) 3 71 Jens Schovsbo, ‘Exhaustion of Rights and Common Principles of European Intellectual Property Law.’ in Ansgar Ohly (ed), Common Principles of European Intellectual Property Law (Mohr Siebeck Verlag 2012) 169-187 11
to control resale of that object in the Community.’ This principle is correspondingly reflected and enlarged in Article 4(2), stating that the distribution right is exhausted in respect to the original or sales of the work, when the first sale, or transfer of ownership in any form, is made by the rightsholder or with his consent. Analogously, the first version of the Software Directive,72 which predates the InfoSoc Directive, the WIPO Treaties 73 and the TRIPS agreement,74 included a provision stating that ‘The first sale in the Community of a copy of a program by the rightholder or with his consent shall exhaust the distribution right within the Community of that copy (…)’. This provision remained completely unchanged with the publication of the current version of the Directive, almost 20 years later. It is discernible, from these definitions, that 4 requirements compose and define the conceptual basis and scope of exhaustion: (1) the existence of a legitimate rightsholder; (2) the subsistence of a protected subject matter, either fixated in an original or a copy of the work; (3) a permanent act of distribution, this is, a transference of ownership; (4) lawfulness of such transference of ownership, obtained through rightful exercise of distribution rights, or rightsholder consent. As such, the corollary of the conjunction of these elements is that, as long as they are met, a new, lawful owner is free to further resell any specimen of the work without rightsholder authorization. 75 This means that exhaustion doesn’t apply to infringing works (requirement 2 obliges the work to be protected), counterfeit, stolen or pirated products 76 (requirement 4 demands lawfulness of the transference of ownership), neither does it apply in the case of temporary ownership through rental and lease, for example (requirement 3 requires ownership to be permanent). The doctrine of exhaustion has, however, long been a part of European legal tradition. In order to expand our understanding beyond crystallized law, it is important to explore the historical upbringing of the doctrine in Europe so that, by comprehending its history and the policy considerations surrounding it, we may transpose the essence of the doctrine to new, 72 Council Directive of 14 May 1991 on the legal protection of computer programs (91/250/EEC) repealed by Directive 2009/24/EC of the European Parliament and of the Council of 23 April 2009 on the legal protection of computer programs. 73 The WIPO Copyright Treaty (WCT) and the WIPO Performances and Phonograms Treaty (WPPT), both published in 1996. 74 Agreement on Trade-Related Aspects of Intellectual Property Rights, published in 1995. 75 Stavroula Karapapa, ‘Exhaustion of Rights on Digital Content under EU Copyright: Positive and Normative Perspectives’ in Research Handbook on Intellectual Property and Digital Technologies (Edward Elgar Publishing 2019), 11. 76 Péter Mezei, Copyright Exhaustion: Law and Policy in the United States and the European Union (Cambridge University Press 2018) 9. 12
contemporary realities. 77 As a preliminary remark to this short legal-historical analysis, it is important to mention that the concept of exhaustion was never radically altered or put through major reforms, but just adapted throughout half a century of legal tradition in an effort to conform to the ever-evolving reality of intellectual property in the internal market. It is therefore crucial to determine the limits of the concept’s plasticity and understand whether it withstood the test of time or if a reform is needed in order to face new technological realities, completely unforeseen at the doctrine’s birth and early life. Some of the most relevant and defining moments for the assimilation and development of exhaustion in the European legislature occurred in a first phase of CJEU case-law in the 70’s and 80’s, a period prior to legislative harmonization in which the Court was prompted with questions regarding the conflict between IP protection and the free movement of goods and services 78 and took the opportunity to expand on the fundamentals of exhaustion, which still constitute the theoretical framework of the concept as we know it today. 79 In the first EU case applying the exhaustion doctrine, Deutsche Grammophon,80 the Court decided against a record company trying to stop Metro, a retailer, from introducing lower-priced records bought from a French subsidiary of Deutsche Grammophon into the German market. The Court ruled that Deutsche Grammophon had exhausted its copyright by distributing them in France, and thus could not further control the fate of such products. 81 A few years later, in 1979, the CJEU was faced with a case concerning not the distribution of goods, but the transmission of a film in two different countries, with different contractual agreements in each state. In Coditel, 82 a film production company granted an exclusive license to Ciné Vog, a distribution company, to publicly show a certain film in cinema performances in Belgium and, approximately 3 years after the first performances, to broadcast the film in national television. 83 However, the same production company assigned the right to broadcast the same film, without a waiting period, in the Federal Republic of Germany to a national cable company, which, with no delay, included 77 Péter Mezei, Copyright Exhaustion: Law and Policy in the United States and the European Union (Cambridge University Press 2018) 4. 78 Articles 28 to 31 of the former Treaty establishing the European Economic Community, now articles 34 to 37 of the Treaty on the Functioning of the European Union. 79 Péter Mezei, Copyright Exhaustion: Law and Policy in the United States and the European Union (Cambridge University Press 2018) 37 80 Case C-78/70 - Deutsche Grammophon Gesellschaft mbH v Metro-SB-Großmärkte GmbH & Co. KG. [1971] ECLI:EU:C:1971:59, Judgement of the Court. 81 Case C-78/70 - Deutsche Grammophon Gesellschaft mbH v Metro-SB-Großmärkte GmbH & Co. KG. [1971] ECLI:EU:C:1971:59, Judgement of the Court, para 13. 82 Case C-62/79 - SA Compagnie générale pour la diffusion de la télévision, Coditel, and others v Ciné Vog Films and others [1980] ECLI:EU:C:1982:334, Judgement of the Court. 83 Case C-62/79 - SA Compagnie générale pour la diffusion de la télévision, Coditel, and others v Ciné Vog Films and others [1980] ECLI:EU:C:1982:334, Judgement of the Court, para 5. 13
it on their regular programming schedule. The Belgian cable company Coditel was able to pick up the signal from the German broadcaster and retransmit the film on its own cable network, affecting the potential profit of Ciné Vog (the legitimate licensee). 84 Coditel then argued that, since the film had already been shown with consent of the original rightsholder, the exclusive right of the licensing production company had been exhausted to which the Court responded that the exclusive distributor in Belgium was not prevented from enforcing its rights against Coditel as long as that did not create unjustifiable or disproportionate barriers for the cinematographic industry.85 Additionally, the Court held that such exercise would be restricted if it allowed the rightsholder to charge fees that exceeded an expected fair return on investment,86 thus concluding that the free movement of services is restricted by the objective to give rightsholders the possibility to receive proper reward for their work. 87 As such, while in Deutsche Grammophon the CJEU decided that restraining rightsholder control over distributed copies served as legal protection for economic exchanges, justified by the free movement of goods and the right of subsequent and legitimate acquirers to explore the economic significance of the goods, in Coditel, the Court ruled that, in certain circumstances, free movement of goods and services can be restricted in order to protect intellectual property as a safeguard of the author’s right to receive proper (but limited) reward for the work.88 These two pioneering decisions allow us to unearth two of the policy considerations that support and maintain the balance of the exhaustion doctrine: market supremacy and fair compensation. 89 The second period of the doctrine’s establishment starts in the early 90’s with the publication of the first copyright directive of the EEC, the Software Directive 90 and is characterized by the extraction and application of the fundamentals laid out by the CJEU into 84 Case C-62/79 - SA Compagnie générale pour la diffusion de la télévision, Coditel, and others v Ciné Vog Films and others [1980] ECLI:EU:C:1982:334, Judgement of the Court, para 13. 85 Case C-62/79 - SA Compagnie générale pour la diffusion de la télévision, Coditel, and others v Ciné Vog Films and others [1980] ECLI:EU:C:1982:334, Judgement of the Court, para 15. 86 Case C-62/79 - SA Compagnie générale pour la diffusion de la télévision, Coditel, and others v Ciné Vog Films and others [1980] ECLI:EU:C:1982:334], Judgement of the Court 13, 15 and 16. 87 Péter Mezei, Copyright Exhaustion: Law and Policy in the United States and the European Union (Cambridge University Press 2018) 35. 88 Carlos Correa and Juan Correa, ‘Parallel Imports and the Principle of Exhaustion of Rights in Latin America.’ in Irene Calboli and Edward Lee (eds), Research Handbook on Intellectual Property Exhaustion and Parallel Imports (Edward Elgar Publishing 2016) 198–225. 89 Antoni Rubi-Puig, ‘Copyright Exhaustion Rationales and Used Software: A Law and Economics Approach to Oracle v. UsedSoft’ 2013 4(3) Journal of Intellectual Property, Information Technology and e-Commerce Law 162. 90 Council Directive of 14 May 1991 on the legal protection of computer programs (91/250/EEC) repealed by Directive 2009/24/EC of the European Parliament and of the Council of 23 April 2009 on the legal protection of computer programs. 14
extensive international and European legislative activity: in this period, dominant sources of intellectual property law such as the abovementioned Directive, two WIPO treaties, and the TRIPS Agreement came into existence. Additionally, the resurgence of many internal conflicts is taken by the CJEU as an opportunity to further fortify and even broaden the tenets of exhaustion. This phase, responsible for the doctrine’s ripening and positive-legal establishment culminates with the acceptance of the InfoSoc Directive, 91 which altered the theoretical framework of exhaustion in several ways: the right of distribution is extensively harmonized to authors and not just rightsholders,92 and the applicability of the doctrine is extended to all protected works, instead of copies of protected subject matter. 93 Additionally, it avowed the applicability of the doctrine to any transfer of ownership, extending it beyond the scope of “sale” as pre-defined.94 However, and reflecting the provisions of the WIPO treaties, 95 the Directive limited the scope of the right by explicitly referring, in Recitals 28 and 29 that ‘copyright protection under this Directive includes the exclusive right to control distribution of the work incorporated in a tangible article’, and ‘the question of exhaustion does not arise in the case of services and on-line services in particular. (…) Unlike CD-ROM or CD-I, where the intellectual property is incorporated in a material medium, namely an item of goods, every on-line service is in fact an act which should be subject to authorization where the copyright or related right to provides’. The principle of exhaustion quickly became a source of vast debate as the newly- harmonized normative setting, still rooted in the analogue world, bears special significance when dealing with digital goods. One of the court rulings that confirms the tangibility doctrine is the 2015 decision of the Allposters 96 case in which the CJEU, presented with a question regarding reproductions of graphic posters argued that the exhaustion of distribution rights according to the InfoSoc Directive should apply only to works embodied in a tangible medium.97 The decision is especially criticisable for its fragile exposition since exhaustion of the distribution right does not fall upon the physical object itself, this is, it does not cover the 91 The Directive was first enacted in 2001 under the internal market provisions of the Treaty of Rome. 92 Article 4(1) of the Infosoc Directive. 93 Article 4(2) of the Infosoc Directive. 94 Article 4(2) of the Infosoc Directive. 95 WCT Article 6(2) and WPPT Articles 8(2) and 12(2). 96 Case C-419/13 - Art & Allposters International BV v Stichting Pictoright [2015] ECLI:EU:C:2015:27, Judgement of the Court. 97 Case C-419/13 - Art & Allposters International BV v Stichting Pictoright [2015] ECLI:EU:C:2015:27, Judgement of the Court, para 37. 15
tangible object as such, but the abstract right to distribute the work, which happens to be incorporated in an object.98 It is not a right on the material support, but a right regarding the work’s exploitation, mitigated by property alienation.99 This very complex and dense factual reality is why the CJEU’s intransigent approach to tangibility in Allposters is particularly intriguing - especially since, not even 3 years prior, the very same Court had taken the first step in the direction of a novel and actualized perspective on distribution rights, in what is generally considered to be a bold move of judicial activism. 100 2.3. – Reconceptualizing the transference of ownership: the impact of UsedSoft. The policy considerations of market supremacy and fair reward laid down in Deutsche Grammophon and Coditel may have composed the practical framework of exhaustion in the EU, but the dawn of the digital age poses many challenges that cannot be solely solved by a traditional approach. Arguably one of the most important and impactful CJEU decisions regarding the concept of exhaustion in the contemporary scenario is UsedSoft, 101 which concerned the resale of second-hand software licenses. The context and content of this decision profoundly affected the way we perceive exhaustion in the digital age, while proving that, with due adaptations, the decade-old rationales and policy considerations that fomented the doctrine could and should stand in the digital age. Whilst some scholars criticize the court on its possibly overly expansive teleology, 102 the undeniable truth is that this landmark decision shifted the primary comprehension of the doctrine in a way that holds repercussions on the European legislature up to the present day. 103 In this case, Oracle, a software producer that sold its products on both tangible and intangible mediums,104 sued UsedSoft, a corporation that resold ‘used’ software licenses. 98 Maša Galič, ‘The Legality of Resale of Digital Content after UsedSoft in Subsequent German and CJEU Case Law’ 2015 37(7) European Intellectual Property Review 414-429. 99 Stavroula Karapapa, ‘Exhaustion of Rights on Digital Content under EU Copyright: Positive and Normative Perspectives’ in Research Handbook on Intellectual Property and Digital Technologies (Edward Elgar Publishing 2019), 18. 100 Anthony Arnull, ‘Judicial Activism and the Court of Justice: How Should Academics Respond?’ (2012) 3 Maastricht Faculty of Law Working Paper, p. 8. 101 Case C‑128/11 - UsedSoft GmbH v Oracle International Corp [2012] ECLI:EU:C:2012:407, Judgement of the Court. 102 Paul LC Torremans, ‘The Future Implications Of The Usedsoft Decision’ (Zenodo 2014) accessed 2 July 2020. 103 Alexander Goebel, ‘The Principle of Exhaustion and the Resale of Downloaded Software – The UsedSoft/Oracle Case’ 2012 9 European Law Reporter 226-234. 104 In fact, direct digital downloads comprised around 85% of the company’s distribution activity. Case C‑128/11 - UsedSoft GmbH v Oracle International Corp [2012] ECLI:EU:C:2012:407, Judgement of the Court, para 21. 16
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