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한-미 FTA 협정이 게임산업과 콘텐츠의 유통에 미치는 영향

A Study on the Effects of the KORUS FTA to the Korean Game Contents and Industry

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주제분류법학

초록

The game industry combined with new ideas and Information Technology (IT) can create great value with small facility and investment compared with other cultural industries. Online games are digital products concerning electronic commerce and can be protected as computer programs. It is also regulated within the Korea-U.S. FTA Agreement under the electronic commerce and intellectual property chapters. It is necessary to find out how these regulations could affect the game industry by analyzing the effects and getting prepared for the new outcome. The issue on National Treatment is the basic principles of electronic commerce, thus, will have no direct effect. However, there is a need to observe on a case-by-case basis on whether there is any reverse discrimination regarding national companies. In the field of intellectual property, the recognition of temporary copy itself is expected to contribute to the protection of the game industry. Especially concerning on-line games, which don’t need to be copied through hard disks, the temporary copy would be a restraint to the people who use it without the author’s permission. Regarding the fact that the use of online-games is apt to be more activated and widespread in the future, this will be an important means of protecting intellectual property rights as well as forming a legal market in the game industry. The statutory damages will be effective in regulating the infringement of intellectual property, a field in which the damages is specifically hard to estimate. It is expected that the system itself will bring about the active effort of the on-line service provider who will try to avoid responsibility by the range of immunity of the regulation. Additionally, the clause that allows to inform the infringer’s identity will also be of efficient means to prevent infringement. The Korea-U.S. FTA seems to be a good opportunity in strengthening intellectual property rights. In the process of implementing the Agreement, however the efforts to balance the benefit of the game industry and interest of copyright users is needed.

Abstract

The game industry combined with new ideas and Information Technology (IT) can create great value with small facility and investment compared with other cultural industries. Online games are digital products concerning electronic commerce and can be protected as computer programs. It is also regulated within the Korea-U.S. FTA Agreement under the electronic commerce and intellectual property chapters. It is necessary to find out how these regulations could affect the game industry by analyzing the effects and getting prepared for the new outcome. The issue on National Treatment is the basic principles of electronic commerce, thus, will have no direct effect. However, there is a need to observe on a case-by-case basis on whether there is any reverse discrimination regarding national companies. In the field of intellectual property, the recognition of temporary copy itself is expected to contribute to the protection of the game industry. Especially concerning on-line games, which don’t need to be copied through hard disks, the temporary copy would be a restraint to the people who use it without the author’s permission. Regarding the fact that the use of online-games is apt to be more activated and widespread in the future, this will be an important means of protecting intellectual property rights as well as forming a legal market in the game industry. The statutory damages will be effective in regulating the infringement of intellectual property, a field in which the damages is specifically hard to estimate. It is expected that the system itself will bring about the active effort of the on-line service provider who will try to avoid responsibility by the range of immunity of the regulation. Additionally, the clause that allows to inform the infringer’s identity will also be of efficient means to prevent infringement. The Korea-U.S. FTA seems to be a good opportunity in strengthening intellectual property rights. In the process of implementing the Agreement, however the efforts to balance the benefit of the game industry and interest of copyright users is needed.

참고문헌 (19)

  1. 김성진, "FTA 협상을 대비한 게임산업계 이슈도출", 한국소프트웨어진흥원, ~ (2006)
  2. FTA 체결에 있어 저작권 분야 대응 방안에 관한 연구 - 미국을 중심으로, "김현철", 저작권심의조정위원회, ~ (2005)
  3. 한-미간 자유무역협정의 저작권집행 분야에 대한 연구, "남형두", 문화관광부, ~ (2007)
  4. FTA 추진 등 통상환경변화에 따른 디지털제품의 경쟁력 강화 및 글로벌화 방안 연구 보고서, "대외경제정책연구원", ~ (2007)
  5. 프로그램심의조정위원회, "소프트웨어지적재산권 교육교재", 프로그램심의조정위원회, ~ (2004)
  6. 한국게임산업진흥원, "2008 대한민국 게임백서", 한국게임산업진흥원, ~ (2007)
  7. 한미FTA저지 범국민운동본부 정책기획연구단, "한미 FTA 우리 미래가 아닙니다" (2007), 도서출판 강
  8. 우정희, "게임의 체험 만족도 분석을 위한 웹기반 EDMS 프레임워크", 게임산업저널, (15) (2006)
  9. "Section 104 Report", ~
  10. "IIPA Special 301 Report", ~
  11. "게임산업진흥에 관한 법률", ~
  12. "저작권법 및 저작권법 개정안", ~
  13. "컴퓨터프로그램보호법 및 컴퓨터프로그램보호법 개정안", ~
  14. "한-미 FTA 협정문", ~
  15. "http:", ~
  16. "http:", ~
  17. "http:", ~
  18. 대법원, "대법원 선고 2004도2743 판결", ~ (2006)
  19. "MAI System Corp. v. Peak Computer, Inc., 991 F.2d 511 (9th Cir. 1993).", ~

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