Cybaris® Cybaris®
Volume 15 Issue 1 Article 5
2024
Pocket Castles and Custom Skin: Championing Transparency in Pocket Castles and Custom Skin: Championing Transparency in
the Monetization of User-Generated Content in Video Games the Monetization of User-Generated Content in Video Games
Jakob Stokes
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of User-Generated Content in Video Games,"
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POCKET CASTLES AND CUSTOM SKIN:
CHAMPIONING TRANSPARENCY IN THE
MONETIZATION OF USER-GENERATED CONTENT IN
VIDEO GAMES
Jakob Stokes
*
I. INTRODUCTION/CAMPAIGN MODE ................................ 108
II. NUANCE IN THE COPYRIGHT OF USER-GENERATED CONTENT
(UGC) ....................................................................... 109
A. A. Apps and Mobile Gaming ..............................
110
B. B. A Dive in Livestreaming ................................
112
C. C. LAN+: Tournaments and Conventions ...........
115
III. REWARDING LOYAL CONTENT GENERATORS .................... 116
A. Minecraft .........................................................
118
B. Fortnite ...........................................................
120
C. Roblox ............................................................
122
D. Grand Theft Auto .............................................
124
E. Battle Royale Wrap-Up on Royalties ..................
125
IV. QUALITY CONTROL, BRAND DILUTION, AND TRAGEDIES OF
VIRTUAL COMMONSES ..................................................... 126
A. Free-to-Play Free Riders ...................................
126
1. Pokémon Go: unintended antisemitism and
desecration ..................................................
126
2. Grand Theft Auto and other gamer crimes ......
128
3. Fortnite, custom skins gone wrong, and reviving
the dead ......................................................
130
B. Weaponizing Creative Freedom to Harm Others .
131
1. Aimbotting Anticompetition ...........................
131
2. Reputational Harm and Lost Social XP ............
133
3. Toxicity, Hate Speech, and Worse Reactions to
Losing ..........................................................
134
V. AUTOSAVE OUR PROGRESS . . . AND BUILD ON IT ............ 135
VI. CONCLUSION .......................................................... 139
*
The author is a 3L at Pepperdine’s Caruso School of Law. He thanks his family
for instilling a lifelong appreciation for the potential of video games: maybe a
science, definitely an art.
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I. INTRODUCTION/CAMPAIGN MODE
Video game enthusiasts gravitate towards different
titles for different reasons. Some gamers prefer insulated
universes, explorable and exhaustible as a trial of
fastidiousness and rigor. Others prefer pure competition:
online lobbies, trending sports, cheeky messages, or LAN
parties with good company and comfortable seating.
Still others contribute to games that enable and reward
those contributions, whether through explicit copyright, direct
royalties, or licensed ownership. These titles provide
opportunities to infuse user creative expression onto the
landscape of an existing virtual backdrop. Experts familiar
with the industry attest that empowering creativity leads to
greater association with a title, which can engender both
social and economic incentives for developers.
1
In rewarding
these contributions, the initial cost of a title, any subscription
costs, other developer revenue streams, and the existence of
barriers to entry to content integration can all affect the levels
of royalties that creators might expect for making their
contributions.
Conflicts arise in the derivation and attribution of
ownership, the precision of ongoing royalties, and the
reputational harm posed to companies and developers by
tragedies of the creative internet commons. This paper seeks
to address the ensuing static-gray backdrop of in-game
content monetization and licensing, clustering games as
appropriate into categories to derive trends and drive narrow
recommendations for future attorneys and legislators working
to regulate the gaming landscape. Accessibility and vivid
imagery are prioritized where possible to cater to the paper’s
lay audience.
1
See
,
e.g.
, Selen Turkay & Charles Kinzer,
The Effects of Customization on
Game Experiences of a Massively Multiplayer Online Game’s Players
, CARNEGIE
MELLON UNIVERSITY ETC PRESS, 33036 (2022),
https://press.etc.cmu.edu/articles/effects-customization-game-experiences-
massively-multiplayer-online-games-players [https://perma.cc/T87Q-2ZPX].
2024] POCKET CASTLES AND CUSTOM SKIN 109
109
II. NUANCE IN THE COPYRIGHT OF
USER-GENERATED CONTENT (UGC)
The copyright of user-generated content (UGC) in
video games begins with a brief explanation of copyright in
video games themselves. All video games and correlative UGC
are software at their most basic component, and software
code has been acknowledged in precedent as protectable due
to its classification as a copyrightable literary work under 17
U.S.C. § 101 of the Copyright Act.
2
Within each game, many
individual components are protectable as unique expressions
of the game’s creator, including sound effects, music,
characters, and the gameplay itself.
3
As such, the developer
of a video game may claim protection over many of its unique
and distinctive assets.
4
A creator of in-game user-generated content in an
eligible title can often follow some monetization path to
2
Apple v. Franklin, 714 F.2d 1240 (3d Cir. 1983) (seeking copyright protection
over the BIOS of Apple’s computers, which had been cloned directly by a
competitor)
.
The
Franklin
court established a precedent for software
protectability, leading to a rise in shrink-wrap licensure vesting questionably legal
protection against subsequent reproduction by purchasers upon the breakage of
the shrink wrap containing the product. M
ICHAEL A. EPSTEIN, Epstein on
Intellectual Property 1175 (5th ed. 2023). There is some academic debate as to
whether the narrative of video games (rather than their underlying code) should
be protectible, but presently protectability stems from an underlying code
perspective of a game’s “literary work” and not an external product basis.
See
,
e.g.
, Ashawnta Jackson,
Are Video Games Like Novels?
, JSTOR DAILY (Mar. 5,
2022), https://daily.jstor.org/are-video-games-like-novels/
[https://perma.cc/ZK2X-2B6S] (attributing to literature scholar Eric Hayot the
quote that “any understanding of video games that does not include the novel . .
. will necessarily be incomplete”).
3
EPSTEIN,
supra
note 2, at 1115.
4
Id.
Games
themselves
are nearly always ineligible for independent copyright for
a variety of reasons, most notably pursuant to the idea-expression dichotomy
(
see also
rationale for livestreaming protectability,
infra
Subsection B of this
section) and issues with applying copyright principles on authorship and joint
work to an industry whose supply chain of IP is less centralized or consolidated
than, say, blockbuster films or popular music.
See also
Zachary Strebeck,
Idea
vs. Expression What is Protected Under Copyright Law?
, STREBECKLAW.COM,
https://strebecklaw.com/idea-expression/ [https://perma.cc/528M-YKJB]
(explaining interplay between traditional copyright doctrines, including
idea/expression, merger, and scènes à faire, which help circumscribe
unprotectible video game elements).
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revenue-sharing from the overall game’s creator.
5
This
monetization may come in the form of a direct, fixed royalty
rate tied to a tangible developer revenue stream from the
game,
6
a divestiture of in-game currency purchased on
developed UGC,
7
or a fixed licensing fee to list the UGC item
through official developer pipelines, among others.
8
Some
wrinkles in this general path may develop due to a variety of
factors including international jurisdiction, commercial
livestreaming, and group gaming.
9
A.
Apps and Mobile Gaming
The rise of Apple’s App Store in the 2010s was a
revolution in that it created a new platform of gaming,
10
but
5
It’s significant to note that a creator must be at least 13 years of age for a
variety of reasons.
See generally
Federal Trade Commission,
Children's Online
Privacy Protection Act of 1998
, 15 U.S.C. 650105 (“COPA”). COPA remains the
governing law on minority in the digital frontier, and it dictates in relevant part
that no user can monetize content (or create social media accounts categorically)
until the age of 13.
Id.
This prevents minors from streaming, building a
following, or monetizing created content.
Id.
There have been calls to revamp
COPA to address the intervening decades of technological advancements since its
enactment, but they have not yet led to fruition.
See
AUTOSAVE OUR PROGRESS,
infra
Section V.
6
In simple terms, a user creating and offering UGC for sale in a game’s
marketplace might get 20% or 40% of the direct $5 that another user spends
purchasing the first user’s resource or texture pack online, and this split can vary
based on everything from the size or popularity of the forum game, the
complexity of the user’s contribution, the developer’s attitude towards
modification, and any prior or existing relationship between the creating user and
the developer. The primary aim of this paper is to categorically dissuade against
such variability and advocate for more transparent royalties and content
marketplaces.
7
Jupiter
Hadley,
Roblox Robux - What Do They Do in Roblox?
, POCKET GAMER
(Jun. 29, 2022), https://www.pocketgamer.com/roblox/robux/
[https://perma.cc/66MT-F3PH]. A game like Roblox, where a larger share of UGC
is experiential than aesthetic relative to peer titles, often involves the purchase of
in-game currency (e.g., Robux) whereby users must exchange local fiat currency
for otherwise useless in-game currency.
See id.
Creators then must cash out
their in-game currency for real money at the end, and existing fiat concerns such
as inflation, transparency in exchange, and the ancillary developer gains by
having a thriving virtual fiat can all affect bargaining power with UGC creators
and compensation to the same.
See generally id.
8
See generally
Fortnite, Roblox, or certain UGC offered in so-called item shops.
9
See infra
Sections II.A, II.B, II.C.
10
See
Brian Crecente,
iPhone App Store at 10: How it Changed Gaming, Mobile,
Tech Forever (EXCLUSIVE)
, VARIETY (Jul. 10, 2018),
https://variety.com/2018/gaming/features/app-store-10-year-anniversary-
2024] POCKET CASTLES AND CUSTOM SKIN 111
111
it also led to considerable issues for the few early-adopter
gaming attorneys relative to cloning,
11
monopolism,
12
regulatory concerns,
13
and consumer protection with
microtransactions and potentially offensive content.
14
It has
also led to jurisdictional challenges, as mobile game apps are
often developed and released internationally despite creating
an aggregate effect on the domestic market.
15
interviews-1202869662/ [https://perma.cc/V88X-6AHR] (notes Xavier Carrillo,
CEO of developer Digital Legends: “[the App Store] has redefined the games
industry and game development ecosystem” and was responsible for the
advancement of “smartphones as the most-played gaming platform in the world,
outnumbering consoles or portable gaming devices by a factor of 100”).
11
See
Simon Parkin,
Clone Wars: Is Plagiarism Killing Creativity in the Games
Industry?
, THE GUARDIAN (Dec. 23, 2011),
https://www.theguardian.com/technology/gamesblog/2011/dec/21/clone-wars-
games-industry-plagiarism [https://perma.cc/LS49-KUSF].
12
See generally
EPSTEIN,
supra
note 2. 103
13
Scott Reismanis,
UGC is the Next Big Trend in Mobile Gaming
, MOD.IO (Apr. 28,
2021), https://blog.mod.io/ugc-is-the-next-big-trend-in-mobile-gaming-
7811e4131c23 [https://perma.cc/HJH3-YR9F]
(predicting a rise in UGC and suggesting that cross-platform compatible games
embracing UGC will challenge current perceptions of non-developer content in
games).
14
Rachel Stonehouse,
Roblox: 'I Thought He Was Playing an Innocent Game
,'
BBC NEWS (May 30, 2019), https://www.bbc.com/news/technology-48450604
[https://perma.cc/566Z-PPM6] (discussing sexual assault and grooming in
Roblox); Addison Whitmer,
Are In-Game ‘Loot Boxes’ A Gambling Gateway for
Children?
, DESERET NEWS (Dec. 6, 2022),
https://www.deseret.com/entertainment/2022/12/6/23467178/are-in-game-loot-
boxes-a-gambling-gateway-for-children [https://perma.cc/LN82-X2UA]
(“[l]egislators from different countries question the legality of loot boxes as
research has claimed ties to gambling problems, but bans are hard to enact”).
Games should monitor their user bases to appropriately tailor content standards
when games begin to trend toward younger demographics of users. James Ash,
Rachel Gordon, & Sarah Mills,
Between Gaming and Gambling: Children, Young
People, and Paid Reward Systems in Digital Games
6–28, NEWCASTLE UNIVERSITY &
L
OUGHBOROUGH UNIVERSITY (2022),
https://www.gaminggamblingresearch.org.uk/wp-
content/uploads/2022/10/ESRC-BGG-Final-Report-2022.pdf
[https://perma.cc/K2HS-NMWK] (advocating for independent regulation of the
gaming industry and specific regulations on paid rewards systems).
15
See, e.g.,
Advisory Committee on Enforcement,
Copyright Infringement in the
Video Game Industry
, WORLD INTELLECTUAL PROPERTY ORGANIZATION (Aug. 30, 2022),
https://www.wipo.int/edocs/mdocs/enforcement/en/wipo_ace_15/wipo_ace_15_
4.pdf, [https://perma.cc/WL9D-BT5H] (“[a] 2013 WIPO-commissioned study
found that different jurisdictions had adopted different approaches [to
copyrightability of video games as a complex subject matter]”). This can lead to
disputes over the proper treatment of arguably copyrighted assets or those
protected abroad, which has a cumulative effect on mobile games due to the
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Mobile games have had fewer issues with user-
generated content than most other platforms, presumably
because a high barrier to entry for integration exists in that
modifying code on phones is viewed as more difficult than on
consoles or computers.
16
UGC-adjacent issues still arise with
the extreme monetization of mobile gaming and in-app
purchases,
17
but most of these issues deal with predatory
developers and not UGC, so they will likewise be omitted.
B.
A Dive in Livestreaming
Streaming has revolutionized the monetization of video
gameplay.
18
In 2021, over 250 million game-related videos
ease of mobile users’ ability to game in different jurisdictions and the wider reach
of domestic app marketplaces.
See also
John Koetsier,
There Are Now 8.9 Million
Mobile Apps, And China Is 40% Of Mobile App Spending
, FORBES (Feb. 28, 2020),
https://www.forbes.com/sites/johnkoetsier/2020/02/28/there-are-now-89-
million-mobile-apps-and-china-is-40-of-mobile-app-spending/?sh=6b99892121dd
[https://perma.cc/UH4Y-QD8K] (indicating that in 2019, 3.4 million apps were
developed in China to add to a “global supply of apps rising 18% Y2Y to 8.9
million and noting that “[m]ost of the hundreds of thousands of new apps are
low-quality cookie-cutter apps that are generated via no-code or low-code mobile
development platforms”). While many of these apps are less accessible due to
their non-inclusion on the App Store or Google Play Marketplace, they can be
emulated with the proper apps or users may have other app marketplaces on
their devices within the United States.
Id.
Regulators struggle to exercise
jurisdiction over foreign games, often finding that their only recourse is a game’s
removal from domestic app stores.
16
Contra
Reismanis,
supra
note 13 (CEO of company specializing in cross-
platform compatible mods suggests that large game titles and franchises
incorporating UGC into cross-platform compatible games draw mobile users into
the nexus of broader UGC discourse). When cross-platform titles develop mobile
versions, they often either enable users to link UGC purchases on other
platforms, such as consoles or computers, elect to forgo UGC categorically, or
more rarely develop new marketplaces for mobile-specific UGC; this decision can
impact whether rolling out a mobile version of a game may impact the title’s
overarching stance towards UGC.
See generally id.
17
See, e.g.,
Will Bedingfield,
It’s Not Just Loot Boxes: Predatory Monetization Is
Everywhere
, WIRED (Jul. 20, 2022),
https://webcache.googleusercontent.com/search?q=cache:ySW_P4SpaPkJ:https:
//www.wired.com/story/loot-boxes-predatory-monetization-
games/&cd=1&hl=en&ct=clnk&gl=us [https://perma.cc/Y3CW-8NBR] (ongoing
Wired paywalls accessible via cached view).
18
See
Keith Stuart,
Fights, Camera, Action: The Beginner's Guide to Streaming
Video Games
, THE GUARDIAN (Aug. 17, 2020),
https://www.theguardian.com/games/2020/aug/17/beginners-guide-to-
streaming-video-games [https://perma.cc/9DZE-EAEP] (“[s]treaming a game
means broadcasting yourself via the internet while you play, so that other people
2024] POCKET CASTLES AND CUSTOM SKIN 113
113
and 90 million hours of livestreams were uploaded to YouTube
alone.
19
A game developer’s stance towards the user-
generated content within their game varies by title, as does
their stance toward streaming gameplay of their titles.
20
Some
developers, including Microsoft and Sony, seem to treat
streamed gameplay or user-generated content as being
expressions of public goodwill towards their games: it can
both drive new interest in their titles and strengthen existing
interest among purchasers.
21
Others seek, for purposes of
exclusivity or secrecy, to prohibit users from releasing
can watch you”);
see also
Dylan Horetski,
Twitch Reaches New Agreement to
Protect Streamers From DMCA Strikes
, DEXERTO (Sep. 27, 2021),
https://www.dexerto.com/entertainment/twitch-reaches-new-agreement-to-
protect-streamers-from-dmca-strikes-1658617/ [https://perma.cc/N5JL-HRG5]
(explaining a 2021 agreement between streaming platform Twitch and its
streamers, enabling an inroads around a prior foe: a strike of the streamer’s
account for streaming gameplay and correlative copyright infringement under the
Digital Millennium Copyright Act).
19
Amy Thomas,
Merit and Monetisation: A Study of Video Game User-Generated
Content Policies
, UNIVERSITY OF GLASGOW (Mar. 3, 2023),
https://policyreview.info/articles/analysis/merit-and-monetisation-video-game-
user-generated-content-policies [https://perma.cc/T4TH-M8GE]. While streaming
can be a direct revenue stream for users, streaming payouts are lower and its
chief boons are more likely the ancillary gains to general notoriety and social
media followers that can follow success in streaming, although in some cases it
might derive the majority of a user’s revenue.
Id.
20
Id.
Streaming is the subset of UGC that most directly intersects with the Digital
Millennium Copyright Act, a 1998 law that effectively codified the rules of
copyright on the internet following two treaties promulgated by the World
Intellectual Property Association (WIPO).
See, e.g.,
Horetski,
supra
note 18;
Stacey Henley,
Twitch Has Found A DMCA Solution - But Is It Sustainable?
, THE
GAMER (Jul. 20, 2021), https://www.thegamer.com/twitch-dmca-solution-
copyright-spotify/ [https://perma.cc/U6J7-PUBX] (discussing the implementation
of a Spotify plug-in on Twitch enabling music without correlative DMCA
infringement). Efforts to carve out DMCA protection for streamers of video
games have steadily gained footing.
See id.
;
see also
Horetski,
supra
note 18.
21
Thomas,
supra
note 19. To exculpate their own liability, streaming platforms
rely on safe harbor provisions that enable users to post their streaming content
and clips of streams without engendering platform liability for any infringing
content that might be uploaded.
Id.
When the platforms are notified of infringing
content (whether from gameplay of those games not enabling streaming or more
often from musicians whose music was not permitted for use in a given stream),
they must follow a “notice and strike” process, whereby they notice the user of
the infringement and strike their content by removing the infringing video.
Id.
There is occasionally an appeals process, and repeat punishers often face stricter
penalties, including exclusion from the platform.
Id.
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gameplay into the public domain or modifying the universe
existing within a title’s software.
22
A nominal fair use defense exists for streaming against
infringement in the United States where an otherwise-
protected title is streamed for noncommercial review or
criticism.
23
Courts struggle to apply fair use principles to user-
generated content on streaming platforms, as the lines
between fair use and infringement can be blurry.
24
Ultimately,
the legal status of user-generated content on streaming
platforms depends on a number of factors common to
infringement categorically, including the content’s nature and
22
Id.
It’s significant to note that “gameplay” extends to virtually all aspects of a
user’s interaction with the copyrighted software of a video game.
See
NUANCE IN
THE
COPYRIGHT OF USER GENERATED CONTENT,
supra
Section II. Neither games
themselves nor the plots of the same are copyrightable, but the unique
expressions of the game (including specific details of the plot or theme) are
protectable, and some companies use this protection (and restrictions in their
Terms of Use agreements) to exclude streaming of gameplay.
See generally id.
Users should understand that foregoing these wishes can result in punishments
more extreme than playing music over a stream.
23
Office of the General Counsel,
Copyright and Fair Use
, HARVARD UNIVERSITY,
https://ogc.harvard.edu/pages/copyright-and-fair-use [https://perma.cc/5PTR-
4ZAK]. Streaming games most often raises copyright issues, as the secondary
use is considered an unlicensed derivative (especially if streaming occurs on a
commercial platform), but trademark concerns may also arise when trademarked
images or terms are consistently reproduced.
Id.
;
see also Fair Use of
Trademarks (Intended for a Non-Legal Audience)
, INTL TRADEMARK ASSN (updated
Dec. 16, 2020), https://www.inta.org/fact-sheets/fair-use-of-trademarks-
intended-for-a-non-legal-audience/ [https://perma.cc/PZ2X-BETB] (explaining
fair use of trademarks, a regular concern for UGC with trademarked branding).
In the more common copyright context, the word “noncommercial” restricts
significantly the scope of this defense, as most gamers stream through income-
generating platforms like Twitch or YouTube.
See
General Counsel,
supra
this
note. It is also relevant to note in this context that the fair use defense will not
apply if the entire game is streamed or even if a substantial part of the game is
streamed, as this still exposes liability for copyright infringement.
See generally
id.
24
Consider the hypothetical of a stream involving one of the many streamers
who can command 50,000 viewers on any given viewing playing a ranked match
on the popular and notoriously litigious cultural icon League of Legends. The
streaming platform’s monetization dissipates any noncommercial protection, but
the circumstances are the same as if the streamer had no fans and was
recording for personal review alone.
Should this affect a court’s ruling?
2024] POCKET CASTLES AND CUSTOM SKIN 115
115
purpose and the impact it may have on the market for the
original work.
25
C.
LAN+: Tournaments and Conventions
A last meta-situation driving UGC monetization is those
occasions that bring fans of a game title together to bond over
how much they love (or hate) a game.
26
Conventions can be
significant drivers of UGC because they enable enthusiastic
fans to share in discourse over game modification and,
potentially, even earn special convention-specific content.
27
User tournaments and live Esports are similar in bringing
together like-minded users.
28
They can also have the
additional benefit of imprinting a legendary moment from
within the game upon a piece of UGC for future monetized
commemoration.
29
To narrow the scope of this paper, it will
25
Brianna K. Loder,
Public Performance? How Let's Plays and Livestreams May
Be Escaping the Reach of Traditional Copyright Law
, 15 WASH J. L. TECH. & ARTS
74 (2020) (analyzing interplay between copyright protection of public
performances in the video game context when streamed to large audiences).
26
Renan Fontes,
The Legend of Zelda: The Wind Waker and the Call of the Great
Sea
, GOOMBA STOMP (Dec. 11, 2022), https://goombastomp.com/legend-of-zelda-
wind-waker-call-of-the-great-sea/ [https://perma.cc/9F74-3747]. Among the first
forays into the modern imagination of a video game convention began in 1989
with Nintendo’s Space World, an annual convention to announce new consoles
and games.
Id.
27
See, e.g., Smite Kali Convention 2013 Skin Code Card Unused
, EBAY,
https://www.ebay.com/itm/204150855956 [https://perma.cc/385D-LZ2Y] (a
code for attending a 2013 convention for the Multiplayer Online Battle Arena
(MOBA) game “Smite” for a specific character listed for $30 with two sales and
many other less-expensive listings).
28
Esports, or the professional arm of a competitive multiplayer game, has
historically driven a small degree of the revenue of a given title, both to the
developer and as a share of payouts to users.
See
WIPO,
supra
note 15. The
evolution in modern Esports has been in the audiences and viewership these
sports have steadily been garnering.
Id.
;
see also
Tyler Esguerra,
Worlds Woes:
League Fans Face Issues Securing Tickets to 2022 World Championship, Sell Out
in Minutes
, DOT ESPORTS (Sep. 8, 2022), https://dotesports.com/league-of-
legends/news/league-fans-face-issues-securing-worlds-2022-tickets
[https://perma.cc/VD3H-E8ZG] (“[e]very year, League of Legends fans scramble
to buy tickets to the esports’ biggest event of the year, the World Championship
. . . [t]ickets usually sell out in minutes”). As these competitive gaming leagues
grow in size, they bring revenues to the game’s developer from new game sales,
promotional skin and item sales, and ticket sales from live and pay-per-view
events.
See generally
WIPO,
supra
note 15.
29
An infamous and controversial example is League of Legends’ “Galaxy Slayer
Zed” skin, created to honor the “Faker Outplay,” a pivotal move made during the
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not address the unique challenges in negotiating the copyright
of common game assets or framework game engines, except
those created and implemented by end users.
III. REWARDING LOYAL CONTENT GENERATORS
Developers now largely acknowledge that when users
add value to an existing game, they should be, and often are,
rewarded for these contributions, most typically through
royalties.
30
This was not always the case, as the earliest
efforts to infuse games with the creative expression of users
amounted to cloning: the reverse engineering of a game for
commercial rerelease.
31
Cloning is now generally regarded as
copyright infringement, and newer efforts to infuse creativity
have come in varying contexts, including character
2013 LCK summer finals, early in the career of perhaps the greatest to play the
game competitively.
See
Joe O’Brien,
Riot Pay Homage to Faker with New
League of Legends Zed Skin
, DEXERTO (Apr. 4, 2019),
https://www.dexerto.com/league-of-legends/riot-pay-homage-faker-new-league-
legends-zed-skin-516167/ [https://perma.cc/N3CA-XE87]. The controversy arose
because the aspect that directly paid homage to the moment was a voice-line
commemorating the
commentary
of the play, and the caster who delivered the
line had unresolved animosity with Riot over being overlooked for prior
tournament casting opportunities.
Id.
This speaks to additional difficulties in
creating commemorative content for sale to users.
30
In some games, copyright (and correlative ownership) over a novel concept
within a game can be more coveted than outright royalties, and in these
situations, developers often end up negotiating the purchase of the asset(s)
rather than attempting to license their ongoing use.
See generally
David
Nathaniel Tan,
Owning the World’s Biggest eSport: Intellectual Property and
DotA
, 31 HARV. J.L. & TECH., 965 (2018). The cited authority discusses Defense
of the Ancients,a game that began as a custom map on Warcraft III in the mid-
2000s.
Id.
Essentially, a user created his version, then Blizzard (Warcraft’s
developer) acquired the rights to use the “DotA” name and released a standalone
version in consultation with player-developers familiar with the user’s version in
2009.
Id.
A developer named Valve hired the user, IceFrog, to develop a
standalone version, which eventually became “DotA 2,” one of the most popular
Esports in existence.
Id.
In the litigation that would follow, Valve prevailed over
Blizzard to establish that a user’s creation is not superseded by the developer’s
desire to commercially exploit it after the viability of the same is independently
established.
Id.
Other games to evolve from UGC mods include Team Fortress
(built on “Quake”) and Counter-Strike (built on “Half-Life”).
See generally id.
31
Parkin,
supra
note 11. Atari’s infamous arcade classic Pong was the defendant
in what might be the first video game law case, in which the designer of the first
commercial game console (the Magnavox Odyssey) brought suit alleging Atari
had cloned Pong from its tennis game Ping-Pong.
Id.
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117
modifications (avatars and skins),
32
resource modifications
(sprays and items),
33
or game modifications (new modes,
maps, or variants),
34
all of which can be monetized in a
number of titles on a quasi-relative basis of popularity and
difficulty of creation.
35
To provide nuance to royalties, which can vary
dramatically across games as a basis of initial cost,
subscription cost, and modification accessibility, a few titles
prominent for user-generated content have been selected for
examination.
36
32
See
,
e.g.
, Christian Böffel et al.,
Character Customization with Cosmetic
Microtransactions in Games: Subjective Experience and Objective Performance
,
FRONTIERS IN PSYCHOLOGY (2021), vol. 12,
https://doi.org/10.3389/fpsyg.2021.770139 [https://perma.cc/5N56-MYPE]. For
reference, “avatar” generally refers to a user’s character within a game.
See id.
In single-player games, avatars are often identical; in multiplayer games, they
are typically distinguished by skins, or cosmetic alterations to the base model of
a game’s character or avatar.
See id.
These skins may be single-color
adjustments (
see, e.g.
,
Fortnite’s Boundless controversy,
infra
Section IV.A.3) or
might change the avatar to look like a distinctive character from another oeuvre,
which is where intellectual property rights and infringement return as a concern.
See generally
Böffel et al.,
supra
this note.
33
Josh Taylor,
Fortnite Players Tired of “Pointless” Items Like Emoticons &
Sprays Filling Up Battle Pass
, DEXERTO (Aug. 16, 2023),
https://www.dexerto.com/gaming/fortnite-players-tired-of-pointless-items-like-
emoticons-sprays-filling-up-battle-pass-2252283/ [https://perma.cc/Z3YB-YVLS].
Controversial for their negligibility and less relevant to this paper due to their
lower desirability and pecuniary value, sprays are small art pieces that a user
may graft onto the environment of a video game: think of them as small pieces
of cartoon graffiti that a user gets to unlock or activate for a given game.
See
generally id.
Other items range from emoticons or character dialogue to the
addition-by-mod of a new vehicle or weapon.
See id.
34
See generally
Tan,
supra
note 30, or S.E. Doster,
Fortnite Players Are
Recreating Classic Call of Duty Levels
, KOTAKU (Dec. 11, 2018),
https://kotaku.com/fortnite-players-are-recreating-classic-call-of-duty-le-
1831016631 [https://perma.cc/4PXE-GQU6].
35
The biggest difficulty to UGC monetization is that a number of prominent
games exist in a gray area between “endorsed content creation marketplaces”
and “zealous restriction on modification,where developers have not explicitly
condoned or permitted the modification of their underlying protectable code, so
users generate content that drives popularity and revenue to developers often
without receiving any royalties or receiving them while existing under the
constant looming threat of marketplace removal.
See generally
discussion of
various games and franchises,
infra
this section.
36
When examining a title’s response to UGC, recognize as a threshold that a
user can only monetize content if two things are true: the content must be
capable of integration into the game (in a technical sense) and there must be a
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A.
Minecraft
Minecraft is infamous as perhaps the world’s most
premier virtual universe for user-generated content: the
combination of its relatively low initial cost and lack of a
subscription helped produce an extensive and flourishing
modding community who create and generate their own
content using the game's tools and application programming
interfaces (APIs).
37
Low cost is a component in its appeal to
UGC creators, but equally significant is its relative ease of
content integration.
38
Creators of popular modifications can monetize their
creations through donations or by listing their own paid mods
for direct sale.
39
Minecraft’s Partner Marketplace also provides
its creators a percentage of the revenue generated by sales
willingness to pay for the UGC. In a perfect platform, users might have a direct
marketplace to view and monetize UGC offerings with real-time valuation, but
the two necessities are technical integration and willingness to pay. Considering
that developers may regulate integration, the question in UGC disputes is not
ownership of content but its permissibility within the platforms dominion.
Because there is no right vested by the DMCA or otherwise for a platform to
host
your UGC, there is no risk of platform infringement, so a great deal of UGC
monetization is predicated on developer goodwill towards content hosting.
37
Zachary Roberts,
How Much Does Minecraft Cost on Each Platform?
,
S
PORTSKEEDA (Jul. 29, 2022), https://www.sportskeeda.com/minecraft/how-much-
minecraft-cost-every-platform-2022 [https://perma.cc/KC2T-JPUA]. The game’s
cost varies as a basis of the platform purchased on, ranging from $6.99 for
mobile (with high barriers to user content integration) to $19.99 for consoles
(intermediate) and $29.99 for Windows/Mac (with correlative ease of
integration), all of which are low-cost relative to its competitors.
Id.
Ease of
streaming also increases linearly with price, with mobile difficult, console easier,
and computer easiest. Creators can apply for entrance into the Minecraft Partner
Program, where they may make an account to monetize the creation of add-ons,
maps, skins, texture packs, and more. Minecraft Partner Program, M
INECRAFT,
https://www.minecraft.net/en-us/partner [https://perma.cc/QG6Y-AR6R].
38
See
,
e.g.
, Om Tandon,
Move Over Minecraft: Monetising New Wave of User
Generated Content!
, UX REVIEWER (Mar. 7, 2019),
https://www.uxreviewer.com/home/2019/3/7/move-over-minecraft-monetising-
new-wave-of-user-generated-content [https://perma.cc/9XJF-PEC4] (crediting
Minecraft with sparking “the UGC revolution online in 2009”).
39
Minecraft Partner Program,
supra
note 37. Users with particularly popular
mods or servers might make additional accounts on Patreon or GoFundMe to
generate income, and streamers almost always have some form of lay
fundraising in addition to the monetization provided by streaming on Twitch,
TikTok, Periscope, or their competitors. Andy Hoo,
New Minecraft Guidelines
Affects Streamers and Content Creators
, GOLD PENGUIN (Aug. 6, 2023),
https://goldpenguin.org/blog/new-minecraft-guidelines-affects-streamers-and-
content-creators/ [https://perma.cc/2RZ6-897W].
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119
of their content.
40
Minecraft’s Partnership Program has higher
barriers to entry than creating non-branded UGC, as potential
applicants submit extensive portfolios of prior content to
qualify for partnership status.
41
Minecraft’s monetization structure and promotion of its
user-creators was particularly lauded during the pandemic,
where the game saw a renaissance amid new brands of UGC,
such as the universities who recreated their campuses
virtually to conduct tours and replacement graduations for
those affected by Covid-19.
42
This shows an example of an
instance where UGC may be harnessed during unorthodox
40
As of 2022, the Minecraft Marketplace has resulted in the download of 1.7
billion pieces of content, generating more than $500 million that has been paid
out to 295 partners and partner organizations, 43 of which have earned more
than $1 million from Microsoft and Mojang. Brendan Sinclair,
Lessons from
Minecraft Marketplace
, GAMESINDUSTRY.BIZ (Jun. 6, 2022),
https://www.gamesindustry.biz/lessons-from-minecraft-marketplace
[https://perma.cc/9K3T-FTXP]. Microsoft maintains a seven-person team to vet
partnerships, and while exact specifics of payouts vary, creators reportedly
receive “more than half” of the remainder after the platform holder takes a cut
on content revenue.
Id.
41
Id.
There exist a number of avenues to listing UGC on Minecraft for sale short
of being a Partner: streaming, listing mods and skins for sale, and offering paid
multiplayer servers are all viable UGC revenue streams, but the Partner Program
is among the purest forms of UGC employment.
See generally id.
Another rarer
avenue is the creation of brand-sponsored events and content within games,
which can be conducted by Partner-equivalent quasi-employees of the game
title, brand employees, or third parties, depending on the prominence and
desires of both game and brand. David Taylor & Nicolas,
Why Minecraft Won’t
Reach Its Full Potential
, NAAVIK (Jan. 26, 2023), https://naavik.co/digest/why-
minecraft-wont-reach-its-full-potential/ [https://perma.cc/79PA-S3QQ]. As a title,
Minecraft launches fewer “brand activations” than peers like Roblox or Fortnite,
which is reportedly a choice on the title’s behalf.
See also
Alexander Lee,
How a
Minecraft influencer is Bringing Advertisers to the Platform
, DIGIDAY (Nov. 23,
2022), https://digiday.com/marketing/how-a-minecraft-influencer-is-bringing-
advertisers-to-the-platform/ [https://perma.cc/SA3D-MES6] (adding that on the
brand side, Minecraft partnerships can suffer fromnot just policy limitations, but
technical limitations” on any naïve importation of brand-modeled content
creations, as compared to peer titles).
42
VB Staff,
How User-Generated Content is Changing the Industry for Good
,
VENTURE BEAT (Oct. 27, 2022), https://venturebeat.com/games/how-user-
generated-content-is-changing-the-game-industry-for-good/
[https://perma.cc/S7FW-Z4VU]; Pearse Anderson,
Campus is Closed, So College
Students are Rebuilding Their Schools in Minecraft
, THE VERGE (Mar. 31, 2020),
https://www.theverge.com/2020/3/31/21200972/college-students-graduation-
minecraft-coronavirus-school-closures [https://perma.cc/R22R-STEM].
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times to create monetizable content for a greater public
purpose.
B.
Fortnite
Fortnite had achieved considerable popularity
43
before
it released its Unreal Engine for Fortnite (“UEFN”) in March
2023alongside an accompanied revamp to in-game
creativity called Fortnite: Creative 2.0”—to enable fan
creators to directly implement their creations for third party
use.
44
The release of this software revolutionized, to some
extent, content creation in the title, as its graphics engine and
accompanying freedom of creative expression resulted in
innumerable masterpieces of user generation.
45
Also relevant
is that users may play and create content within Fortnite for
free, as the game lacks subscription costs.
46
43
Shabana Arif,
Fortnite Made the Most Annual Revenue of Any Game in History
Last Year
, IGN (Jan. 16, 2019),
https://www.ign.com/articles/2019/01/16/fortnite-made-the-most-annual-
revenue-of-any-game-in-history-last-year [https://perma.cc/4BVD-NNAW].
44
Eric Francisco,
'Fortnite' Creative Mode: The Definitive History of Video Game
Modding
, INVERSE (Dec. 14, 2018), https://www.inverse.com/article/51793-
fortnite-creative-mode-video-game-mod-history-wolfenstein-doom-halo-super-
mario-maker [https://perma.cc/Y2YG-TKWB]. Epic had previously released
Fortnite: Creative
in December of 2018, enabling users to create their own
private islands for friends and strangers alike to meet in battle.
Id.
This almost
immediately resulted in controversy when users recreated existing IPmost
prominently famous Call of Duty mapsonto the blank canvases of their private
islands, providing a backdoor to essentially facilitate licensing of the assets into
Fortnite, something that certainly has a quantifiable pecuniary value invalidating
fair use, which likewise runs afoul of the aforementioned DMCA safe harbors
permitting users to create and list private islands.
See
Doster,
supra
note 34.
45
Patricia Hernandez,
We Aren't Ready For What's About To Happen With
Fortnite
, KOTAKU (Mar 22, 2023), https://kotaku.com/fortnite-creative-2-unreal-
engine-console-release-time-1850254186 [https://perma.cc/NVJ6-WKMC ] (“You
can wear Nikes in Fortnite . . . [y]ou can listen to an Ariana Grande concert in
Fortnite”).
46
Jordan Ashley,
Is Fortnite Free? Everything You Need to Know!
, ESPORTS.NET
(Feb. 15, 2023), https://www.esports.net/news/fortnite/is-fortnite-free/
[https://perma.cc/269E-RD8C]. Fortnite is unlike games like Minecraft or Grand
Theft Auto in that it is entirely free, both the game itself and the ability to play
online and integrate your own content for sale.
See id.
The entire monetization
of the game is through in-game purchases of items, skins, or other custom
content.
Id
.
But see
Matthew Pryor,
How Fortnite Battle Pass Works
, ESPORTS.GG
(Jun. 12, 2023), https://esports.gg/guides/fortnite/how-fortnite-battle-pass-
works/ [https://perma.cc/5FCF-8H8B] (explaining the concept of Fortnite’s Battle
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121
Fortnite’s robust community of custom content
creators can monetize their contributions in a variety of ways,
ranging from the game-level (maps, modes) to the character-
level (skins, item packs).
47
At the onset of writing, creators
were able to earn money through the game's Support-a-
Creator program, which allowed players to support their
favorite creators by using their creator code when making in-
game purchases.
48
The newly revamped monetization
encourages creativity and creation, and like Minecraft, is often
supported as a user revenue stream by fundraising on
monetized live streaming platforms like Twitch.
49
Pass, where users may pay a monthly subscription to unlock an additional
progression of cosmetic items as they level up). Battle Pass costs $11.99/month
and reflects a shift from fixed costs to subscriptions, which provide ongoing
royalties to game developers.
Id.
47
Lawrence Serafico,
The Best Ways to Make Money in Fortnite
, REPEAT.GG (May
22, 2023), https://www.repeat.gg/content/the-best-ways-to-make-money-in-
fortnite/ [https://perma.cc/66HU-L9X6];
Andy Chalk,
Epic Will Share 40% of
Item Shop Revenues with Fortnite Island Creators: ‘There's No Need to Design
Cunning Monetization Loops' Anymore
, PC GAMER (Mar. 22, 2023),
https://www.pcgamer.com/epic-will-share-40-of-item-shop-revenues-with-
fortnite-island-creators-theres-no-need-to-design-cunning-monetization-loops-
anymore/ [https://perma.cc/MD2D-EKCR].
48
Asmir P.,
Fortnite Removes Support a Creator Code from the Item Shop
,
SPORTSKEEDA (Mar. 22, 2023), https://www.sportskeeda.com/fortnite/news-
fortnite-removes-support-creator-code-item-shop [https://perma.cc/3SDN-
M454]. The Support-a-Creator feature was removed on March 22, 2023.
Id.
This
function vested 5% of item shop purchases to creators but was replaced during
Creative 2.0 as the new edition pledged 40% of item shop revenues to creators
as a basis of custom island popularity, which seems to provide more income
viability to creators.
Id.
Given that the new system is more driven by popularity
than specific loyalty, it provides equal incentives to create a market and promote
the content on social media.
Id.
49
Jay Peters,
Fortnite’s Generous New Creator Economy Has an Epic Catch
, THE
VERGE (Mar. 28, 2023), https://www.theverge.com/2023/3/28/23659492/fortnite-
creator-economy-2-0-epic-games-catch [https://perma.cc/H7RA-HX7A]. The
previous Support-a-Creator program drove a fair deal of Fortnite revenue but
vested only 5% of revenues from items (after a certain threshold earned) to its
creators.
See also
Andy Brown,
’Fortnite’ Sets Aside 40 Percent of Item Shop
Revenue to Pay Creators
, NME (Mar. 23, 2023)
https://www.nme.com/news/gaming-news/fortnite-sets-aside-40-per-cent-of-
item-shop-revenue-to-pay-creators-3418990 [https://perma.cc/8F68-NQ2Q].
Of
the 40% of new item shop payments, creators are paid on the basis of both
popularity and retention of users within the game.
Id.
Critics have noted that
under the new model, Fortnite’s developer Epic will compete over this new 40%
share with its own developer-created maps and variants, which have the benefit
of developer amplification and promotion.
See
Peters,
supra
this note.
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C.
Roblox
Roblox is perhaps the most direct example of a game
created specifically to facilitate the generation of user gaming
content,
50
as it allows its users to create their own games
using the Lua scripting language.
51
Creators can earn money
through the game's Developer Exchange (“DevEx”) program,
which allows them to monetize after reaching a threshold of
earned Robuxthe game's virtual currencyat a fixed
exchange rate for real money.
52
Creators earn these Robux
by charging a customizable fee in the same currency for
access to their “experiences,” the platform’s name for a game-
within-a-game.
53
50
Taylor Lyles, O
ver Half of US Kids are Playing Roblox, and it’s About to Host
Fortnite-esque Virtual Parties Too
, THE VERGE (Jul. 21, 2020),
https://www.theverge.com/2020/7/21/21333431/roblox-over-half-of-us-kids-
playing-virtual-parties-fortnite [https://perma.cc/QK9V-XC5P]. The free game
intermediates users in a multi-player setting to play other users’ in-game
“experiences,” and like Fortnite maintains monetization only for in-game
purchases.
Id.
It is a very direct avenue to UGC, but during the pandemic
reportedly over half of all children under the age of 16 were among the game’s
120 million monthly users.
Id.
51
Shreya,
What is Lua Programming in Roblox?
, CODINGAL (Aug. 4, 2023),
https://www.codingal.com/coding-for-kids/blog/what-is-lua-programming-in-
roblox/ [https://perma.cc/M3P7-47LJ]. Roblox’s use of Lua is unorthodox in-
game modification scripting: Minecraft uses Java, and both Fortnite’s Unreal
Engine and GTA are written in a C++ engine, while the latter can embed Lua
over the C. Fewer colleges maintain courses offering Lua as a language, but its
syntax is more humanlike and some modders have indicated that it can be easier
to learn than a more traditional coding language, which may help explain the
boom in younger users.
Id.
; Alexandra Grosu,
Lua Scripting in Roblox Studio:
Game Development Made Easy
, MEDIUM (Sep. 12, 2023),
https://medium.com/@alexandragrosu03/lua-scripting-in-roblox-studio-game-
development-made-easy-9df43c65fc93 [https://perma.cc/83NE-L8XT].
52
Cecilia D’Anastasio,
On Roblox, Kids Learn It’s Hard to Earn Money Making
Games
, WIRED (Aug. 19, 2021), https://www.wired.com/story/on-roblox-kids-
learn-its-hard-to-earn-money-making-games/ [https://perma.cc/J7XS-NDU3].
The payment exchange of Robux has been criticized as exploitative of young
users in a game skewing precariously so, with extreme cynics comparing the
currency to an online company script.
Id.
Developers should likely either err on
complete transparency with respect to inflation when tying monetization to an in-
game economy or elect to pay directly based on equivalent spending.
Id.
53
Selling Experience Access (Paid Access)
, ROBLOX,
https://en.help.roblox.com/hc/en-us/articles/203314090-Selling-Experience-
Access-Paid-
Access#:~:text=Paid%20Access%20allows%20you%2C%20the,be%20public%
20to%20all%20users. [https://perma.cc/VAV5-SMGP]. There are a few
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123
As the most direct title providing a platform for
monetization of user-generated content, Roblox has invested
considerable effort to serve as a paragon model for the means
of user content monetization: it maintains a transparent
(although sporadically-updated) exchange rate for its
currency,
54
it promotes integration of third-party branding for
licensed and expressive non-infringing capacities,
55
and it
mandates that its users must register creator accounts to
enable them to cash out and to preemptively confirm tax
eligibility.
56
restrictions on selling experience access, notably that an account must be 30
days old, which can be important to note for larger advertisers looking to
monetize experiences for one-time events.
Id.
As of April 2023, the latest
exchange rate is roughly $105 USD for 30,000 Robux, and users may receive
these Robux by paying for them, creating their own experiences, or purchasing a
subscription to Roblox similar to Fortnite or more traditional MMOs.
Developer
Exchange Help and Information Page
, ROBLOX,
https://en.help.roblox.com/hc/en-us/articles/13061189551124-Developer-
Exchange-Help-and-Information-Page [https://perma.cc/WRA9-YJQZ].
54
A better system might be tied to inflation of the in-game Robux currency as a
relation of users and revenue generated, but efforts towards transparency are
appreciated.
55
DevEx was rolled out in 2013, during one of the lower points in Roblox’s
history: after a release in 2006, it grew a loyal userbase while content was
propelled by goodwill before riding DevEx’s wave of newly monetizable content
to a meteoric rise to the peak of gaming in 2016.
See
Roblox Wiki,
Number of
Users Joining Roblox Each Year
, ROBLOX FANDOM,
https://roblox.fandom.com/wiki/Number_of_users_joining_Roblox_each_year
[https://perma.cc/BH92-VN4R]. The program often sees teams of users or third-
party developers collaborating to realize the vision of an experience within the
Roblox “platform,” and ultimately users can thank DevEx for the influx of third-
party content to the community.
See, e.g.,
Roblox Wiki,
NFL Tycoon
, ROBLOX
FANDOM, https://roblox.fandom.com/wiki/NFL_Tycoon, [https://perma.cc/3U28-
ND2T] (broadcasting live Super Bowl advertisements); Roblox Wiki,
David Guetta
DJ Party
, ROBLOX FANDOM,
https://roblox.fandom.com/wiki/David_Guetta_DJ_Party,
[https://perma.cc/C6G4-9JQQ] (David Guetta DJ set in partnership with Warner
Music Group); Roblox Wiki,
McLaren F1 Racing Experience
, ROBLOX FANDOM,
https://roblox.fandom.com/wiki/McLaren_F1_Racing_Experience
[https://perma.cc/7K4A-U63P] (driving simulator to receive McLaren-branded in-
game items). All three listed events were conducted in 2022 and are truly a
narrow selection of the many brand partnerships and prominent experiences
developed on the platform, often with third-party support or licensure.
See
three
Roblox Fandom links,
supra
this note.
56
Developer Exchange
,
supra
note 53. 5353Roblox navigates well the difficult
countervailing interests of ensuring proper user records to prevent creators
below the age of 13 from creating and monetizing content while also not
encroaching upon privacy rights in a landscape dominated by zealous anonymity
relative to traditional avenues of commercial exploitation.
Id.
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D.
Grand Theft Auto
Grand Theft Auto V has a thriving modding
community,
57
which is responsible for a wide range of custom
content available for implementation within the game,
including new vehicles, weapons, and game modes.
58
Creators of these mods find themselves at occasional arms
with the game’s developer, Rockstar Games, whose
inconsistency in prior content moderation lent a reputation for
arbitrariness in their removal of popular mods that might
arguably infringe on the company’s intellectual property
rights.
59
Creators of mods that are permitted to remain
through ongoing rounds of strikes may earn money through
donations or by creating their own paid mods.
60
57
Grand Theft Auto V
, ROCKSTAR GAMES,
https://store.rockstargames.com/game/buy-gta-v [https://perma.cc/H9AP-
PVK7]. For reference, the latest edition of Grand Theft Auto (released in 2013)
costs $39.99 to purchase, and online playrequired for most significant mods
and modescosts an additional $19.99 per month.
Id.
A Fortnite-equivalent
Battle Pass, essentially a subscription for periodic in-game currency to apply
towards purchases of cosmetic modifications, in-game vehicles, and other items
designed by the developer, was implemented in 2023 at $5.99/month.
Compare
GTA+
, ROCK STAR GAMES, https://www.rockstargames.com/gta-plus
[https://perma.cc/TXW3-HZ7W],
with
Pryor,
supra
note 46 (Fortnite’s system
began by giving access to a separate ladder of enumerated acquirable items,
while GTA+ largely grants in-game currency and access to in-game perks; in a
sense, GTA+ launched a subscription that functions primarily as a monthly
stipend to purchase goods at their marketplace).
58
See generally id.
GTA is unlike Minecraft or Fortnite in that its content
generation is somewhat constrained by the physics of the game’s engine which
does not lend itself to open-world sandbox construction in quite the same way as
its UGC peers.
Id.
This provides a barrier to entry in that users are given a
smaller canvas to create upon, but users still very much find a way to modify
their gameplay experience.
59
Liana Ruppert,
Massively Beloved GTA Mod Taken Down, Modders Claim
"Increasing Hostility" From Take-Two
, GAME INFORMER (Sep. 7, 2021, 12:11 PM),
https://www.gameinformer.com/mod-corner/2021/09/07/massively-beloved-gta-
mod-taken-down-modders-claim-increasing-hostility-from
[https://perma.cc/YU4H-4WH3]; Ash_735,
Take-Two Changes the Agreement,
Modding Take Downs
, GTA FORUMS, https://gtaforums.com/topic/973749-take-
two-changes-the-agreement-modding-take-downs/ [https://perma.cc/5FBK-
AGNW].
See also
discussion
infra
Section IV.A.2).
60
This creates the sort of dynamic seeking to be avoided by the policy
recommendations to follow.
See infra
Section V. Users should know whether
their contributions to a game will endure, and an opt-in policy for transparency is
a good means to accomplish the same, provided that developers are able to
enumerate offensive content to enable them to accomplish their reputational and
relational aims.
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125
Grand Theft Auto bears inclusion because it represents
one of the largest platforms for UGC with one of the field’s
most controversial enforcement policies.
61
Take-Two’s efforts
to restrict mods dates back to a user agreement on content
in 2017 and a subsequent update in 2019 with questionable
transparency.
62
The ensuing effect on creator uncertainty sets
a bad precedent for many reasons: it can incentivize
developers to issue strikes under the Digital Millenium
Copyright Act (DMCA strikes) and reverse engineer competing
versions, it can suppress free creative expression while
enabling more problematic expression arbitrarily, and it can
result in financial subterfuge absent some regulation to
remedy power disparities.
63
E.
Battle Royale Wrap-Up on Royalties
There are many lessons to be learned from these
various systems of revenue-sharing to creators of user-
generated content within the selected titles. For one, users
seek to generate content in games where popularity and
creative accessibility are both high, driven by some
combination of the users, their revenue, the degree to which
the game’s developer enables or permits content integration,
and the viability of monetizing the share they are afforded of
any ensuing revenue.
Another takeaway is that when revenue sharing and
content moderation standards are transparent, users tend to
view their contributions as dependable. This can be beneficial
in two means: it demonstrates to other users the efficacy of
61
See
,
e.g.
,
Ruppert,
supra
note 59. The creators of one of GTA’s most popular
mods, GTA Underground, voluntarily pulled the mod due to their being embroiled
in an ongoing effort by Rockstar’s parent company, Take-Two, to crack down on
mods.
Id.
In their announcement, they stated that the decision was “[d]ue to the
increasing hostility towards the modding community and imminent danger to our
mental and financial well-being . . ..
Id.
62
Ash_735,
supra
note 59. This authority of questionable legitimacy provides
excellent links and commentary on the summer 2021 heatwave of DMCA strikes,
explaining how Take-Two via Rockstar curtailed GTA mods through flexibly-
worded and retrospectively-applied provisions for content removal.
Id.
63
It’s also problematic for developers in that it can chill creative expression,
which is almost always a boon for publicity and user retention, and in that a
thriving mod community tends to result in associated bumps in in-game
spending.
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content monetization, which drives further creation, and it
provides peace of mind to existing creators, who may be
encouraged themselves to create additional content by the
safety fostered by encouraged and facilitated monetization of
past creation.
IV. QUALITY CONTROL, BRAND DILUTION, AND
TRAGEDIES OF VIRTUAL COMMONSES
These concepts are largely intertwined, as they deal
predominantly with the risk to third parties posed by the
unfiltered creation of content in video games. They have been
bifurcated to distinguish situations where authority to remove
content flows directly from the developer for content directly
offensive to the same from those where removal authority
remains with the developer but is exercised to remedy a UGC
wrong against another.
A.
Free-to-Play Free Riders
The simpler situations are those where a user’s
offensive content harms only the game’s developer, as these
are situations redressable by promoting more transparent and
stringent prohibitions on UGC. This also creates a situation
where the most direct and appropriate action (censure from
the developer and transparent exclusionary remedies) can be
endorsed without competing concerns between the
developer/platform and harmed third parties. Some examples
of times where a game developer has taken action to combat
free riders setting fire to a game’s virtual commons include:
1.
Pokémon Go: Unintended Antisemitism and
Desecration
When Pokémon Go hit the scene in early 2016, it felt
like world peace had been achieved, if only for a summertime.
The game encouraged users to visit historical markers and
unique local businesses, rewarding them with a few in-game
items to enable their continued quest to collect all of the
game’s virtual monsters. Encouraged to explore, teenagers
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127
renewed their zeal for hometown tranquility in a Hands Across
America for the virtual times.
64
Pokémon Go’s locational markers date back to a
progenitor, Ingress.
65
In that game, there was a similar
reward system but lower barriers for acceptance of local
markers.
66
What complicates the situation is that Ingress was
created as a game aimed at a different audience than
Pokémon Go. By using the library of existing Ingress
references, the Go creators were unintentionally suggesting
that the reference markers created by a group of users
playing a game about controlling territory for factions in
competition over our modern world was
directly
applicable to
one where the control was effectuated by pocket monsters
sold predominately to kids as trading cards or plushies.
The largest controversies circled around Pokéstops
created in cemeteries, the National Holocaust Museum, and
64
Kotaku International,
Pokémon Go Saved My Life
, KOTAKU (May 27, 2021, 5:00
PM), https://www.kotaku.com.au/2021/05/pokemon-go-saved-my-life/
[https://perma.cc/R5ED-54FF] (narrative of an agoraphobiac who credits the
game for helping alleviate his panic attacks).
65
Tom Vogt,
Pokemon Go vs. Ingress
, MEDIUM (Jul. 28, 2016),
https://medium.com/@Lemuria/pokemon-go-vs-ingress-870c3f508011
[https://perma.cc/6Z79-7P9J]. To answer why Go succeeded where Ingress
failed, Ingress most likely saw lessened adoption due to not being associated
with a major franchise that had considerable public goodwill.
See id.
It was
launched in late 2013 on Android and summer 2014 for iOS devices and featured
a narrative incorporating real life elements (like the CERN Large Hadron Collider)
with objective points generated by user submissions that were then capturable
by any of three teams who competed for control, whose names definitely evoke
V for Vendetta: the Enlightened, the Resistance, and the Machina.
See id.
It had
tens of millions of users, so it was by no means a failure, but it was eclipsed by
the unprecedented success of Go. Stephany Nunneley-Jackson,
Ingress Players
Were Major Contributors to Pokémon Go Spawn Locations
, VG247 (Jul. 12,
2016), https://www.vg247.com/ingress-players-were-major-contributors-to-
pokemon-go-spawn-locations [https://perma.cc/2GXU-549S].
66
Id.
Of 15 million worldwide submissions predating Pokémon Go, 5 million were
approved.
Id.
Comparing submission rates directly is unproductive, as Pokémon
Go had the benefit of starting with Ingress’s base of locations, so they were
essentially sifting through for notable omissions warranting treatment and now
had a presumably larger team that could review existing locations to determine
appropriate thresholds for inclusion. In addition, both Niantic and Pokémon as a
franchise tend to be fairly mum with regard to specifics on data, so exact
ongoing specifics of marker acceptance rates are difficult to gauge.
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the 9/11 Memorial Fountain in New York City.
67
These
locations would be questionably more appropriate in Ingress,
where the markers serve primarily a boundary and territory
purpose; however, a combination of the younger game’s
audience and the semi-intentional promotion of loitering
created by Pokémon Go’s gym-control system demonstrated
that certain private places of remembrance and worship were
among locations that pragmatically should not be among the
two games’ shared universes.
68
This illustrates to some
degree the conflict in branding that can result from importing
a database from an existing licensed game: often, it can
jumpstart development of a game, but a developer must
strictly consider the effectsboth intentional and ancillary
that come with applying the former game’s framework to your
own.
69
2.
Grand Theft Auto and Other Gamer Crimes
Grand Theft Auto has been a controversial game since
initial release.
70
The game enables users to perform sex acts
67
Christian Hoffer,
Pokémon Go Allegedly Removing Controversial Pokéstop
Locations
, COMICBOOK.COM (Jul. 27, 2016, 10:32 AM),
https://comicbook.com/news/pokemon-go-allegedly-removing-controversial-
pokestop-locations/ [https://perma.cc/8PYS-PHF7]; Megan Peters,
The Holocaust
Museum Asks Visitors To Please Stop Catching Pokémon At Its Location
, POP
CULTURE (Jul. 12, 2016, 7:00 PM), https://popculture.com/culture/news/the-
holocaust-museum-asks-visitors-to-please-stop-catching-pokem/
[https://perma.cc/FNJ7-9ZQ6]. It might be worth noting that the ability to catch
a Pokémon at a particular marker was the specific utility weaponized by
Pokémon Go free riders: the Peters authority notes that social media memes of
users catching specific Pokémon at the solemn locations fueled backlash, and
this is a mechanic unavailable in the same form within Ingress. Peters,
supra
this
note.
68
Arguably, the markers in question perhaps should not have been included in
Ingress either, but the controversy was amplified by free riders among
Pokémon’s larger audience and certain differing game mechanics.
69
Another paper entirely could discuss this issue in the context of game engines,
which provide an initial framework to develop a game based on open source
and/or public domain code. There are issues of transformative effect, of proper
attribution and licensing, and ultimately it results in both more games (especially
mobile ones) but also less uniqueness in the pool of the video gaming market.
70
GUINNESS WORLD RECORDS 2009 GAMER'S EDITION
, GUINNESS WORLD RECORDS 10809
(2009). According to the 2008 and 2009 editions of Guinness World Records,
GTA is the most controversial video game series in history, with over 4,000
articles published about it.
Id.
The first game was condemned in Britain,
Germany, and France for extreme violence and was banned outright in Brazil.
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129
with prostitutes and has been criticized for implicitly
rewarding murder to recoup money in these situations.
71
GTA
Vice City, specifically, was embroiled in controversy over a
mission tasking players to incite a gang war between Haitian
and Cuban gangs, which was condemned by the Haitian
Centers Council and Haitian Americans for Human Rights.
72
The organizations staged a protest in New York publicly
criticizing the game, contending that it invited the player to
harm Haitian immigrants and claiming that it depicted Haitians
as "thugs, thieves and drug dealers."
73
Many successor titles
have also been criticized for various reasons.
74
A lesson for mature games categorically can be learned
from Grand Theft Auto: that in a virtual city built on vice, bad
actors will weaponize the blank canvas to act out fantasies of
Rus McLaughlin & Lucas M. Thomas,
IGN Presents the History of Grand Theft
Auto
, IGN (Sep. 6, 2020), https://www.ign.com/articles/2013/05/06/ign-
presents-the-history-of-grand-theft-auto-2 [https://perma.cc/B3F3-P6P9].
71
McLaughlin & Thomas,
supra
note 70. The video game Second Life also dealt
with litigation regarding user-generated sex.
See
Phil Davis,
'Second Life' Avatar
Sued over Virtual Sex Device
, ABC NEWS (Aug. 10, 2017, 7:15 PM),
https://abcnews.go.com/Technology/story?id=3468709 [https://perma.cc/DU77-
UAYC]; Regina Lynn,
Stroker Serpentine, Second Life's Porn Mogul, Speaks
,
WIRED (Mar. 30, 2007), https://www.wired.com/2007/03/sex-drive0330/
[https://perma.cc/E3YF-2QWN]. Both authorities deal with Kevin Alterman or
Stroker Serpentine, who sold virtual beds in Second Life providing an in-game
pornography outlet and later brought suit for copyright infringement against a
user creating a similar item.
See
Lynn,
supra
this note. The allegedly infringing
user employed the “that’s not my avatar” defense until litigation, where avatar
control was admitted, and the action settled.
Id.
The case provides limited
support for the notion that pornography UGC in select titles can be protectable
and that while an avatar itself cannot be sued, an avatar may also not be used to
shield liability for virtual infringement.
72
Tor Thorsen,
Haitian-Americans Protest Vice City
, GAMESPOT (Nov. 25, 2003),
https://www.gamespot.com/articles/haitian-americans-protest-vice-city/1100-
6084645/ [https://perma.cc/3LAY-6FSN].
73
Id.
74
See
Mark Langshaw,
Feature: Video Game Controversy
, DIGITAL SPY (Apr. 24,
2011), https://www.digitalspy.com/videogames/a315957/feature-video-game-
controversy/ [https://perma.cc/CD3H-VDGJ] (compiling GTA controversies,
including GTA Chinatown Wars catching flak for a drug-dealing minigame, and
GTA IV being criticized for its depiction of drunk driving); Earnest Cavalli,
Parents
Group Warns Against Lost and Damned Nudity
, WIRED (Feb. 21, 2009),
https://www.wired.com/2009/02/parents-group-w/ [https://perma.cc/3SSQ-
QFY7] (full frontal male nudity in a content expansion pack for GTA IV: The Lost
and Damned).
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violence and harm.
75
The mod community in GTA is stronger
than nearly any, and predictably it has caused a tremendous
amount of controversy of its own.
76
3.
Fortnite, Custom Skins Gone Wrong, and Reviving
the Dead
Fortnite’s first controversy in 2021 dealt with user
skins.
77
A developer-sponsored, customizable “Boundless”
skin pack gave users the ability to select from a number of
possible color combinations, which caused a UGC-adjacent
issue when users overwhelmingly selected white/white and
black/black color combinations to the extent that they were
temporarily removed from use.
78
The takeaway from the
Boundless controversy is that customization in official
developer content offerings must be scrutinized for the ways
weaponized free riders might exploit a node for creativity in
bad faith.
75
One might argue that precisely
because
Grand Theft Auto is a self-stylized
frontier of vice, more stringent efforts to snuff out infringing or offensive content
and a firmer exercise of removal authority might be required. I will not disagree
with this point, except to say that the same effect could likely be accomplished
by adopting more transparency in removal criteria.
76
Alexandra Sakellariou,
Grand Theft Auto's Hot Coffee Mod Controversy
Explained
, SCREEN RANT (Jul. 7, 2020), https://screenrant.com/gta-hot-coffee-san-
andreas-controversy-cj-girlfriend/ [https://perma.cc/7VSW-TNAX]. Most
infamous among GTA mod controversies was the minigame “Hot Coffee,”
originally developed as an inaccessible minigamean inside joke between
developersfor the console release of GTA San Andreas in 2014.
Id.
When the
game was released for Windows the next year, players found ways to unlock the
minigame.
Id.
The minigame simulated sexual intercourse between the main
character and a girlfriend, and Rockstar was quick to claim that "[h]ackers
created the 'Hot Coffee' modification by disassembling and then combining,
recompiling and altering the game's source code.
Id.
After it was proven that
the mod could be accessed with preexisting code, the ESRB investigated the
game and made it the only GTA to receive a rating of “Adults Only.”
Id.
The
incident was also responsible for the introduction of the Family Entertainment
Protection Act.
Id.
77
Rory Young,
Fortnite Reportedly Changing Controversial Superhero Skin
, GAME
RANT (Jan. 30, 2021), https://gamerant.com/fortnite-boundless-skin-broken/
[https://perma.cc/7DBX-6WX9].
78
Id.
The black/black combination resulted in a character that problematically
blended into shadows, and the white/white combination likewise blended into
bright textures.
Id.
Developers seeking to incorporate customizable content
offerings should exercise care to ensure that all combinations are tested for
potential competitive abuse and that reports are monitored for those games with
too many permutations to practicably test.
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131
Another UGC issue Fortnite encountered stemmed
from their aforementioned Creative mode,
79
where users were
creating legacy editions of old Fortnite maps in their UEFN.
80
Shortly after the Creative 2.0/UEFN launch, Fortnite’s
developer Epic Games released a blog post updating users of
new publishing terms to restrict infringement of third-party
assets
81
and Epic’s own intellectual property.
82
B.
Weaponizing Creative Freedom to Harm Others
Situations grow more complicated when UGC causes
harm to users or brands who are themselves not the game’s
developer. There are many situations where this may occur,
and three have been selected for focus: anticompetitive
effects engendered by UGC, reputational harm to third party
brands, and use for the promotion of hate speech or violence.
1.
Aimbotting Anticompetition
UGC offerings occasionally flirt with anticompetition
within competitive games, both intentionally and
unintentionally.
83
When an item brought by a user into a game
is done for the sole purpose of providing an advantage
contingent on purchase, it does not create competition over
79
Hernandez,
supra
note 45.
80
The notion of abandonment or closure of multiplayer games is a fascinating
issue I seek to address in a future paper: some developers treat abandonment
like a ghost ship, allowing their assets to continue but removing their control to
allow it to drift to a final destination, while others treat it like a whalefall,
licensing proper IP to a trusted group or dedicated group of former users to
enable a renaissance of nostalgia for what the game used to be.
81
Doster,
supra note
34 (Call of Duty).
82
Zackerie Fairfax,
Epic Games Barring Fortnite Players from Remaking Past
Chapter Maps in Creative 2.0
, DEXERTO (Mar. 25, 2023),
https://www.dexerto.com/fortnite/epic-games-barring-fortnite-players-from-
remaking-past-chapter-maps-in-creative-2-0-2096525/ [https://perma.cc/J2YT-
VK9V].
83
When content creates an advantage that was not intended by the creator, as
in the Boundless controversy,
supra
note 78, this should likely not impact a
creator’s right to revenue sharing, but when a piece of UGC is created for the
sole purpose of providing purchasers an advantage over nonpurchasers, this
impinges a developer’s ability to balance their game and arguably should result
in disgorgement of any UGC proceeds. Eric S. Raymond,
The Case of the Quake
Cheats
, CATHEDRAL AND THE BAZAAR (Dec. 27, 1999),
http://www.catb.org/~esr/writings/quake-cheats.html [https://perma.cc/T57D-
SUZT].
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content but rather stymies a developer’s ability to continue to
balance their game as it evolves, which is a different and
overriding intellectual property consideration often warranting
removal of the offensive UGC.
84
The most infamous form of anticompetitive UGC is the
aimbot, which has a long and storied history.
85
The aimbot
dominates discussion of anticompetitive effect in first-person
shooters and casts an ill reputation upon game modifications
categorically, as it exists strictly to benefit a user at the
expense of another.
86
From a regulatory standpoint, the
concern with anticompetitive modifications is exactly this: that
they provide a scapegoat for broader restriction of
modification creation or use through the acknowledgement
that no user will outwardly espouse support for their use.
87
84
For the obligatory note from Grand Theft Auto, a recent controversy saw a
mod removed on the basis of curbing online cheating, an anticompetitive
concern. Joab Gilroy,
The War on Mods - How Esports and Mods are Linked
, RED
BULL (Jun. 21, 2017), https://www.redbull.com/au-en/the-war-on-mods-how-
esports-and-mods-are-linked [https://perma.cc/FS9U-NBUX]. Cynics like the
previous authority at Red Bull note that a more likely rationale for the restriction
was the fact that it gave users access to game files that could enable single-
player users to unlock vehicles and other items intended for
GTA: Online
that
were hidden behind microtransaction paywalls, as the mod in question did not
affect or interact with online play.
Id.
85
Raymond,
supra
note 83. To begin, an aimbot is a mod for an accuracy-based
shooter game like Call of Duty or Fortnite that enables a user to have perfect aim
due to essentially computer-overridden controls.
See id.
The first reported
aimbots affected the 1990s game title Quake and code written allowing the users
to see around walls.
Id.
86
Tom Warren,
Cheaters are Ruining Call of Duty: Warzone
, THE VERGE (Feb. 2,
2021), https://www.theverge.com/2021/2/2/22261947/call-of-duty-warzone-
cheaters-hackers-aimbots-wallhacks-problem [https://perma.cc/G8CK-7PB4].
Audiences unfamiliar with the experience of encountering an aimbotter would be
encouraged to read the preceding authority, which deals with a spate of UGC-
fueled cheating that resulted in 60,000 bans to Call of Duty: Warzone.
See id.
The authority notes that many aimbot cheats are paired with “wall hacks,”
enabling users to see enemies from far away or through walls to facilitate ease
of access for their automatic anticompetitive killing machines.
Id.
87
See
discussion
infra
Section V. Accordingly, restrictions for “cheating” in opt-
out provisions should be narrowly tailored to only encompass these cheats that
are uniformly reviled, rather than a slippery slope of gray that might grow to
subsume a pillar of expression.
Id.
These considerations are especially significant
amid the nascent boom of Esports and scrutiny over the artistic and athletic
merit of video games, particularly competitive ones.
See id.
;
see also
Esguerra,
supra
note 28.
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133
2.
Reputational Harm and Lost Social XP
Reputational harm to third parties is a concern that can
dwarf all others in the eyes of select developers.
88
From a
pragmatic standpoint, the first step to curtailing reputational
harm is to tailor specific policies to restrict the inclusion of
infringing third-party IP.
89
A next step for games with
considerable latitude for UGC creativity would be to monitor
situations and communities presenting a heightened risk of
reputational harm to preempt action in the event of a
controversy.
90
Another aspect of reputational harm that merits
mention is the integration of quasi-protectable third-party IP
as developer-sanctioned purchasable content.
91
Developers
88
See generally
Erez Reuveni,
On Virtual Worlds: Copyright and Contract Law at
the Dawn of the Virtual Age
,
82 INDIANA L.J. 261, 26970 (2007) (discussing
Marvel’s infringement action for inclusion of IP assets in UGC of “City of
Heroes”). Some developers are notoriously litigious or averse to litigation and
knowing the precedential history of a title can be an important threshold for a
user when considering the inclusion of quasi-protectable or outright licensable
third-party assets in UGC for a game.
See id.
89
See id.
These policies should address direct third-party infringement,
infringement of the developer’s assets, disparagement or brand dilution to both
presented by in-game UGC offerings, and the appropriate licensure of third-party
publicity rights when marketing in-game assets based upon iconic moments.
See
also
additional concerns in mature games,
infra
Section IV.B.3.
90
See
,
e.g.
,
Hoffer,
supra
note 67, or Young,
supra
notes 77–78.
91
See, e.g.,
O’Brien,
supra
note 29 (League of Legends broadcaster voice line).
Fortnite also grappled with a rash of these suits in 2018 regarding unprotected
dance moves used as character emotes.
See, e.g.,
Austen Goslin,
Epic Games
Sued for Swiping ‘Milly Rock’ Dance for Fortnite
, POLYGON (Dec. 27, 2018),
https://www.polygon.com/fortnite/2018/12/6/18129089/fortnite-dance-2-milly-
rock-lawsuit-epic-games [https://perma.cc/ELK6-546Z ] (“Milly Rock”); Austen
Goslin,
Fresh Prince’s Alfonso Ribeiro Suing Epic Games over Fortnite Carlton
Dance Use
, POLYGON (Dec. 27, 2018),
https://www.polygon.com/fortnite/2018/12/17/18145166/fortnite-carlton-dance-
lawsuit-alfonso-ribeiro [https://perma.cc/H3CQ-5RZK] (“Carlton Dance”). These
suits were largely dismissed after the decision rendered by the Supreme Court in
Fourth Estate Public Benefit Corp. v. Wall-Street.com, 139 S.Ct. 881 (2019),
which shifted standing for infringement from “having applied for protection from
the Copyright Office” to the point after a decision is rendered, stalling most
emote lawsuits for lack of standing while awaiting action on their registration.
See
Austen Goslin,
Fortnite Dance Lawsuits Dismissed After New Supreme Court
Ruling
, POLYGON (Mar. 11, 2019),
https://www.polygon.com/fortnite/2019/3/11/18260142/fortnite-dance-lawsuits-
dismissed [https://perma.cc/H5UN-KV3Z]. A 2022 ruling regarding a YouTuber’s
application noted that “[t]he Copyright Act's legislative history specifically states
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must exercise heightened caution in ensuring that content
offered for sale directly from the game avoids infringement,
reviewing the inclusion of any assetseven those arguably
within the developer’s own IP umbrellacarefully to ensure
proper legal inclusion and sale.
3.
Toxicity, Hate Speech, and Worse Reactions to
Losing
The inevitability of user toxicity, a mix of bad attitude,
rage, and harassment, follows competitive video games like a
toxic effect in a game: it lingers.
92
Alone, it can disrupt the
enjoyment of a game’s experience that is necessary to foster
the necessary nurturing environment for UGC, but
unfortunately many toxic free riders truly are the worst and
revel in extreme demonstrations of antipathy.
93
As a seminal title, Minecraft can provide most sections
with an example, owing to the extreme breadth and truly
limitless variations of UGC integrated on an everyday basis
within the gamesome of it, arguably, a bad idea.
94
Equally
concerning is the regular spate of UGC created explicitly to
promote political discourse or other inappropriate subject
that 'choreographic works do not include social dance steps and simple
routines.’" Danielle Partis,
Lawsuit Over Fortnite Dance Dismissed by Court
,
G
AMESINDUSTRY.BIZ (Aug. 30, 2022), https://www.gamesindustry.biz/lawsuit-over-
fortnite-dance-dismissed-by-court [https://perma.cc/R7XN-7FLZ].
92
Hate is No Game: Harassment and Positive Social Experiences in Online
Games
, ANTI-DEFAMATION LEAGUE (2021),
https://www.adl.org/resources/report/hate-no-game-harassment-and-positive-
social-experiences-online-games-2021 [https://perma.cc/ENS7-6GAX]. A report
from the Anti-Defamation League in 2021 suggests that in the preceding year
2020, three in five teenagers (60%) and five of six adult players (83%)
experienced harassment while playing online multiplayer games.
Id.
93
Evita March,
Psychology of Internet Trolls: They Understand What Hurts
People But Simply Don't Care
, ABC NEWS (Jul. 12, 2017),
https://www.abc.net.au/news/2017-07-13/trolls-understand-what-hurts-people-
but-they-simply-dont-care/8701424 [https://perma.cc/R9GP-EBQS] (discussing
the harms engendered by and psychology of internettrolls,” to whom toxicity
and harassment in video games is often attributed).
94
Ewan Palmer,
Three Teenagers Accused of Terrorism Over Plot to Blow Up
Building They Made in Minecraft
, NEWSWEEK (Nov. 23, 2020),
https://www.newsweek.com/russia-minecraft-terrorism-building-1549548
[https://perma.cc/QEU8-C4RV] (concerning a Russian federal building built in
Minecraft by three Siberian teenagers to blow up with their friends: “Two of the
boys are said to have pleaded guilty, but only [after] investigators obtained their
admission under duress . . ..”).
2024] POCKET CASTLES AND CUSTOM SKIN 135
135
matters to users of games skewing impressionably young.
95
In mature titles, the graver concern is the
exclusion
of
expressive yet controversial UGC, so long as it does not meet
a categorical exception to warrant lowered standards for
exclusion.
96
In adopting a stance on these categorical exclusions
for UGC, a regulatory caution would again be to exercise
prudence in narrowing offensiveness carve-outs.
97
Too broad,
and the policy could be used as a developer catch-all to
suppress divisive expression; too narrow, and the world’s
worst sandbox player gets another day to monetize their UGC
recreation of a recent bombing or act of objective depravity.
98
V. AUTOSAVE OUR PROGRESS . . . AND BUILD ON IT
Gamers have made considerable strides to carve out a
niche, and even a profession, in the generation of content
within the boundless frontier of virtual copyright-protectable
skies, but to ensure it is viewed as dependable, the video
game landlord-tenant relationship of publisher to user must
enact some provisions to promote the ongoing tenancy of a
user’s content. Some ultimate non-developer oversight of
consistency in UGC moderation and profit-sharing would help
transform historically uncertain revenue predicated on
developer goodwill into a more viable and transparent avenue
for future enthusiasts to monetize the success of their
95
Cyrus Farivar,
Extremists Creep into Roblox, An Online Game Popular with
Children
, NBC NEWS (Aug. 21, 2019), https://www.nbcnews.com/tech/tech-
news/extremists-creep-roblox-online-game-popular-children-n1045056
[https://perma.cc/7ACM-JY7G].
96
Hoffer,
supra
note 67. These exceptions might include disparagement of the
recently dead, inappropriate treatment of recent acts of terror or mass violence,
and certain aforementioned enumerated infringement concerns.
See id.
;
see also
Gilroy,
supra
note 84.
97
An exclusion for “recent acts of mass violence” may be more tailored than
acts of terror,” for instance, and something akin to infringement of third-party
or developer IP assets” may certainly be more appropriate thanany content
deemed to violate the developer’s code of community ethics.
98
Nicky Harley,
Extremists use Minecraft and Roblox to Recreate Christchurch
Attack
, THE NATIONAL NEWS (Jun. 30, 2021),
https://www.thenationalnews.com/world/uk-news/2021/06/30/extremists-use-
minecraft-and-roblox-to-recreate-christchurch-attack/ [https://perma.cc/7DQY-
5LXV]; Stonehouse,
supra
note 14 (discussing sexual assault and grooming in
Roblox).
136 CYBARIS
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136
creativity, which would likely contribute to user loyalty. To do
so most effectively would require lawmakers to regulate the
stratified stances of different publishers towards user
modification and create a system by which transparency
governs royalties for those titles seeking to share in
modification as a revenue stream.
This paper’s recommendation is nuanced but boils
down to a few core tenets.
Most significantly, developers should receive a choice
when releasing games: to create a transparent mechanism for
the provision of royalties and thus share in them or to restrict
modification zealously and receive correlative protection.
99
A
subsequent reapplication to the same authority by games that
discover UGC revenue streams unanticipated at launch
likewise seems appropriate.
100
The former scenario would likely still vest considerable
power in the hands of developers, as they would be able to
control the machine diverting ongoing revenue streams to
creators, but it would only benefit the user end of the game
modification dichotomy if it came with certain corollaries.
101
First, offensive content must be explicitly described and
provided against upon a game’s release, or content should be
considered permissible absent a compelling interest. Some of
the more restrictive titles with UGC presently permit discretion
99
An opt-in system is vital, as it creates situations amenable to both binaries of
developer mentality: those seeking to maximize the popularity and revenue-
generating content potential of their games and those seeking to maximize their
control over its use and modification for any of a variety of reasons. An opt-out
default would be contrary to traditional copyright convention, and a system
creating any more than two outcomes would likely devolve into an unregulated
landscape somewhat akin to the present one, so an opt-in feels essential.
100
See
,
e.g.
,
Entertainment, Tag: Gaming, FEDERAL TRADE COMMISSION,
https://www.ftc.gov/industry/entertainment/gaming [https://perma.cc/8U4T-
Q3KH]. A vestiture by Congress to the FTC for a reauthorization via a
reexamination of past legislation, such as COPA, might empower a proper
authority to curtail some of the ongoing controversies centering on UGC
monetization, such as minority or microtransactions.
101
It would be presumptuous to assert corollaries uniformly as a non-member of
any labor class (since the author does not presently derive income from UGC), so
these corollaries are predicated upon general observations of ongoing disputes
with user-generated content, both those included in preceding sections and
those omitted but prominent in UGC discourse.
2024] POCKET CASTLES AND CUSTOM SKIN 137
137
to remove any content deemed harmful to the publisher, and
this can quickly lead to a restriction on the First Amendment
if any rights to content as a form of creative expression are
acknowledged for games opting-in to this category of revenue
stream.
102
Royalties must also be explicitly described and
provided for and should likely have a higher minimum
threshold of ongoing revenues to the user as a proportion of
those afforded to the publisher. An equitable split would
acknowledge that the user invests considerable energy to
accord additional non-base value to games, and the
publisher’s contribution in the initial landscape should not
overwhelmingly outweigh that effort.
103
Tailoring on a title-
by-title basis to account for start-up costs and the barriers to
entry in integrating generated content should also be
considered, but a greater conversation with practicing
attorneys familiar with licensing would be a significant
threshold.
104
The latter scenario would have to be crafted and
tailored with equal respect to a given developer’s wish for
preservation of original intent as another’s desire to monetize.
As a threshold, developers would need an assurance of their
102
These issues most often arise in titles with more mature audiences, as
removal of offensive subject matter is fairly black-and-white for titles like
Minecraft or Fortnite catering to a family-friendly general audience. Grand Theft
Auto has been widely criticized for its moderation, in addition to most everything
else, as developer Rockstar allegedly removes content arbitrarily and polices its
modification market with more discretion than competing titles.
See
Ruppert,
supra
note 59, or Ash_735,
supra
note 59;
see also
Wes Fenlon,
GTA Online
Makes Half a Billion Dollars a Year Even Though It’s a Hot Mess
, PC GAMER (Sep.
23, 2022), https://www.pcgamer.com/gta-online-makes-half-a-billion-dollars-a-
year-even-though-its-a-hot-mess/ [https://perma.cc/LRL4-AVNV].
103
Many games pride themselves on awarding “more than half” of royalties to
users after console shares are vested, and even this does not
necessarily
reflect
equity of user contribution. Providing fixed and transparent rates tied to revenue
streams appropriate for creator revenue-sharing is essential, and it’s possible
that Congressional action (potentially in conjunction with the FTC or FCC) might
be necessary if a digital Bill of Rights for content creators is ever seriously
contemplatedsomething that feels more necessary than ever with recent
evolutions in AI. Accounting for all streams of revenue across all platforms for
cross-platform titles is likewise essential, as user revenue sharing should reflect
all of those that might contribute to content purchases in the UGC’s marketplace.
104
Title-by-title tailoring requires either some fixed provisions for future titles or
a regulatory body to accommodate future titles, both of which feel more
logistically challenging than certain limited federal measures to protect rights of
domestic creators of UGC.
138 CYBARIS
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138
ability to take action against infringing content, and users
would need to understand that penalties more stringent than
removal could be pursued for creators seeking to disregard a
wish of original preservation. Lastly, a game seeking to opt-
out yet continue to derive revenue from user creative
expression,
105
should not be permitted to “backdoor” a
marketplace for UGC that would exclude or monetize content
at rates lower than any standards imposed upon those games
that elect to “opt in.”
106
Some other lessons learned by successful models
include providing transparency of both content monetization
and offensiveness,
107
ensuring tax eligibility and age
verification, and mandating that accounts seeking to monetize
UGC wait a threshold duration prior to doing so.
108
105
This is the most problematic aspect of this proposal and the one that
warrants the most discussion with relevant practitioners: if a game seeks to sell
skins and other content yet restrict monetized UGC, what pitfalls arise when
users create mock-ups for potential new materials that are then incorporated by
the developer? What if a developer of a particularly nuanced game seeks to
restrict modification, yet users are able to create game variants or modifications
that have viability for independent use? This author would argue that the “opt-
out” provision should be narrowly tailored to encompass largely those standalone
non-multiplayer games where IP preservation might be infringed by uniform UGC
monetization policies.
106
Essentially, the choice to “opt in” should encompass the election to derive
revenue from UGC holistically, rather than any specific and potentially exploitable
form of content monetization within a game that may have several. Provisions to
carve out streaming as a form of revenue-generating content seem appropriate,
as streaming of games seems like an entirely different challenge than UGC, but
developers should likely have an opportunity to restrict streaming if they pursue
“opting out” to preserve mystery and suspense for those games seeking to
maximize the same upon release.
107
See
,
e.g.
, Creator Hub,
Marketplace Policy
, ROBLOX STUDIO,
https://create.roblox.com/docs/art/marketplace/marketplace-policy
[https://perma.cc/QX4E-KZUY]. Roblox provides against anticompetition (“do not
create items that depend on issues or glitches on the Roblox platform”), third-
party infringement (“[o]nly sell items that you have permission to sell”), and links
to a thorough list of community standards that effectively police against UGC,
minority, and intellectual property concerns.
See Roblox Community Standards
,
ROBLOX, https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-
Community-Standards [https://perma.cc/BJF5-UAVQ].
108
This prevents two risks: the virtual traveling circus (whereby users generate a
spike in revenue through fraudulent or nefarious means and then cash out and
start anew with changed usernames) and the unproven potential minor (in
certain games, maintaining a window prior to enabling monetization can provide
a secondary protection to investigate content-generators that trigger minority or
other risk thresholds).
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139
VI. CONCLUSION
Monetization of user-generated content is a nuanced
topic that depends on a threshold upon the “platform” game,
its recurring or fixed costs, revenues driven by content
purchases and usage, and the content seeking to be
monetized. Nonetheless, the variance displayed across titles
in expected royalties and income stream reliability result in a
landscape that is both averse to creative expression and
restrictive of users seeking to earn a living in a landscape
beginning to permit the same.
This author argues that an “opt-in” proposal permitting
developers to create a transparent marketplace for user-
generated content at a game’s launch or upon subsequent
petition to relevant authority, contingent on uniform
standards for content removal and for minimum revenue
shares of UGC creators, would create a scenario tailored to
four distinct interests: users,
109
developers seeking to
monetize UGC,
110
developers seeking to guard their IP,
111
and
federal legislators seeking to regulate an industry predisposed
to issues with transparency.
112
By promoting uniform UGC monetization, we pay
respects to every creator predating us, who at one point was
in the same position just learning the controls. Like any
artisan, they’ve developed the skills to leverage their creativity
and had the insight or timeliness to garner popularity. Now,
we just need to show them it can last.
109
In ensuring vitality and viability of a game’s ongoing potential for content
generation as a hobby or profession.
110
In that this varietal of regulation will drive content generation to game
platforms, which will quantifiably drive growth with a very minor ancillary
vestiture of power to users that would almost certainly be eclipsed by revenue.
111
In that a choice to reject UGC at the expense of any associated revenues
should be weighed accordingly in any infringement actions, and that this likely
would
help protect the intellectual property of those companies seeking to
safeguard large assets for additional uses such as television or film adaption.
112
Considerable efforts to safeguard online users are being made, but the
conversation about monetization within relevant titles as a reliable and ongoing
revenue stream (independent of or in conjunction with streaming and other
fundraising) for users proficient in coding is one that should be opened further
by legislators.