166
167 1) 2) 3) 4) source code 5) object code PC copy IP Internet Protocol 6) 7)
168 8) 9)10) 11) 12)13) / / 14)
169 PC publisher End User distributor RPG Role-Playing Game 15) FPS First Person Shooter 16)
170 17) FPS FPS FPS 18)
171 BM Business Method 19)20) 21)22) 23) MT Machine or Transformation 24) 25)26)
172 27) 28) 29)30) 31)32)
173 33) 34) 35) 36)37) 38) 39)
174 40) 41) 42) 43) 44) 45) 46)
175 47) 48)49) 50) 51) 52) 53)
176 54) 55)56) 57) 58) 59) 60)
177 61) 62) 63) 64) 65)
178 66)67) 68) 69) 70) 71) 72)73)
179 74) 75)
180 76) 77)78) 79) 80)
181 81) 82)83) 84)85)86) 87)
182 88) 89) /n 90)
183 ID 91)92)
184 93) 94) 95)96) 97)98)99)
185 100) 101) PC 102) 103) 104)
186 / 105) 106)
187 107) 108) 109)
188 110) 111)112) 113)114)
189 115) FPS 116)
190 negative know-how 117)118)119)
191 reverse-engineering 120) 121)122) 123)
192 PC
193 124)
194
195 David C. Hilliard, Joseph Nye Welch II, Uli Widmaier, Trademarks and Unfair Competition, 8th, LexisNexis, 2010. David W. Quinto, Stuart H. Singer, Trade Secrets, Oxford, 2009. Razgaitis, Early Stage Technologies: Valuation and Pricing, John Wiley & Sons, Inc, 1999. Robert Goldscheider, Technology Management: Law/Tactics/Forms, Clark Boardman Callaghan, 1991. Russell Parr, Royalty Rates for Licensing Intellectual Property, John Wiley & Sons, Inc, 2007.
196 The Journal of Intellectual Property Vol.8 No.1 March 2013 A Study of Intellectual Property Problems Between Producers and Publishers of Game Softwares Su-Cheol Kim Abstract Game software industry is a high-profit field relative to other industries. It has advantages that it can be possible to serve foreign countries by controlling IP(Internet Protocol) addresses of them and can be produced by small capital and human resource, but has disadvantages to be easily copied and distributed by the Internet. In the case that the Game software was succeeded by having entertaining factors and effective marketing, a lot of dispute between the producers and publishers are likely to be occurred about the Intellectual property of the game software at the time of expiration or by conflict of the interest between them. The game software can be protected by patents in case of being satisfied with patentability of the Business Method invention, by copyright for the audio-visual work and source code, by trademark for a title of the game software, and by trade secret for know-how including the source code. Therefore, there has lots of potential risk for the dispute concerning to co-ownership and liability for security of the patent, ownership of the copyright and database, ownership and use of the trademark, and leakage of the trade secret between the producers and the publishers of the game software. In this article, this author intends to discuss the potential problems about the intellectual property between the producers and the
Korea Institute of Intellectual Property Korean Intellectual Society 197 publishers, and suggest some recommendations to prevent disputes between them with a view to improve the national competitiveness for the game software industry. Keywords game, software, patent, copyright, trademark, trade secret, producer, publisher