ip licensing and the metaverse: practical considerations

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IP Licensing and the Metaverse: Practical Considerations and Key Provisions for Agreements Implications for the Physical World and Mitigating Risks in the Metaverse Today’s faculty features: 1pm Eastern | 12pm Central | 11am Mountain | 10am Pacific The audio portion of the conference may be accessed via the telephone or by using your computer's speakers. Please refer to the instructions emailed to registrants for additional information. If you have any questions, please contact Customer Service at 1-800-926-7926 ext. 1. TUESDAY, DECEMBER 7, 2021 Presenting a live 90-minute webinar with interactive Q&A Jennifer Batista, Attorney, Frankfurt Kurnit Klein & Selz, New York Christine M. Morgan, Partner, Reed Smith, San Francisco Dorian Slater Thomas, Attorney, Frankfurt Kurnit Klein & Selz, New York

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Page 1: IP Licensing and the Metaverse: Practical Considerations

IP Licensing and the Metaverse: Practical

Considerations and Key Provisions for

AgreementsImplications for the Physical World and Mitigating Risks in the Metaverse

Today’s faculty features:

1pm Eastern | 12pm Central | 11am Mountain | 10am Pacific

The audio portion of the conference may be accessed via the telephone or by using your computer's

speakers. Please refer to the instructions emailed to registrants for additional information. If you

have any questions, please contact Customer Service at 1-800-926-7926 ext. 1.

TUESDAY, DECEMBER 7, 2021

Presenting a live 90-minute webinar with interactive Q&A

Jennifer Batista, Attorney, Frankfurt Kurnit Klein & Selz, New York

Christine M. Morgan, Partner, Reed Smith, San Francisco

Dorian Slater Thomas, Attorney, Frankfurt Kurnit Klein & Selz, New York

Page 2: IP Licensing and the Metaverse: Practical Considerations

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Page 3: IP Licensing and the Metaverse: Practical Considerations

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Page 4: IP Licensing and the Metaverse: Practical Considerations

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Page 5: IP Licensing and the Metaverse: Practical Considerations

IP Licensing and the

METAVERSE

Presented by: Dorian Slater Thomas & Jennifer Batista

Page 6: IP Licensing and the Metaverse: Practical Considerations

2

METAVERSE

Questions?

Key Provisions

Risk Mitigation

Implications

Meta-what?

Practical Considerations

Levels

Page 7: IP Licensing and the Metaverse: Practical Considerations

3

What is the Metaverse?

Page 8: IP Licensing and the Metaverse: Practical Considerations

• Coined in Neal Stephenson’s 1992 sci-fi novel SnowCrash

• Space where humans, as avatars, interact with eachother and software in a three-dimensional space thatmimics the real world.

• A virtual reality successor to the internet.

4

What is the Metaverse?

Page 9: IP Licensing and the Metaverse: Practical Considerations

• Franchise: A collection of games/movies/media that share the same fictional universe or aremarketed as a series.

• Transmedia Storytelling: telling a single story or story experience across multiple platforms andformats using current digital technologies.

• Metaverse: a collective virtual shared space, created by the convergence of virtually enhancedphysical reality and physically persistent virtual space. The sum of all virtual worlds, augmentedreality, and the internet.

5

Transmedia and the Metaverse

Page 10: IP Licensing and the Metaverse: Practical Considerations

Transmedia• Tell a cohesive story across media (games, television series,

movies, books, comics).

• Fans consume diverse media because it has content theylove.

• Requires investment in creation of original content indifferent media.

Metaverse

• Digital and physical world are one – IP, regardless ofstory, is accessible to all and exploitable in all forms.

• Users flock to and remain on a singular platformbecause it has content they love.

• Platform exploits existing content and offers newcontent

6

Transmedia vs. the Metaverse

Page 11: IP Licensing and the Metaverse: Practical Considerations

• Two companies currently attempting to take on the idea of the Metaverse today.

• Facebook Reality Labs:

• Horizon: a “social experience where you can explore, play and create withothers in VR.”

• Epic Games:

• Fortnite: a battle royale style game turned content consumption platform

7

Metaverse – The Next Frontier?

Page 12: IP Licensing and the Metaverse: Practical Considerations

• Ever-evolving, immersive social worlds

• Curated programming

• Mini Games

• Design Freedom

• Could this be Bragg 2.0?

• Beta Use Terms of Service

• License

• Account deletion

8

Metaverse – Facebook Horizon

Horizon’s World Builder user interface

Page 13: IP Licensing and the Metaverse: Practical Considerations

• Creative Mode

• Party Royale Island

• Concerts

• Trailers

• Film Screenings

• Cosmetic items and features

• Gameplay elements

9

Metaverse 2.0 – Fortnite

A Fortnite player watches DJ Dillon Francisperform a set in Party Royale

Page 14: IP Licensing and the Metaverse: Practical Considerations

10

Practical Considerations

Page 15: IP Licensing and the Metaverse: Practical Considerations

• Ownership v. License

• Territory

• Media

• Enforcement

11

Practical Considerations

Page 16: IP Licensing and the Metaverse: Practical Considerations

• Second Life

• Launched in 2003, was one of the first attempts at bringing the Metaverse to the masses.

• Merged physical and digital; major brands sold digital goods to players in a “semi-open” loop economy.

12

Ownership v. License

An Armani emporium and Hello Kittymerchandise in Second Life

Page 17: IP Licensing and the Metaverse: Practical Considerations

• Players could also “own” digital property; eventually a problem

• Bragg v. Linden Research, Inc. , 487 F. Supp. 2d 593 (E.D. Pa. 2007).

– Linden terminated Bragg’s account upon discovering he hacked the gameto acquire land.

– Bragg sued Linden and Philip Rosedale (Second Life’s creator), assertingLinden expropriated his “property” by nullifying his “property” purchaseand freezing his account

– Linden filed motion to dismiss for lack of personal jurisdiction; attempted

to compel arbitration

13

Ownership v. License

Page 18: IP Licensing and the Metaverse: Practical Considerations

• Bragg v. Linden Research, Inc. , 487 F. Supp. 2d 593 (E.D. Pa. 2007).

– Court denied motion to dismiss for lack of personal jurisdiction, citing Rosedale’s nationwidepersonal marketing of Second Life as establishing minimum contacts.

– Court also found mandatory arbitration provision unconscionable, as terms were “take it orleave it.” Court noted that if there were “reasonably available market alternatives,” contractmay not be adhesive, but Second Life was unique in that it allowed virtual property rights.

14

Ownership v. License

Page 19: IP Licensing and the Metaverse: Practical Considerations

• Bragg v. Linden Research, Inc. , 487 F. Supp. 2d 593 (E.D. Pa. 2007).

– Case settled shortly thereafter.

• Second Life’s terms now state virtual land is licensed on a limited basis to end users,and Linden may revoke the license.

• Some games also offer an opt-out for arbitration to avoid a finding ofunconscionability in a EULA or TOS’ terms.

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Ownership v. License

Page 20: IP Licensing and the Metaverse: Practical Considerations

• Worldwide?

• Universal?

• Geo-gating

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Territory

BONUS CREDIT

• Personal Jurisdiction• Applicable laws/rules/regulations

Page 21: IP Licensing and the Metaverse: Practical Considerations

• Existing agreements

• Audio/visual works

• Social media

• Future agreements

• The metaverse (singular?)

• Specific locations within the metaverse

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Media

Page 22: IP Licensing and the Metaverse: Practical Considerations

• Content moderation

• Feasibility

• Reporting tools

• Language preferences

• Consequences

• Interoperability

• Section 230

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Enforcement

Page 23: IP Licensing and the Metaverse: Practical Considerations

• TVPRACSAM

19

Doe v. Twitter, Inc. No. 21-CV-00485-JCS, 2021 WL 3675207 (N.D. Cal. Aug. 19, 2021)

Page 24: IP Licensing and the Metaverse: Practical Considerations

• Twitter was not immune under Section 230 beneficiary liability

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Doe v. Twitter, Inc. No. 21-CV-00485-JCS, 2021 WL 3675207 (N.D. Cal. Aug. 19, 2021)

Page 25: IP Licensing and the Metaverse: Practical Considerations

• participated

• benefitted

• knew or should have known of the CSAM

21

Doe v. Twitter, Inc. No. 21-CV-00485-JCS, 2021 WL 3675207 (N.D. Cal. Aug. 19, 2021)

Page 26: IP Licensing and the Metaverse: Practical Considerations

• Accessibility

• ADA

• CVAA

• Recording of communications

• Wiretapping

• Minors

• COPPA

• Privacy

• Diversity

22

BONUS ROUND

Page 27: IP Licensing and the Metaverse: Practical Considerations

23

Key Provisions

Page 28: IP Licensing and the Metaverse: Practical Considerations

• Are these events a “broadcast” per the CopyrightAct?

• Do the events constitute a public performance?

• Stream v. download

24

Third Party Content– In-Game Concerts, Films & Trailers

A Fortnite player watches Travis Scott’slive in-game performance.

Page 29: IP Licensing and the Metaverse: Practical Considerations

• Often many rightsholders

• Licensing music requires a license of the master and the composition

Key Agreement Terms:

• Broad game and platform definitions

• License term

• Takedowns

• Social media posts

• UGC and livestreams

• Claims

• MFN

• Confidentiality

Universal Music v. Roblox

25

Third Party Content – In-Game Concerts

Fortnite’s live Marshmello concert venue

Page 30: IP Licensing and the Metaverse: Practical Considerations

• Usually one licensor

• Film owner or sales agent

• Shift in responsibility

• Clearances

• Guild/Union Obligations

• Insurance

Key Agreement Terms:

• Right to edit

• Waiver of injunctive relief

• No obligation to use

26

Third Party Content – In-Game Screenings

A Fortnite player watches Inception

Page 31: IP Licensing and the Metaverse: Practical Considerations

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Third Party Content – In-Game Items

Marvel and DC Fortnite skins

• Avatar

• Outfits, accessories

• Weapons, vehicles

• Emotes – downloadable cosmetic animations

• Location items – billboards, buildings, tags

Key Agreement Terms:

• Perpetual term for purchased items

• In-context third party uses

• Credits

Page 32: IP Licensing and the Metaverse: Practical Considerations

• Music (e.g., K-Pop groups), where record labelwill commonly own its talent’s likeness rightsfor licensing.

• Professional sporting teams, where a leagueor team may have sublicensable likenessrights from a player.

• Individuals, who likely own their own likeness.

28

Third Party Content – Who Licenses Likenesses?

NFL player skins in Fortnite

Page 33: IP Licensing and the Metaverse: Practical Considerations

• What if permission isn’t sought and the work isn’toriginal?

• Pellegrino v. Epic Games (E.D. Pa. March 31, 2020).

• Choreography protectable, but not short dancemoves.

• Difficult for plaintiffs to bring suit under trademark,

right of publicity, or privacy instead.

29

Third Party Content – Unlicensed

Fortnite’s “Phone it In” Emote

Page 34: IP Licensing and the Metaverse: Practical Considerations

• The Metaverse allows players to use a game or a platformto create their own content within the context of theplatform

• Player creations in Minecraft

• Livestreamed Animal Crossing Talk Show, Animal Talking

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User Created Content: Inspiring Player Creativity

The Millennium Falcon in Minecraft (top)The set of Animal Talking (bottom)

Page 35: IP Licensing and the Metaverse: Practical Considerations

• What if a player uses Horizon’s World Builder to recreate a Starbucks? To create symbols of racialhatred? To create graphic and adult content?

• Companies draft UGC policies / codes of conduct to:

• Forbid certain types of content

• Regulate certain types of content

• Limit Liability

• Permit takedowns

• Marvel Ent. V. NCSoft Corp: UGC and Unlicensed exploitation

31

User Created Content: Developer Headache?

Page 36: IP Licensing and the Metaverse: Practical Considerations

• What if a player streams another player onto their Twitch channel without theirconsent?

• While tradition and custom are silent, some companies place a disclosure in their TOSor EULA requiring streaming users to seek consent of other players prior to streaminggameplay to platforms like Twitch.

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Streaming: User Created Content and Privacy

Page 37: IP Licensing and the Metaverse: Practical Considerations

33

Contact

Los Angeles(212) 705-4827

[email protected]

Dorian Slater Thomas

New York(212) 705-4881

[email protected]

Jennifer Batista

Page 38: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

Landmines To Consider In IP Licensing And The Metaverse

1

Page 39: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

• Protects goodwill and reputation of brand

• Source identifier

• TM Registration

• Common Law Rights

• Trade Dress: Look and feel

2

Trademarks/Trade Dress

Page 40: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

• Protects expression of an idea (not the idea itself)

• Fixed in a tangible medium

• Registration vs. Common Law

3

Copyrights

Page 41: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

• Information that has economic value

• Not generally known (i.e., secret)

• Owner takes reasonable steps to keep secret

• No registration required

• No temporal expiration of trade secrets

4

Trade Secrets

Page 42: IP Licensing and the Metaverse: Practical Considerations

Reed Smith5

Plant vs Design vs Utility Patents

Design Patents• Novel• Originality• Ornamentality• Subject matter must be

an article of manufacture

Utility Patents• Novel• Useful• Non-obvious• Subject matter eligible

Patents

Page 43: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

Complaint in Solid Oak Sketches, LLC v. Visual Concepts, LLC, et al. alleged copyright infringement relating to the depiction of certain NBA players’ tattoos in NBA 2k14, 2k15, and 2k16

6

Copyrights And The Metaverse: “Virtual Tattoos”

Page 44: IP Licensing and the Metaverse: Practical Considerations

Reed Smith7

Copyrights And The Metaverse: “Virtual Tattoos” (Cont.)

Page 45: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

Case Dismissed

De minimis Use• In game use• Marketing use

Fair Use• Transformative nature of “virtual” tattoos• Lack of market harm

Implied License• Tattoo artist > Athlete > NBA > Video Game Maker

8

Copyrights And The Metaverse: Virtual Tattoos (Cont.)

Page 46: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

• AM General, the company behind the Humvee truck,sued Activision Blizzard in 2017, claiming trademarkinfringement for including the truck in Activision’s Callof Duty videogame.

• AM General claimed the use of the truck was sopervasive that it would lead consumers to believe theautomaker was involved in or had approved creation ofthe game.

9

Trademarks And The Metaverse: Call of Duty and Humvees

Page 47: IP Licensing and the Metaverse: Practical Considerations

Reed Smith10

Case dismissed on SJ based on First Amendment grounds

2-Part Rogers Test:• Is the trademark at issue

completely irrelevant to the work?

• Did the alleged infringer use the trademark to explicitly mislead others?

Judge Wilson (C.D. Cal.):• “Defendants' uses of Humvees

in 'Call of Duty' games have artistic relevance.”

• “Featuring actual vehicles used by military operations around the world in video games about simulated modern warfare surely evokes a sense of realism and lifelikeness.”

Trademarks And The Metaverse: Call of Duty and Humvees (Cont.)

Page 48: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

• Coral Castle, Inc. v. Epic Games, Inc. alleged trademarkinfringement, dilution, unfair competition, and violation ofFlorida’s Deceptive and Unfair Trade Practices Act.

• Coral Castle is a Miami tourist attraction with a registered TM

• Fortnite: Battle Royale includes a virtual location calledCoral Castle with features allegedly similar to Plaintiff’s CC

• Case voluntarily dismissed in January 2021

11

Trademarks And The Metaverse: Fortniteand Famous Landmarks

Page 49: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

Complaint in Pellegrino v. Epic Games alleged violation of trademark law (Lanham Act), right of publicity, and false endorsement

12

Right Of Publicity And The Metaverse: Fortnite and Dance Moves

Page 50: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

• Claims relating to right of publicity dismissed on FirstAmendment grounds

• Claims relating to trademark law/false designation oforigin dismissed and deemed better suited forcopyright law

• Claims relating to false endorsement survived

• Pellegrino ultimately dismissed the case with prejudicein April 2020

13

Right of Publicity And The Metaverse: Fortnite and Dance Moves (Cont.)

Page 51: IP Licensing and the Metaverse: Practical Considerations

Reed Smith14

Patents And The Metaverse: Exemplar Patent That Survived Ineligibility Challenge

Blackbird Tech LLC v. Niantic, Inc., 2018 WL 5630452 (D. Del. Oct. 31, 2018)

Page 52: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

The claimed technology allegedly solves the problem in the existing art of being confined to a “predetermined and merely virtual location” in a video game by “incorporating a user’s physical location as part of the game environment.” (D.I. 13 ¶ 15 (quotation marks omitted) ). This is done by the specific means of first taking camera images of the user’s physical location, and then mapping those images as a video into the virtual game environment. ’127 patent, claim 1. The asserted claims, like in McRO, are “directed to the creation of something physical”—the display of camera images depicting the user’s location overlaid with the virtual images from the video game “for viewing by human eyes.”

Blackbird Tech LLC v. Niantic, Inc., 2018 WL 5630452, *4 (D. Del. Oct. 31, 2018) (emphasis added)

15

Patents And The Metaverse: Exemplar Patent That Survived Ineligibility Challenge

Page 53: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

Claim 1, for example, recites a “computer system” with two standard components: memory and a processor. See ‘325 Patent at 42: 39–40, 58. The memory must be capable of running a program which retrieves information over the internet—for example the user’s location—and integrates that information into a virtual environment. Id. at 41–52. However, the claim does not recite what is unique about the computer memory used, such that some specialized memory would be required, or how the enumerated tasks are to be accomplished.

Barbaro Technologies, LLC v. Niantic, Inc., No. 18-cv-02955-RS, slip. op. at 5 (N.D. Cal. May 31, 2020) (emphasis added)

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Patents And The Metaverse: Exemplar Patent That Did Not Survive Ineligibility Challenge

Page 54: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

Ubisoft Entertainment, S.A. v. Yousician Oy, 401 F.Supp.3d 644 (E.D.N.C. 2019) (patent to interactive guitar game)

White Knuckle Gaming, LLC v. Electronic Arts Inc., 2016 WL 3129133 (D. Utah June 2, 2016), aff’d 683 F. App’x 931 (Fed. Cir April 6, 2017) (patent for updating software parameters of sports video games to reflect recent real-life occurrences)

Barbaro Technologies, LLC v. Niantic, Inc., No. 18-cv-02955-RS, slip op. (N.D. Cal. May 21, 2020) (patent for integrating real-time location information into a three-dimensional virtual environment)

iLife Technologies, Inc. v. Nintendo of America, Inc., No. 3:13-cv-4987-M, slip op. (N.D. Tex. Jan. 17, 2020) (patent to system capable of evaluating movement of a body relative to an environment)

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Patents And The Metaverse: Exemplar Ineligible Patents

Page 55: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

Gree v. Supercell, 2020 WL 4799770 (E.D. Tex. Aug. 6, 2020) (patents disclosing, inter alia, a specific manner of displaying a shooting mechanism involving a two-touch operation)

Blackbird Tech LLC v. Niantic, Inc., 2018 WL 5630452 (D.Del. Oct. 31, 2018) (patent directed to incorporating a user’s physical location as part of the video game environment)

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Patents And The Metaverse: Exemplar Eligible Patents

Page 56: IP Licensing and the Metaverse: Practical Considerations

Reed Smith

Questions?

19

Christine MorganPartnerSan Francisco+1 415 659 [email protected]

Thank you!