英文摘要 |
With advancement of the virtual reality technology, virtual reality has become a global phenomenon. Virtual reality technology is now widely used in a variety of areas such as entertainment, education, and practical trainings. The developing trend of the entertainment industry is mainly on the development of virtual reality games. The developers of virtual reality sports games are actively seeking strategic cooperation with major sports leagues, teams, star players and tournaments, and obtaining the right of publicity license from star players. The hot sale of virtual reality sports games has unexpectedly incurred copyright infringement claims over tattoos displayed on the avatars of star players, thus causing conflicts between the right of publicity and copyright protection. This article will address this copyright infringement issue beginning from the use of copyrighted materials in virtual reality. It will first introduce the tattoo infringement issues relating to the right of publicity and copyrigh t protection, and then organize the core concepts of both the right of publicity and copyright, scope of protection and limitation, and court judgments in the United States and Taiwan respectively. This article will finally proceed with a copyright fair use analysis regarding to the tattoos displayed on the avatars of the star players. The right of publicity and copyright protection have their separate legislative purposes. Allowing the copyright owner to aggressively enforce the public display right will cause undue restriction on the exercise of the right of publicity. But allowing the right holder to strictly enforce the right of publicity will also improperly hinder the copyright protection. To adjudicate this type of dispute in the future, this article suggests the court in Taiwan must take the legislative intent of copyright law, the purpose of the right of publicity, and legitimate interests of both litigants into consideration in order to deter copyright abuse claim. |