A trademark or trade mark is a distinctive sign or indicator of some kind which is used by an individual, business organization or other legal entity to uniquely identify the source of its products and/or services to consumers, and to distinguish its products or services from those of other entities The Trade Mark Act (TMA) establishes a fundamental system of protection based on registration rather than use, while for protection under the UCPA the existence of a secondary meaning and actual likelihood of confusion is required. Trade mark rights do not, therefore, arise merely through the use of a trade mark, regardless of how well-known the mark may be. On the other hand, it is evident that system of first use adopted in other countries For example, the United States of America, the Philippines, Indonesia and all countries with a legal system based on the traditional British model..has had some influence on the Trade Mark Act. For example, according to Sec. 2 TMA, which requires distinctiveness as a requirement for registration, even a trade mark which is not distinct (and thus not registrable) may be registered provided the mark has become well-known among consumers by use and has consequently acquired "secondary meaning", Sec. 6(2). The TMA categorizes the following kinds of marks as lacking distinctiveness (Sec. 6(1)): - Generic or common names for the product; - Descriptive mark; - Conspicuous geographical names; - Common surnames or titles and - Simple or common marks. - Mark devoid of any distinctive chracter A trade mark acquires secondary meaning when, over time, consumers have grown to recognis ethe mark as identifying a particular company products. However, in such case, evidence verifying such use and notoriety should be submitted at the time of filing. In assessing whether a trade mark acquires secondary meaning, the grounds under Section(1) 1-7(taken together with Section 6(2)) should be justified on the basis of 'Freihaltebedurfnis'.
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Ⅰ. 서론 1. e스포츠산업의 현황 2. 문제제기 3. 논문의 구조 Ⅱ. e스포츠게임의 저작권 문제 1. 저작물성 2. 영상저작물 특례조항 적용 3. 컴퓨터프로그램보호법상 보호 Ⅲ. e스포츠경기 방송과 저작재산권 제한 가능성 문제 1. 개괄 2. 공표된 저작물의 인용 3. 영리를 목적으로 하지 아니하는 공연ㆍ방송 4. 학교교육목적에의 이용 5. 게임산업진흥법 개정안 검토 Ⅳ. 기타 role player의 저작권등 보호 가능성 문제 1. e스포츠 선수 2. e스포츠 중계자 및 해설자 3. e스포츠 구단 및 협회 4. 게임방송사 V. 전망 및 제언 1. 저작권법 측면 2. 게임산업진흥법 측면 3. 진행형의 문제 참고문헌 ABSTRACT
키워드
e스포츠컴퓨터게임영상저작물컴퓨터프로그램저작물저작물성방송권공연권저작권 제한공정이용퍼블리시티권e-sportcomputer gamefilm workcomputer program workcopyrightabilitybroadcasting rightperformance rightcopyright limitationsfair useright of publicity
본 학회는 지식재산 및 관련 제도(특허, 실용신안, 상표, 디자인, 영업비밀, 저작권, 반도체칩, 컴퓨터프로그램, 데이터베이스, 디지털콘텐츠 등)에 관한 국내외 이론과 실무에 대한 연구를 촉진하여 지식재산분야의 학문간 융합발전과 국제적 유대를 강화하고, 지식재산에 관한 지식을 보급하여 인적 네트워크 구축과 정책제언을 추진하며 이를 통해 국가발전에 이바지하는 것을 목적으로 한다.