Feature By David Anderson More than a game: brand and trademark use in video games and virtual worlds Protecting and enforcing trademark rights in video games and virtual worlds is becoming increasingly complex. Publishers and developers must make reasoned decisions as to what third-party materials they incorporate, while rights holders work out how best to protect their marks Interactive video games continue to evolve and change. Games consoles and computers are becoming more powerful every year, allowing developers and publishers to create more and more detailed worlds and characters. Mobile phone handsets are now handheld computers with high-definition screens. Games such as Grand Theft Auto V create fictionalised versions of well-known landmarks throughout real cities such as Los Angeles. Virtual worlds such as Second Life have thriving economies of virtual goods, both branded and unbranded, while Minecraft permits end users to build virtual goods, buildings and machines using its distinctive blocks – so far, users have built everything from famous landmarks to scale models of the Starship Enterprise. At the same time, mobile, casual and social games have also emerged. Some are nearly as sophisticated as their traditional console and PC counterparts, while others are much, much simpler. Many games now offer users the ability to customise the game or upload content. Whether it is designing an avatar or building a virtual home or store, games today have increased users’ ability to manipulate and alter the game, which in turn has increased the potential for claims of trademark infringement. The increased realism and use of user-generated content and virtual property – as well as the proliferation of social and mobile games – have created new issues for companies as they navigate the ever-changing technological and legal landscape. Publishers and developers must make decisions with respect to what third-party brands and trademarks they can incorporate into their games, how to incorporate them and whether they need authorisation to do so. Rights holders must make decisions about how to best protect their trademarks and brands in games and virtual worlds. Clearly, there are some situations where a licence is necessary and obvious. Games such as the WWE Wrestling games, the Madden NFL Football games and a Marvel Spider-Man game could not be produced without a licence from the respective rights holders for their trademarks and other intellectual property. On the other hand, in light of current US case law, there are www.WorldTrademarkReview.com some situations where it is less clear whether a licence or other authorisation is required. For instance, does a realistic military shooter need a licence to incorporate the names and designs of various weapons into its gameplay and story? Does a crime drama game need a licence to have its protagonist drive a BMW or drink Coca-Cola? With the proliferation of user-generated content being incorporated into video games and virtual worlds, what steps can rights holders take to ensure that their brands and trademarks are not used without authorisation? And what can publishers and developers do to minimise liability arising from an end user incorporating third-party brands into its games? Video games and the First Amendment For over 20 years creators, publishers, developers and others in the video game industry argued that their products deserved the same First Amendment protections as other forms of creative media. The industry successfully fought attempts to restrict the sale of video games to children, as well as other laws aimed at controlling their sale or advertising. In addition, courts hearing copyright, trademark and other infringement cases generally recognised that video games should be afforded the same First Amendment protections as other forms of expressive media. However, it was not until the landmark case of Brown v Entertainment Merchants Assn (131 S Ct 2729 (2011)) that the US Supreme Court definitively extended the full protection of the First Amendment to video games as expressive speech on a par with plays, films and literature. Specifically, the court stated: “Like the protected books, plays and movies that preceded them, video games communicate ideas – and even social messages – through many familiar literary devices (such as characters, dialogue, plot and music) and through features distinctive to the medium (such as the player’s interaction with the virtual world).” Even before Brown, courts were examining the intersection of trademark law and the First Amendment when examining unauthorised trademark use in video games. In so doing, courts have consistently applied the so-called Rogers test, “which requires courts to construe the Lanham Act ‘to apply to artistic works only where the public interest in avoiding consumer confusion outweighs the public interest in free expression’” (Walking Mountain, 353 F 3d at 807 (emphasis in original), quoting Rogers v Grimaldi, 875 F 2d 994 (2d Cir 1989)). The Rogers test is a two-prong test first set out in Rogers v Grimaldi (875 F 2d 994 (2d Cir 1989)). It provides that an artistic work’s use of a trademark that would otherwise be an infringement February/March 2014 World Trademark Review 67 Feature: Video games and virtual worlds Grand Theft Auto V creates a fictionalised version of well-known landmarks from real cities such as Los Angeles is not actionable unless use of the mark “has no artistic relevance to the underlying work whatsoever, or if, it has some artistic relevance, unless [it] explicitly misleads as to the source or the content of the work” (Mattel, Inc v MCA Records, 296 F 3d 894, 902 (9th Cir 2002), quoting Rogers, 875 F 2d at 999). In other words the test asks first whether the use is artistically relevant and then whether it is explicitly misleading. One of the earlier cases to apply the Rogers test to video games was ESS Entertainment v Rock Star Videos, Inc (547 F 3d 1095 (9th Cir 2008)). ESS Entertainment 2000, Inc, owner of the Play Pen Gentlemen’s Club in Los Angeles, claimed that Rockstar’s depiction of a strip club called the Pig Pen in Los Santos, the fictionalised version of Los Angeles, infringed its trademark and trade dress. The Play Pen’s logo consisted of the words “The Play Pen”, “Totally Nude” and a silhouette of a nude female dancer. The court noted that there were differences with how the Pig Pen was depicted in the game, including a different building façade. Applying the Rogers test, the court found that one of Rockstar’s goals was to develop a “cartoon-style” parody of East Los Angeles, and that the inclusion of a strip club similar to the look and feel of the Play Pen had some “artistic relevance” (ESS Entertainment at 1100). Applying the second prong, the court noted that “mere use of a trademark alone cannot suffice to make such use explicitly misleading” (ESS Entertainment at 1100). The court determined that a “reasonable consumer” would not think that a company that owned one strip club in Los Angeles produced a “technologically sophisticated video game” (ESS Entertainment at 1101). More recently, and post-Brown, courts have been applying the Rogers test to permit the use of third-party trademarks in video games without the rights holder’s express permission. In Rebellion Developments Limited v Stardock Entertainment (ED Mich 2013) the district court applied the Rogers test to Stardock’s use of the term ‘rebellion’ in the title of Stardock’s game, Sins of a Solar Empire: Rebellion. The court noted that Stardock’s use of ‘rebellion’ in the game title clearly met “the low threshold of the first prong of the Rogers test”, determining that its use had artistic 68 World Trademark Review February/March 2014 relevance as Stardock’s product was about a rebellion and rebel forces. Even though it noted that there did appear to be some consumer confusion, the court agreed with the defendant that the mere use of a trademarked term as part of a title was insufficient to prove that the title was explicitly misleading. Similarly, in Novalogic, Inc v Activision Blizzard (CD Cal 2013) the District Court for the Central District of California applied the Rogers test to Activision Blizzard’s use of the DELTA FORCE trademark in one of its Call of Duty – Modern Warfare games. The plaintiff, Novalogic, had registered trademarks for the mark DELTA FORCE in both block letters and a design mark, and alleged that Activision’s use of the term and a different stylised logo in its game infringed Novalogic’s rights. The court noted that the game was a “fully cinematic experience featuring story, dialog, music, effects and all of the other elements found in a big budget entertainment franchise”. In addition, the court noted that “the names and logos of actual combat forces” were used, “such as the U.S. Army Rangers and British Special Air Service”. In Novalogic the court reviewed the game and determined that Call of Duty – Modern Warfare 3 was “an expressive work entitled to as much First Amendment protection as any motion picture or any other expressive work”. The court then applied the Rogers test to the facts at hand – while noting that it is extremely protective of speech, and that only the use of a trademark with “no artistic relevance to the underlying work” would fail to qualify for First Amendment protection – and found that the particular use in the game gave “users of [the game] a sense of a particularized reality of being part of an actual elite special forces operation and serve[d] as a means to increase specific realism of the game”. Applying the second prong of the Rogers test, the court said it was “undisputed” that Activision did nothing to misrepresent or state explicitly that its game was in any way affiliated with Novalogic. Accordingly, in granting Activision summary judgment, the court held that its use of the DELTA FORCE name and logo in its game was protected by the First Amendment as it passed the Rogers test. www.WorldTrademarkReview.com Games such as the FIFA series could not be produced without a licence from the respective rights holders for their trademarks and other intellectual property – EA Sports and the Fédération Internationale de Football Association have announced an extension of their existing licensing agreement until December 31 2022 (Possible) limitations In reviewing the cases above, in light of Brown and the relatively low standards necessary to meet the Rogers test, there is an argument that the use of a third party’s trademark in a video game may be permissible provided that it is at all relevant to the underlying game (eg, in the pursuit of added realism), and does not imply or expressly state that the rights holder has authorised the use or otherwise mislead consumers as to the source. However, while not directly trademark related, some interesting recent litigation related to similar rights does suggest that the First Amendment protections afforded video games are not absolute, and that one must examine the root of the claims and rights in order to determine whether they are trademark claims and rights, or are perhaps related to other rights. In a case that was closely watched by the video game industry and other media, the US Court of Appeals for the Third Circuit held in a split decision that Electronic Arts’ (EA) NCAA Football video games did not sufficiently transform the plaintiff Ryan Hart’s “identity to escape the right of publicity claim” made by Hart. It thus overturned the district court’s granting of summary judgment in favour of EA (Hart v Electronic Arts, 3d Cir 2013 [No 11-3750]). Ryan Hart, a former college football player, originally brought suit against EA in 2009 for allegedly violating his right of publicity under New Jersey law by including his likeness and biographical information (but not his name) in a series of NCAA Football video games. The district court granted summary judgement in favour of EA, holding that the use was protected by the First Amendment. The Third Circuit examined different balancing tests between First Amendment rights and rights of publicity, including the predominant use test, the Rogers test and the transformative use test. It ultimately elected to use the transformative use test, stating that it “appears to strike the best balance because it provides courts with a flexible – yet uniformly applicable – analytical framework”. Applying the test, the majority found that EA’s use was insufficiently transformative to escape the protections of Hart’s right of publicity. In James “Jim” Brown v Electronic Arts (9th Cir 2013) the Ninth Circuit Court affirmed the district court’s ruling that EA’s use of Jim Brown’s likeness in its Madden NFL football series of games did not violate Section 43(a) of the Lanham Act (consumer confusion). Citing the Rogers test, the court stated that video games are entitled to the www.WorldTrademarkReview.com same First Amendment protection as literature, plays or books, and held in applying the Rogers test that Brown’s likeness was artistically relevant to the games and there were no facts to support that EA explicitly misled consumers about Brown’s involvement. The court stated that “the public interest in free expression outweighs the public interest in avoiding consumer confusion”. However, in a similar case – In Re: NCAA Student-Athlete Name & Likeness Licensing Litigation (also known as Keller v Electronic Arts, 9th Cir 2013) – the Ninth Circuit held that EA was not entitled to First Amendment protection with respect to its use of NCAA studentathletes in its NCAA football video game, as it applies to state right of publicity claims. The court took pains to distinguish between the state right of publicity claims from the federal Lanham claims in Brown, holding that with respect to the claims in Keller, the transformative use test was the correct standard to apply to state right of publicity claims. Applying this test, the court (citing the Third Circuit’s similar decision in Hart v Electronic Arts) held that EA’s use of Keller’s likeness was insufficiently transformative, and that EA was not, as a matter of law, protected by the First Amendment. The court also refused to apply the Rogers test to right of publicity claims, as urged by EA. The right of publicity cases seem to suggest that First Amendment protections, even for creative works, are not absolute. Thus, an evaluation of the rights and potential claims is critical when determining whether the incorporation of a third party’s intellectual property into a game may result in potential liability or whether to pursue such a claim. This is especially true where the use incorporates what is both a trademark and someone’s name or likeness, such as those of a musical group or performer. User-generated content issues All of the cases examined above are games where the publisher/ developer was the party incorporating the alleged infringing material into the game. However, in today’s market, it is no longer just the publisher or developer that controls what content appears in the game. Some games, such as Deep Silver’s Saints Row games and EA’s sports games, allow end users to create and customise their in-game characters. Saints Row allows users to build characters with various skins, outfits, hair and other attributes. Many of EA’s sports products feature “Game Face”, which allows users to scan images and use them as the basis on which to create an avatar. Many of these systems also permit users to February/March 2014 World Trademark Review 69 Feature: Video games and virtual worlds A dispute centred on Electronic Arts’ NCAA Football video games highlights issues surrounding right of publicity claims In Novalogic, Inc v Activision Blizzard the District Court for the Central District of California applied the Rogers test to Activision Blizzard’s use of the DELTA FORCE trademark in one of its Call of Duty – Modern Warfare games share these avatars/character designs with other users. In addition, virtual worlds such as Linden Lab’s Second Life allow users to customise their avatars, as well as their homes, businesses and attire. Some virtual worlds also give end users the ability to create their own business and engage in virtual marketplace transactions. Any such system opens the door to potential trademark infringement claims, as well as to copyright and even right of publicity claims. While it would seem that user-generated content could lead to significant claims of infringement, litigation in this area does not seem to be as prevalent. In 2004 Marvel sued publisher NCSoft and developer Cryptic Studios over the popular multi-player online game City of Heroes, alleging copyright and trademark infringement, among other things. Most of the claims stemmed from the avatar creator, which allowed end users to build and design their own superheroes. Marvel alleged that end users could essentially make virtual versions of famous Marvel characters such as Wolverine, Spider-Man and the Incredible Hulk without authorisation from Marvel. The case was eventually settled. Although the terms of the settlement were kept confidential, few changes, if any, were made to the game’s avatar creator. Likewise, Taser International, filed a lawsuit against Linden Labs related to the use of Taser guns in Second Life. These claims also involved a third party’s use of the word ‘Taser’ in describing virtual goods being used in the virtual world. Taser International ultimately withdrew its complaint and Linden Labs revised its terms and conditions to place additional restrictions on end users’ use of thirdparty trademarks, likenesses and other intellectual property. These cases aside, the relative lack of litigation related to trademark infringement claims arising from user-generated content is itself significant, as is the fact that some of the more high-profile cases have been settled out of court. One can assume that some of this stems from how publishers and developers address user-generated content issues. Nearly all products that permit end users to upload usergenerated content require them to agree to an end-user licence or 70 World Trademark Review February/March 2014 terms of service. These agreements nearly always require end users to represent and warrant that they own or have the necessary rights and permissions to use any content that they create and upload. Terms of service also typically contain language which expressly discourages the infringement of third-party rights when creating user-generated content. Lastly, most publishers and developers use a Digital Millennium Copyright Act-style response to allegations of trademark infringement from the use of virtual property or characters. To date, this approach appears to have been relatively effective. While the Digital Millennium Copyright Act technically applies only to copyright and alleged infringements of copyright, it appears that most parties accept the application of its principles to other types of intellectual property, including trademarks. Thus, game publishers and developers have been able to limit their exposure to trademark infringement claims with respect to user-generated content in their games by structuring their terms of service so as to make it clear that they do not encourage the infringement of third-party intellectual property and by promptly responding to takedown requests from rights holders. Conclusions Since Brown v Entertainment Merchants Assn, it appears that most video games and virtual worlds are creative works entitled to the same First Amendment protections as other creative media. However, publishers and developers should still exercise caution when incorporating third-party trademarks into their games, while rights holders also need to examine potential infringements. Although the application of the Rogers test sets a relatively low bar with respect to the artistic relevance that the third-party mark must have to the game, this should be only one factor being examined. First, the nature of the intended use should be examined. Will the mark be featured prominently throughout the game or on one particular level of the game? Is it being used to add realism to the game or for some other purpose, such as parody? Second, the nature of the rights in question should be examined. If there is an underlying state or contract right (eg, the right of publicity or a contractual agreement between the parties), current www.WorldTrademarkReview.com jurisprudence would suggest that the First Amendment may not always protect such uses and that the use may be actionable. Third, the nature of the game should be examined. Nearly all of the cases discussed here involved complex games with intricate plots, stories and characters. Do simple puzzles or card games share the same First Amendment protections as their more complex counterparts? Does incorporating a third-party brand into a video poker game have artistic relevance? While it is clear that the Rogers test sets a relatively low standard with respect to artistic relevance, it is possible that a court may attempt to distinguish between different uses based on a game’s nature. Fourth, if the game is going to permit users to upload and exchange user-generated content, then the terms of use/end-user agreement should make it clear that the publisher and/or developer neither wants nor will permit the uploading of material that infringes third-party rights. Further, the publisher and/or developer should respond promptly to takedown requests. Fifth, like their other media counterparts, game publishers and developers may begin to incorporate clear statements that their game is a creative work of fiction, and that any resemblance to any person, living or dead, or similarity to any brands or trademarks is purely coincidental. Finally, video games are truly an international form of entertainment and all of the cases discussed here apply US law only – the First Amendment and all of the protections that it affords artistic expression do not extend to other countries. Publishers and www.WorldTrademarkReview.com developers need to examine rights from an international perspective and understand that what may be permissible in the United States may not be legal elsewhere. Accordingly, the cost of potentially defending a suit in a foreign country or making a localised version of the game should also be examined and weighed. A rights holder faced with an unauthorised use of its trademark should also examine the factors set out above and make a determination as to whether it believes the use is actionable and whether it makes sense to pursue a claim. It may also want to monitor virtual worlds actively for potential infringements and even consider establishing its own authorised virtual stores. In deciding whether to pursue a licence (if a publisher or developer) or a claim of infringement, the respective parties may also calculate the potential risks as well as the potential benefits. In many cases a licence for a nominal fee may benefit both sides. It gives the rights holder some control over the use of its mark in the game (and potentially some revenue), and allows the publisher/ developer not to worry about defending a trademark infringement claim, even if it believes that its uses are protected. WTR David Anderson is counsel at Edwards Wildman Palmer LLP. H Straat Tenney, associate, contributed to the article DAnderson@edwardswildman.com February/March 2014 World Trademark Review 71