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BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU

Year 2021, Volume: 7 Issue: 1, 93 - 110, 30.06.2021

Abstract

Bu makale bilgisayar (video) oyununun kavramı, türleri ve unsurlarını açıklamakta, bilgisayar oyununun bütününün ve ayrı ayrı unsurlarının eser olarak hukuki niteliğini tartışmakta ve hangi eser kategorisine ait olduğu sorusuna cevap aramaktadır. Türkiye ve mukayeseli hukuk düzenlemeleri ve Avrupa Birliği Adalet Divanı kararları ışığında sorunu ele alan makale bilgisayar oyunlarının bütününün görsel-işitsel eser türü olarak 5846 sayılı Fikir ve Sanat Eserleri Kanunu kapsamında sinema eseri kategorisinde ele alınması ve zorunlu kayıt ve tescile tabi tutulması gerektiği, bilgisayar oyununun hususiyet içermesi koşuluyla ayrı ayrı unsurlarının somut olayda ilgili kanunda ilim ve edebiyat, güzel sanat veya musiki eseri olarak korunabileceği, programın hususiyet içermesi durumunda programcının bilgisayar oyunu üzerinde eser sahipleri arasında yer alması gerektiği, kullanıcıların oyuna katkısının hususiyet içerdiği istinai durumlarda yalnız katkı sağladığı kısımda eser sahipliğinin doğabileceği sonucuna varmışır.

References

  • Adrian, Angela (2010) Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights, IGI Global, New York.
  • Aksu, Mustafa (2006) Bilgisayar Programlarının Fikri Mülkiyet Hukukunda Korunması, 1. Baskı, Beta Basım Yayım, İstanbul.
  • Arslanlı, Halil (1954) Fikri Hukuk Dersleri, C: 2, Sulhi Garan Matbaası, İstanbul.
  • Baldrica, John (2007), ‘Mod as Heck: Frameworks for Examining Ownership Rights in User-contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-modified Videogame Projects’ Minnesota Journal of Law, Science & Technology, Vol: 8, No: 2, s. 681-713.
  • Bayramlıoğlu, Emre, ‘Free and Open Source Software under Turkish Copyright Law’: Axel Metzger (Editor) (2015) Free Software and Other Alternative License (FOSS) Models: A Comparative Analysis, Springer Science & Business Media, s. 445-460.
  • Bonadio, Enrico & Lucchi, Nicola, ‘Introduction: Setting the Scene for Non-conventional Copyright’: Bonadio, Enrico & Lucchi, Nicola (Editors) (2018) Non-conventional Copyright: Do New and Atypical Works Deserve Protection?, Edward Elgar Publishing, s. 1-22.
  • Brown, Peter & Raysman, Richard (2006), ‘Property Rights in Cyberspace Games and Other Novel Legal Issues in Virtual Property’ The Indian Journal of Law and Technology, Vol: 2, s. 87-105.
  • Burk, Dan L. (2005), ‘Electronic Gaming and the Ethics of Information Ownership’ International Review of Information Ethics, Vol: 4, s. 39-45.
  • Coogan , Kyle (2018), ‘Let’s Play: A Walkthrough of Quarter-century-old Copyright Precedent as Applied to Modern Video Games’ Fordham Intellectual Property, Media, and Entertainment Law Journal, Vol: 28, No: 2, s. 381-419.
  • Coppock, Patrick, ‘Are Computer Games Real’: Sageng, John Richard, Fossheim, Hallvard & Larsen, Tarjei Mandt (Editors) (2012) The Philosophy of Computer Games, Vol: 7, Springer, s. 259-275.
  • Doğan, Derya & Özocak, Gürkan, ‘Dijital Oyunlar, Multimedya Yaratımlar ve Güncel Hukuki Problemler’: 3. Uluslararası Bilişim Hukuku Kurultayı, Haziran 2013, İzmir.
  • Dean, Drew S. (2016) ‘Hitting Reset: Devising a New Video Game Copyright Regime’ University of Pennsylvania Law Review, Vol: 164, s. 1239-1280.
  • Denicola, Robert C. (2016), ‘Ex Machina: Copyright Protection for Computer-generated Works’ Rutgers University Law Review, Vol: 69, s. 251-287.
  • Eralp, Özgür (2012), ‘Türk Hukukunda Bilgisayar Programlarına, Yazılımlara İlişkin Hakların Korunması’, <Kazancı İçtihat Bilgi Bankası> s.e.t. 27.05.20.
  • Esposito, Nicolas, ‘A Short and Simple Definition of What a Videogame Is’: The Digital Games Research Conference: Changing Views – Worlds in Play, 16-20 June 2005, Vancouver, Canada.
  • Goldstein, Paul (2020) Goldstein on Copyright, 3rd Edition, Vol: 1, Wolters Kluwer.
  • Göttlich, Paul (2007) ‘Online Games from the Standpoint of Media and Copyright Law’,‘IRIS Plus <https://rm.coe.int/16807833e2> s.e.t. 08.05.2020.
  • Greenspan, David (2014), ‘Video Games and IP: A Global Perspective’ WIPO Magazine, No: 2, s. 6-11.
  • Grzegorczyk, Tomasz (2017), ‘Qualification of Computer Games in Copyright Law’ The Scientific Journal of Bielsko-Biala School of Finance and Law, No: 1, s. 131-145.
  • Hemnes, Thomas M. S. (1982) ‘Adaptation of Copyright Law to Video Games’ University of Pennsylvania Law Review, Vol: 131, No: 1, s. 171-233.
  • Hoeren, Thomas (2019) IT-Law, University of Münster Institute for Information, Telecommunication and Media Law.
  • İçli, Şuayip (2019) ‘Fikri Mülkiyet Hukukunda Bilgisayar Programlarının Korunması’ (Yayınlanmamış Yüksek Lisans Tezi), Maltepe Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Jewell, Catherine (2012), ‘Video Games: 21st Century Art’ WIPO Magazine, No: 4, s. 10-14.
  • Jungar, Elrik (2016), ‘Streaming Video Games: Copyright Infringement or Protected Speech’ Press Start, Vol: 3, No: 2, s. 23-47.
  • Kane, Sean F. (2014), ‘Copyright Assignment Terminations after 35 Years: The Video Games Industry Comes of Age’ Intellectual Property & Technology Law Journal, Vol: 26, No: 1, s. 15-19.
  • Kauert, Michael, ‘Recht und Gesetz im Computerspielen‘: Wandtke, Artur-Axel (Editor) (2011) Medienrecht (Praxishandbuch): Schutz von Medienprodukten, 2. Band, 2. Auflage, Berlin, De Gruyter, s. 419-474.
  • Kılıç, Taylan (2018) ‘Bilgisayar Oyunlarının Eser Niteliği’ (Yayınlanmamış Yüksek Lisans Tezi), İstanbul Bilgi Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Kuehl, John (2016) ‘Video Games and Intellectual Property: Similarities, Differences, and a New Approach to Protection’, Cybaris, Vol: 7, No: 2, s. 313-349.
  • Kurtulmuş, Ahmet (1992) ‘Bilgisayar Programlarının Hukuki Yolla Korunması’ (Yayınlanmamış Yüksek Lisans Tezi), İstanbul Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Lastowka, Greg , ‘Copyright Law and Video Games: A Brief History of an Interactive Medium’: David, Matthew & Halbert, Debora (Editors) (2015) The SAGE Handbook of Intellectual Property, SAGE Publications, s. 495-514.
  • Loewenheim, Ulrich (1989), ‘Legal Protection for Computer Programs in West Germany‘ High Technology Law Journal, Vol: 4, No: 2, s. 187-215.
  • Loney, Michael (2019), ‘Video Games as a Separate Type of Work for Copyright Registration Purposes’ Managing Intellectual Property, <Complementary Index Database> s.e.t. 15.05.20.
  • Maume, Philipp, ‘Compulsory Licensing in Germany’: Hilty, Reto M. & Liu, Kung-Chung (Editors) (2015) Compulsory Licensing: Practical Experiences and Ways Forward, Berlin, Springer Verlag, s. 95-120.
  • Metzger, Axel (2014), ‘Urheberrechtsschutz von Computerspielen: Europäischer Gerichtshof Klärt Grundsatzfragen’ Informatik Spektrum: Zum Gedenken an Dr. Dr. h.c. mult. Wilfried Brauer, No: 37, s. 269-271.
  • Ochoa, Tyler T. (2012), ‘Who Owns an Avatar? Copyright, Creativity, and Virtual Worlds’ Vanderbilt Journal of Entertainment and Technology Law, Vol: 14, No: 4, s. 959-991.
  • Pina, Pedro, ‘Computer Games and Intellectual Property Law: Derivative Works, Copyright and Copyleft’: Cruz-Cunha, Maria Manuela et al. (Editors) (2011) Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments, IGI Global, s. 464-475.
  • Ramos, Andy, et al. (2013) The Legal Status of Video Games: Comparative Analysis in National Approaches, World Intellectual Property Organization.
  • Ramos, Andy, (2014) ‘Video Games: Computer Programs or Creative Works?’ WIPO Magazine, No: 4, s. 25-28.
  • Sezen, Diğdem (2013), ‘Bir Sanatsal İfade Aracı Olarak Dijital Oyunlar’, İstanbul Üniversitesi İletişim Fakültesi Dergisi, C: 2, No: 45, s. 129-147.
  • Stein, Julian (2015), ‘The Legal Nature of Video Games: Adapting Copyright Law to Multimedia’ Press Start, Vol: 2, No: 1, s. 43-55.
  • Tekinalp, Ünal (2005) Fikri Mülkiyet Hukuku, 4. Baskı, Arıkan Yayınları, İstanbul.
  • Topaloğlu, Mustafa (1997) Bilgisayar Programları Üzerindeki Haklar ve Bu Hakların Korunması, Altan Matbaacılık, İstanbul.
  • Turan, Metin (2016), ‘Geleneksel ve Elektronik Eser Sahiplerinin Telif Hakları, Dijital Haklar Yönetimi: Uluslararası Düzenlemeler ve Fikir ve Sanat Eserleri Kanunu Çerçevesinde Bir Değerlendirme’ Bilgi Dünyası Dergisi, C: 17, No: 1, s. 57-86.
  • Wieduwilt, Hendrik (2008), ‘Cheatbots in Onlinespielen – eine Urheberrechtsverletzung?‘ MultiMedia und Recht Zeitschrift, No: 11, s. 715-719.
  • Yan, Jeff & Randell, Brian (2005) Security in Computer Games: From Pong to Online Poker, University of Newcastle Upon Tyne.
  • Yu, Yudong (2017) ‘Intellectual Property Rights and the Game Industry’ (Unpublished Doctoral Thesis), University of Manchester, Faculty of Humanities.

PROBLEM OF AN ADEQUATE CATEGORY OF WORK FOR THE PROTECTION OF COMPUTER (VIDEO) GAMES UNDER THE LAW ON INTELLECTUAL AND ARTISTIC WORKS

Year 2021, Volume: 7 Issue: 1, 93 - 110, 30.06.2021

Abstract

This article explains the concept, types, and elements of computer (video) games, discusses the legal nature of computer games as a whole, and its constituent elements as work and attempts to find which category of works computer games belong to. In the light of Turkish and comparative law and judgments of the European Court of Justice, this article concludes that the computer games as a whole should be regarded under the category of cinematographic works as an audiovisual work within the meaning of the Law on Intellectual and Artistic Works No 5846 and be subject to mandatory registration and record and that the constituent elements of computers games should be protected as scientific and literary works, works of fine art or musical works on a case-to-case basis provided that they are original. Programmers should also be regarded among copyright holders of computer games, provided that software is original. Limited to their part of creation, ownership of users in computer games should be approved in exceptional cases where their contribution to a game constitutes originality.

References

  • Adrian, Angela (2010) Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights, IGI Global, New York.
  • Aksu, Mustafa (2006) Bilgisayar Programlarının Fikri Mülkiyet Hukukunda Korunması, 1. Baskı, Beta Basım Yayım, İstanbul.
  • Arslanlı, Halil (1954) Fikri Hukuk Dersleri, C: 2, Sulhi Garan Matbaası, İstanbul.
  • Baldrica, John (2007), ‘Mod as Heck: Frameworks for Examining Ownership Rights in User-contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-modified Videogame Projects’ Minnesota Journal of Law, Science & Technology, Vol: 8, No: 2, s. 681-713.
  • Bayramlıoğlu, Emre, ‘Free and Open Source Software under Turkish Copyright Law’: Axel Metzger (Editor) (2015) Free Software and Other Alternative License (FOSS) Models: A Comparative Analysis, Springer Science & Business Media, s. 445-460.
  • Bonadio, Enrico & Lucchi, Nicola, ‘Introduction: Setting the Scene for Non-conventional Copyright’: Bonadio, Enrico & Lucchi, Nicola (Editors) (2018) Non-conventional Copyright: Do New and Atypical Works Deserve Protection?, Edward Elgar Publishing, s. 1-22.
  • Brown, Peter & Raysman, Richard (2006), ‘Property Rights in Cyberspace Games and Other Novel Legal Issues in Virtual Property’ The Indian Journal of Law and Technology, Vol: 2, s. 87-105.
  • Burk, Dan L. (2005), ‘Electronic Gaming and the Ethics of Information Ownership’ International Review of Information Ethics, Vol: 4, s. 39-45.
  • Coogan , Kyle (2018), ‘Let’s Play: A Walkthrough of Quarter-century-old Copyright Precedent as Applied to Modern Video Games’ Fordham Intellectual Property, Media, and Entertainment Law Journal, Vol: 28, No: 2, s. 381-419.
  • Coppock, Patrick, ‘Are Computer Games Real’: Sageng, John Richard, Fossheim, Hallvard & Larsen, Tarjei Mandt (Editors) (2012) The Philosophy of Computer Games, Vol: 7, Springer, s. 259-275.
  • Doğan, Derya & Özocak, Gürkan, ‘Dijital Oyunlar, Multimedya Yaratımlar ve Güncel Hukuki Problemler’: 3. Uluslararası Bilişim Hukuku Kurultayı, Haziran 2013, İzmir.
  • Dean, Drew S. (2016) ‘Hitting Reset: Devising a New Video Game Copyright Regime’ University of Pennsylvania Law Review, Vol: 164, s. 1239-1280.
  • Denicola, Robert C. (2016), ‘Ex Machina: Copyright Protection for Computer-generated Works’ Rutgers University Law Review, Vol: 69, s. 251-287.
  • Eralp, Özgür (2012), ‘Türk Hukukunda Bilgisayar Programlarına, Yazılımlara İlişkin Hakların Korunması’, <Kazancı İçtihat Bilgi Bankası> s.e.t. 27.05.20.
  • Esposito, Nicolas, ‘A Short and Simple Definition of What a Videogame Is’: The Digital Games Research Conference: Changing Views – Worlds in Play, 16-20 June 2005, Vancouver, Canada.
  • Goldstein, Paul (2020) Goldstein on Copyright, 3rd Edition, Vol: 1, Wolters Kluwer.
  • Göttlich, Paul (2007) ‘Online Games from the Standpoint of Media and Copyright Law’,‘IRIS Plus <https://rm.coe.int/16807833e2> s.e.t. 08.05.2020.
  • Greenspan, David (2014), ‘Video Games and IP: A Global Perspective’ WIPO Magazine, No: 2, s. 6-11.
  • Grzegorczyk, Tomasz (2017), ‘Qualification of Computer Games in Copyright Law’ The Scientific Journal of Bielsko-Biala School of Finance and Law, No: 1, s. 131-145.
  • Hemnes, Thomas M. S. (1982) ‘Adaptation of Copyright Law to Video Games’ University of Pennsylvania Law Review, Vol: 131, No: 1, s. 171-233.
  • Hoeren, Thomas (2019) IT-Law, University of Münster Institute for Information, Telecommunication and Media Law.
  • İçli, Şuayip (2019) ‘Fikri Mülkiyet Hukukunda Bilgisayar Programlarının Korunması’ (Yayınlanmamış Yüksek Lisans Tezi), Maltepe Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Jewell, Catherine (2012), ‘Video Games: 21st Century Art’ WIPO Magazine, No: 4, s. 10-14.
  • Jungar, Elrik (2016), ‘Streaming Video Games: Copyright Infringement or Protected Speech’ Press Start, Vol: 3, No: 2, s. 23-47.
  • Kane, Sean F. (2014), ‘Copyright Assignment Terminations after 35 Years: The Video Games Industry Comes of Age’ Intellectual Property & Technology Law Journal, Vol: 26, No: 1, s. 15-19.
  • Kauert, Michael, ‘Recht und Gesetz im Computerspielen‘: Wandtke, Artur-Axel (Editor) (2011) Medienrecht (Praxishandbuch): Schutz von Medienprodukten, 2. Band, 2. Auflage, Berlin, De Gruyter, s. 419-474.
  • Kılıç, Taylan (2018) ‘Bilgisayar Oyunlarının Eser Niteliği’ (Yayınlanmamış Yüksek Lisans Tezi), İstanbul Bilgi Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Kuehl, John (2016) ‘Video Games and Intellectual Property: Similarities, Differences, and a New Approach to Protection’, Cybaris, Vol: 7, No: 2, s. 313-349.
  • Kurtulmuş, Ahmet (1992) ‘Bilgisayar Programlarının Hukuki Yolla Korunması’ (Yayınlanmamış Yüksek Lisans Tezi), İstanbul Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Lastowka, Greg , ‘Copyright Law and Video Games: A Brief History of an Interactive Medium’: David, Matthew & Halbert, Debora (Editors) (2015) The SAGE Handbook of Intellectual Property, SAGE Publications, s. 495-514.
  • Loewenheim, Ulrich (1989), ‘Legal Protection for Computer Programs in West Germany‘ High Technology Law Journal, Vol: 4, No: 2, s. 187-215.
  • Loney, Michael (2019), ‘Video Games as a Separate Type of Work for Copyright Registration Purposes’ Managing Intellectual Property, <Complementary Index Database> s.e.t. 15.05.20.
  • Maume, Philipp, ‘Compulsory Licensing in Germany’: Hilty, Reto M. & Liu, Kung-Chung (Editors) (2015) Compulsory Licensing: Practical Experiences and Ways Forward, Berlin, Springer Verlag, s. 95-120.
  • Metzger, Axel (2014), ‘Urheberrechtsschutz von Computerspielen: Europäischer Gerichtshof Klärt Grundsatzfragen’ Informatik Spektrum: Zum Gedenken an Dr. Dr. h.c. mult. Wilfried Brauer, No: 37, s. 269-271.
  • Ochoa, Tyler T. (2012), ‘Who Owns an Avatar? Copyright, Creativity, and Virtual Worlds’ Vanderbilt Journal of Entertainment and Technology Law, Vol: 14, No: 4, s. 959-991.
  • Pina, Pedro, ‘Computer Games and Intellectual Property Law: Derivative Works, Copyright and Copyleft’: Cruz-Cunha, Maria Manuela et al. (Editors) (2011) Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments, IGI Global, s. 464-475.
  • Ramos, Andy, et al. (2013) The Legal Status of Video Games: Comparative Analysis in National Approaches, World Intellectual Property Organization.
  • Ramos, Andy, (2014) ‘Video Games: Computer Programs or Creative Works?’ WIPO Magazine, No: 4, s. 25-28.
  • Sezen, Diğdem (2013), ‘Bir Sanatsal İfade Aracı Olarak Dijital Oyunlar’, İstanbul Üniversitesi İletişim Fakültesi Dergisi, C: 2, No: 45, s. 129-147.
  • Stein, Julian (2015), ‘The Legal Nature of Video Games: Adapting Copyright Law to Multimedia’ Press Start, Vol: 2, No: 1, s. 43-55.
  • Tekinalp, Ünal (2005) Fikri Mülkiyet Hukuku, 4. Baskı, Arıkan Yayınları, İstanbul.
  • Topaloğlu, Mustafa (1997) Bilgisayar Programları Üzerindeki Haklar ve Bu Hakların Korunması, Altan Matbaacılık, İstanbul.
  • Turan, Metin (2016), ‘Geleneksel ve Elektronik Eser Sahiplerinin Telif Hakları, Dijital Haklar Yönetimi: Uluslararası Düzenlemeler ve Fikir ve Sanat Eserleri Kanunu Çerçevesinde Bir Değerlendirme’ Bilgi Dünyası Dergisi, C: 17, No: 1, s. 57-86.
  • Wieduwilt, Hendrik (2008), ‘Cheatbots in Onlinespielen – eine Urheberrechtsverletzung?‘ MultiMedia und Recht Zeitschrift, No: 11, s. 715-719.
  • Yan, Jeff & Randell, Brian (2005) Security in Computer Games: From Pong to Online Poker, University of Newcastle Upon Tyne.
  • Yu, Yudong (2017) ‘Intellectual Property Rights and the Game Industry’ (Unpublished Doctoral Thesis), University of Manchester, Faculty of Humanities.

PROBLEM OF AN ADEQUATE CATEGORY OF WORK FOR THE PROTECTION OF COMPUTER (VIDEO) GAMES UNDER THE LAW ON INTELLECTUAL AND ARTISTIC WORKS

Year 2021, Volume: 7 Issue: 1, 93 - 110, 30.06.2021

Abstract

This article explains the concept, types, and elements of computer (video) games, discusses the legal nature of computer games as a whole, and its constituent elements as work and attempts to find which category of works computer games belong to. In the light of Turkish and comparative law and judgments of the European Court of Justice, this article concludes that the computer games as a whole should be regarded under the category of cinematographic works as an audiovisual work within the meaning of the Law on Intellectual and Artistic Works No 5846 and be subject to mandatory registration and record and that the constituent elements of computers games should be protected as scientific and literary works, works of fine art or musical works on a case-to-case basis provided that they are original. Programmers should also be regarded among copyright holders of computer games, provided that software is original. Limited to their part of creation, ownership of users in computer games should be approved in exceptional cases where their contribution to a game constitutes originality.

References

  • Adrian, Angela (2010) Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights, IGI Global, New York.
  • Aksu, Mustafa (2006) Bilgisayar Programlarının Fikri Mülkiyet Hukukunda Korunması, 1. Baskı, Beta Basım Yayım, İstanbul.
  • Arslanlı, Halil (1954) Fikri Hukuk Dersleri, C: 2, Sulhi Garan Matbaası, İstanbul.
  • Baldrica, John (2007), ‘Mod as Heck: Frameworks for Examining Ownership Rights in User-contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-modified Videogame Projects’ Minnesota Journal of Law, Science & Technology, Vol: 8, No: 2, s. 681-713.
  • Bayramlıoğlu, Emre, ‘Free and Open Source Software under Turkish Copyright Law’: Axel Metzger (Editor) (2015) Free Software and Other Alternative License (FOSS) Models: A Comparative Analysis, Springer Science & Business Media, s. 445-460.
  • Bonadio, Enrico & Lucchi, Nicola, ‘Introduction: Setting the Scene for Non-conventional Copyright’: Bonadio, Enrico & Lucchi, Nicola (Editors) (2018) Non-conventional Copyright: Do New and Atypical Works Deserve Protection?, Edward Elgar Publishing, s. 1-22.
  • Brown, Peter & Raysman, Richard (2006), ‘Property Rights in Cyberspace Games and Other Novel Legal Issues in Virtual Property’ The Indian Journal of Law and Technology, Vol: 2, s. 87-105.
  • Burk, Dan L. (2005), ‘Electronic Gaming and the Ethics of Information Ownership’ International Review of Information Ethics, Vol: 4, s. 39-45.
  • Coogan , Kyle (2018), ‘Let’s Play: A Walkthrough of Quarter-century-old Copyright Precedent as Applied to Modern Video Games’ Fordham Intellectual Property, Media, and Entertainment Law Journal, Vol: 28, No: 2, s. 381-419.
  • Coppock, Patrick, ‘Are Computer Games Real’: Sageng, John Richard, Fossheim, Hallvard & Larsen, Tarjei Mandt (Editors) (2012) The Philosophy of Computer Games, Vol: 7, Springer, s. 259-275.
  • Doğan, Derya & Özocak, Gürkan, ‘Dijital Oyunlar, Multimedya Yaratımlar ve Güncel Hukuki Problemler’: 3. Uluslararası Bilişim Hukuku Kurultayı, Haziran 2013, İzmir.
  • Dean, Drew S. (2016) ‘Hitting Reset: Devising a New Video Game Copyright Regime’ University of Pennsylvania Law Review, Vol: 164, s. 1239-1280.
  • Denicola, Robert C. (2016), ‘Ex Machina: Copyright Protection for Computer-generated Works’ Rutgers University Law Review, Vol: 69, s. 251-287.
  • Eralp, Özgür (2012), ‘Türk Hukukunda Bilgisayar Programlarına, Yazılımlara İlişkin Hakların Korunması’, <Kazancı İçtihat Bilgi Bankası> s.e.t. 27.05.20.
  • Esposito, Nicolas, ‘A Short and Simple Definition of What a Videogame Is’: The Digital Games Research Conference: Changing Views – Worlds in Play, 16-20 June 2005, Vancouver, Canada.
  • Goldstein, Paul (2020) Goldstein on Copyright, 3rd Edition, Vol: 1, Wolters Kluwer.
  • Göttlich, Paul (2007) ‘Online Games from the Standpoint of Media and Copyright Law’,‘IRIS Plus <https://rm.coe.int/16807833e2> s.e.t. 08.05.2020.
  • Greenspan, David (2014), ‘Video Games and IP: A Global Perspective’ WIPO Magazine, No: 2, s. 6-11.
  • Grzegorczyk, Tomasz (2017), ‘Qualification of Computer Games in Copyright Law’ The Scientific Journal of Bielsko-Biala School of Finance and Law, No: 1, s. 131-145.
  • Hemnes, Thomas M. S. (1982) ‘Adaptation of Copyright Law to Video Games’ University of Pennsylvania Law Review, Vol: 131, No: 1, s. 171-233.
  • Hoeren, Thomas (2019) IT-Law, University of Münster Institute for Information, Telecommunication and Media Law.
  • İçli, Şuayip (2019) ‘Fikri Mülkiyet Hukukunda Bilgisayar Programlarının Korunması’ (Yayınlanmamış Yüksek Lisans Tezi), Maltepe Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Jewell, Catherine (2012), ‘Video Games: 21st Century Art’ WIPO Magazine, No: 4, s. 10-14.
  • Jungar, Elrik (2016), ‘Streaming Video Games: Copyright Infringement or Protected Speech’ Press Start, Vol: 3, No: 2, s. 23-47.
  • Kane, Sean F. (2014), ‘Copyright Assignment Terminations after 35 Years: The Video Games Industry Comes of Age’ Intellectual Property & Technology Law Journal, Vol: 26, No: 1, s. 15-19.
  • Kauert, Michael, ‘Recht und Gesetz im Computerspielen‘: Wandtke, Artur-Axel (Editor) (2011) Medienrecht (Praxishandbuch): Schutz von Medienprodukten, 2. Band, 2. Auflage, Berlin, De Gruyter, s. 419-474.
  • Kılıç, Taylan (2018) ‘Bilgisayar Oyunlarının Eser Niteliği’ (Yayınlanmamış Yüksek Lisans Tezi), İstanbul Bilgi Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Kuehl, John (2016) ‘Video Games and Intellectual Property: Similarities, Differences, and a New Approach to Protection’, Cybaris, Vol: 7, No: 2, s. 313-349.
  • Kurtulmuş, Ahmet (1992) ‘Bilgisayar Programlarının Hukuki Yolla Korunması’ (Yayınlanmamış Yüksek Lisans Tezi), İstanbul Üniversitesi, Sosyal Bilimler Enstitüsü.
  • Lastowka, Greg , ‘Copyright Law and Video Games: A Brief History of an Interactive Medium’: David, Matthew & Halbert, Debora (Editors) (2015) The SAGE Handbook of Intellectual Property, SAGE Publications, s. 495-514.
  • Loewenheim, Ulrich (1989), ‘Legal Protection for Computer Programs in West Germany‘ High Technology Law Journal, Vol: 4, No: 2, s. 187-215.
  • Loney, Michael (2019), ‘Video Games as a Separate Type of Work for Copyright Registration Purposes’ Managing Intellectual Property, <Complementary Index Database> s.e.t. 15.05.20.
  • Maume, Philipp, ‘Compulsory Licensing in Germany’: Hilty, Reto M. & Liu, Kung-Chung (Editors) (2015) Compulsory Licensing: Practical Experiences and Ways Forward, Berlin, Springer Verlag, s. 95-120.
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There are 46 citations in total.

Details

Primary Language Turkish
Subjects Law in Context
Journal Section Articles
Authors

Elnur Karımov 0000-0003-1997-7076

Publication Date June 30, 2021
Submission Date November 30, 2020
Published in Issue Year 2021 Volume: 7 Issue: 1

Cite

APA Karımov, E. (2021). BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU. Ticaret Ve Fikri Mülkiyet Hukuku Dergisi, 7(1), 93-110.
AMA Karımov E. BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU. TFM. June 2021;7(1):93-110.
Chicago Karımov, Elnur. “BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU”. Ticaret Ve Fikri Mülkiyet Hukuku Dergisi 7, no. 1 (June 2021): 93-110.
EndNote Karımov E (June 1, 2021) BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU. Ticaret ve Fikri Mülkiyet Hukuku Dergisi 7 1 93–110.
IEEE E. Karımov, “BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU”, TFM, vol. 7, no. 1, pp. 93–110, 2021.
ISNAD Karımov, Elnur. “BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU”. Ticaret ve Fikri Mülkiyet Hukuku Dergisi 7/1 (June 2021), 93-110.
JAMA Karımov E. BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU. TFM. 2021;7:93–110.
MLA Karımov, Elnur. “BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU”. Ticaret Ve Fikri Mülkiyet Hukuku Dergisi, vol. 7, no. 1, 2021, pp. 93-110.
Vancouver Karımov E. BİLGİSAYAR (VİDEO) OYUNLARININ FİKİR VE SANAT ESERLERİ KAPSAMINDA KORUNMASINDA UYGUN ESER KATEGORİSİ SORUNU. TFM. 2021;7(1):93-110.