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Taylor Wessing - Key legal issues for games businesses

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<strong>Key</strong> <strong>legal</strong> <strong>issues</strong> <strong>for</strong> <strong>games</strong> <strong>businesses</strong> in Europe<br />

Terms of Use/Terms of Service<br />

u Issues<br />

Each of the 28 European Union Member States has different mandatory<br />

<strong>legal</strong> requirements protecting players, which generally apply to the terms<br />

<strong>games</strong> <strong>businesses</strong> enter into with them (often referred to as terms of use<br />

(ToU) or terms of service (ToS) and often entered into jointly with an end<br />

user license agreement (EULA)).<br />

The most common areas that are subject to the varying laws are limitations<br />

of liability, requirements <strong>for</strong> local language, indemnities, one-sided<br />

provisions generally, and restrictive choices of governing law and jurisdiction.<br />

If these <strong>legal</strong> requirements are not met then those terms could be<br />

rendered unen<strong>for</strong>ceable, (leading in some cases to unlimited liability or at<br />

least uncertainty of terms.) also, local consumer-protection bodies can<br />

apply sanctions causing cost and potentially fines.<br />

In many cases competitors can trigger this through submissions to regulators.<br />

Furthermore, in Europe, small print is increasingly seen as a brand<br />

issue, with many <strong>games</strong> <strong>businesses</strong> using “plain speaking”, “FAQ” style<br />

approaches which support their brand and ethos. The example of Instagram<br />

shows how poorly conceived small print can drive to brand damage<br />

and, ultimately, shareholder loss.<br />

u Market Practice<br />

Localising terms <strong>for</strong> all 28 European Union Member States is, of course,<br />

time consuming and raises practical <strong>issues</strong>. Our experience is<br />

that many <strong>games</strong> <strong>businesses</strong> focus on the top X markets in Europe<br />

(X may commonly be 5, or more, but rarely 20+), and develop terms that<br />

comply with the local laws in those markets.<br />

Development and publishing<br />

Contracts <strong>for</strong> <strong>games</strong> development and <strong>games</strong> publishing need to balance<br />

interests between the parties involved. The particular circumstances <strong>for</strong><br />

the several plat<strong>for</strong>ms such as PCs, consoles and mobile devices have to<br />

be kept in mind.<br />

Data Protection and marketing<br />

u Issues<br />

On 25 th of May 2018 the General Data Protection Regulation (GDPR)<br />

came into effect. This Regulation harmonises data protection across<br />

Europe although several aspects remain in the national legislation via<br />

flexibility clauses (e.g. processing in employment context). GDPR builds<br />

on some existing principles, it also contains extended and new obligations<br />

regarding data processing as well as extended rights <strong>for</strong> data subjects.<br />

Most importantly, fines have drastically increased.<br />

In addition, special national regulations must be observed due to the flexibility<br />

clauses contained in the GDPR (e.g. with regard to data processing<br />

in the employment context). Furthermore, the GDPR also applies to non-<br />

EU companies that operate in the EU and process data from EU citizens.<br />

Guidance regarding the implementation of the GDPR is provided by national<br />

supervisory authorities as well as the European Data Protection Board.<br />

The following principles are the basic principles of the GDPR:<br />

> Lawfulness, fairness and transparency<br />

> Purpose limitation<br />

> Data minimisation<br />

> Accuracy<br />

> Storage limitation<br />

> Integrity and confidentiality<br />

> Accountability<br />

The transfer of personal data of players to third parties outside the European<br />

Union requires additional legitimation, such as reliance on EU model<br />

clauses or – with regards to the US – reliance on the “EU-US Privacy<br />

Shield”. As the value of player data, and the knowledge and awareness of<br />

European consumers about their rights, increases, these <strong>issues</strong> are crucial<br />

<strong>for</strong> <strong>games</strong> <strong>businesses</strong>.<br />

The GDPR also imposes a number of requirements around the use of<br />

cookies, tracking and similar technologies. In particular, it is important to<br />

distinguish between technologies that require consent and other that<br />

do not require consent. The upcoming e-Privacy Directive will introduce<br />

additional rules <strong>for</strong> cookies. Providers of <strong>games</strong> sites/plat<strong>for</strong>ms should<br />

carry cookie policies which specify details as to cookies used along with<br />

in<strong>for</strong>mation about how to deactivate them. The same <strong>legal</strong> assessment<br />

has to be carried out regarding the sending of marketing/promotional<br />

newsletters.<br />

u E-Privacy Regulation<br />

The EU is also currently working on the revision of the ePrivacy Directive,<br />

which is intended to strengthen citizens‘ rights online and regulate data<br />

protection in the online sector. The Regulation will affect almost every<br />

<strong>for</strong>m of electronic communications, including both traditional communications<br />

services and novel technologies.<br />

The use of cookies is expected to be regulated more stringent, including<br />

the question which cookies require consent. The ePrivacy Regulation will<br />

exist in addition to GDPR and is expected to enter into <strong>for</strong>ce at the beginning<br />

of 2019 at the earliest, followed by a transitional period.


E-Commerce – be<strong>for</strong>e the purchase<br />

The European market is subject to “distance selling” laws that protect<br />

players in relation to purchases online. Prior and after any purchase of<br />

<strong>games</strong>, or in-game items or virtual currency, online-game <strong>businesses</strong> have<br />

to comply with numerous requirements, which include:<br />

> The communication of clear terms and conditions at the time and<br />

also by e-mail (or at least a “durable medium”) upon order;<br />

> Fulfilment requirements in terms of payment; and<br />

> A right of refund <strong>for</strong> some products and services (which may apply<br />

to gaming items depending on the circumstances).<br />

Un<strong>for</strong>tunately, these requirements vary to a degree across the Member<br />

States. Further, each European Union Member State was required to give<br />

effect to the Directive on Consumer Rights (Directive 2011/83/EU) by<br />

13 June 2014. Each country is doing so under its own legislation. This<br />

new Directive requires, inter alia, online <strong>games</strong> <strong>businesses</strong> to ensure the<br />

player, when placing an order, explicitly confirms that the order implies an<br />

obligation to pay. If placing an order entails activating a button or a similar<br />

function, the button or similar function must be labelled in an easily legible<br />

manner only with the words ‘order with an obligation to pay’ or a corresponding<br />

unambiguous <strong>for</strong>mulation in the local language.<br />

There are also new regulations regarding digital content which will have an<br />

impact on <strong>games</strong> <strong>businesses</strong>, such as the requirement to obtain express<br />

consent and acknowledgment from players that the 14 day cooling off<br />

period will not apply after download.<br />

The current draft <strong>for</strong> a European Directive on Digital Content is likely to introduce<br />

the concept of “payment by data”, establish significant statutory<br />

warranties and retrieval of user content and user data upon termination.<br />

As the scope of this directive is broad, it will affect all online and mobile<br />

<strong>games</strong> providers selling to European customers. It is currently expected<br />

that the EU will adopt the Directive by the end of 2018.<br />

If <strong>games</strong> <strong>businesses</strong> fail to comply with the legislation which implements<br />

the Directive on Consumer Rights, it is likely that their players will not be<br />

<strong>legal</strong>ly bound under the relevant end user terms which include, of course,<br />

the obligation to pay (e.g. the cost of the game, virtual items and/or currency).<br />

It is there<strong>for</strong>e important that <strong>games</strong> <strong>businesses</strong> ensure the in<strong>for</strong>mation<br />

disclosure and other requirements of the implementing legislation<br />

are complied with.<br />

Online liability<br />

To the extent <strong>games</strong> <strong>businesses</strong> allow players to communicate with each<br />

other/post content or comments on the plat<strong>for</strong>m, such <strong>businesses</strong> run<br />

the risk of content liability. European laws do include certain defences<br />

around “hosters” and “ISPs” however the applicability of these is dependent<br />

on careful consideration in terms of operating model, particularly<br />

around moderation and notice and take-down procedures <strong>for</strong> so called<br />

host providers. According to recent case law of the European Court of<br />

Justice, internet access providers may be obliged to block content which<br />

infringes copyright under certain circumstances.<br />

Hosting of tournaments<br />

Games tournaments can be subject to various <strong>legal</strong> requirements. When<br />

hosting “offline” tournaments often held at events such as Gamescom or<br />

GDC, the host might also have to comply with additional requirements<br />

such as in respect of youth protection (e.g. not permitting underage gaming<br />

or supplying minors with alcohol), gambling law, advertisement law<br />

and entry requirements <strong>for</strong> players.<br />

When streaming a tournament, that streaming may under certain conditions<br />

qualify as a broadcast and be subject to a licensing requirement.<br />

The same may apply <strong>for</strong> gamers streaming gaming content on plat<strong>for</strong>ms<br />

like Twitch.<br />

Used <strong>games</strong> and key selling<br />

Recent case law in Europe has confirmed the rights of software licensees<br />

to share software which is “sold” and software providers, depending on<br />

their licensing model, cannot prevent this. The application of these laws to<br />

<strong>games</strong> software is uncertain but possible. Technical measures can be used<br />

and cloud based <strong>games</strong> are likely to not be caught. Of course the second<br />

hand market in disc based <strong>games</strong> is long established, however the laws<br />

present challenges <strong>for</strong> providers of downloaded <strong>games</strong> and terms need to<br />

be carefully crafted.<br />

Similar questions arise in connection with so-called key selling. German<br />

district courts ruled that the sale of isolated product keys by a third party<br />

infringed copyright and could be stopped accordingly.<br />

General additional <strong>issues</strong><br />

Recent case law in Europe has confirmed the rights of software licensees<br />

to share software which is “sold” and software providers, depending on<br />

their licensing model, cannot prevent this. The application of these laws to<br />

<strong>games</strong> software is uncertain but possible. Technical measures can be used<br />

and cloud based <strong>games</strong> are likely to not be caught. Of course the second<br />

hand market in disc based <strong>games</strong> is long established, however the laws<br />

present challenges <strong>for</strong> providers of downloaded <strong>games</strong> and terms need to<br />

be carefully crafted.<br />

Similar questions arise in connection with so-called key selling. German<br />

district courts ruled that the sale of isolated product keys by a third party<br />

infringed copyright and could be stopped accordingly.<br />

In-game currencies<br />

u Issues<br />

> Contractual rights to such currency, and what it can buy (meaning<br />

the terms need to be very clear on the value and rights relating to<br />

in-game currency);<br />

> Regulatory requirements around electronic money (which generally<br />

will only apply where a currency can be cashed out or used in other<br />

<strong>games</strong>/plat<strong>for</strong>ms or can otherwise be converted);<br />

> Regulatory <strong>issues</strong> relating to money remittance and payment<br />

systems, and also money laundering requirements in Europe; and<br />

> The increasing awareness in the media of the risk of minors running<br />

up significant bills through in-game purchases, leading to (i)


complaints by parents/guardians and (ii) in some markets, the threat<br />

of government intervention (such as around consent notices, or limits<br />

on spend over a fixed period of time).<br />

u E-money<br />

E-money means any electronically stored monetary value represented<br />

by a claim against its issuer which:<br />

> Is issued on the receipt <strong>for</strong> the purpose of making payments and<br />

> Is accepted by someone who is not the issuer as valid means of<br />

paying <strong>for</strong> goods or services.<br />

Financial regulation is not the most obvious issue in the context of <strong>games</strong>,<br />

but publishers should be mindful of inadvertently issuing ‘e-money’<br />

to facilitate in-game purchases. E-money is regulated throughout the EU<br />

under the Electronic Money Directive and requires, among other things,<br />

that the issuer be authorised by its national regulator, <strong>for</strong> funds to be safeguarded<br />

and <strong>for</strong> the e-money to be redeemable on demand.<br />

Typically, this could be relevant to any third party issuing pre-paid vouchers<br />

or virtual ‘tokens’ that enable customers to make in-game purchases.<br />

As always, the devil is in the detail and affected <strong>businesses</strong> should<br />

seek professional advice to ensure they are not carrying on regulated activities<br />

without the requisite licence.<br />

u Virtual currencies<br />

Not to be confused with the regulation of issuing e-money in the somewhat<br />

less regulated world of virtual currencies (such as Bitcoin). Bitcoin,<br />

in particular, is increasingly accepted by <strong>games</strong> <strong>businesses</strong> such as Zynga,<br />

and Microsoft recently restored it as a payment option in its Xbox<br />

and Windows stores. Virtual currencies have been getting a lot of media<br />

attention, not always positive, which may scare off potential users. Any<br />

business thinking of accepting virtual currencies must consider how to<br />

manage risks including theft, fraud, exchange or marketplace insolvency,<br />

hacker attacks and money laundering as well as the risk of serious reputational<br />

damage, if things go wrong.<br />

Along with the US and other jurisdictions, the UK government has started<br />

to consider whether regulation is necessary in this area and there is a risk<br />

that fragmented regulatory and taxation frameworks could emerge. Mainstream<br />

adoption is hindered by the overall lack of certainty in core areas<br />

and, ultimately, we expect legislation to harmonise requirements covering<br />

a range of topics, such as refunds, price guarantees, complaint handling,<br />

protection schemes and secure IT-Systems.<br />

Publishers need to think about how they can design systems to accept<br />

virtual currencies – and how to redeem them – in an ever changing regulatory<br />

environment.<br />

u Market Practice<br />

Whilst some <strong>games</strong> <strong>businesses</strong> may focus only on the key markets in<br />

which they operate in Europe, it is important to note that non-compliance<br />

can lead to criminal sanctions. As such, the in-game payment <strong>issues</strong><br />

should be treated as higher risk.<br />

Advertising Law<br />

Advertisement in Europe is regulated by several Directives such as the<br />

Directive on Misleading and Comparative Advertising and the Directive on<br />

Unfair Commercial Practices. There is a strict labelling requirement as all<br />

advertisements should be recognisable as such. Subliminal techniques are<br />

generally unlawful. Labelling should be sufficiently clear and visible. Advertising<br />

directed at children may not contain direct exhortations to purchase.<br />

Advertising should be true and not misleading and the advertiser needs<br />

to be able to show and prove that his assertions are correct. Specific advertising<br />

restrictions apply to certain media (e.g. broadcasting), content<br />

(e.g. violence or nudity) and specific products (e.g. alcohol). When using<br />

influencers on social media <strong>for</strong> advertising campaigns, advertisers may<br />

also be liable <strong>for</strong> false or missing labelling by such influencers.<br />

Loot boxes<br />

The purchase of so-called loot boxes is currently the subject of controversial<br />

discussion, in particular, the classification as a game of chance. The<br />

Dutch and Belgian gambling supervisory authorities have classified some<br />

<strong>games</strong> (Overwatch, FIFA franchise, CS: GO, Star Wars: Battlefront II) as<br />

gambling due to the embedding of loot boxes and found that they violate<br />

the relevant gambling laws. Either the loot boxes must be removed or a<br />

gambling license must be purchased. In Germany, loot boxes are currently<br />

not seen as generally il<strong>legal</strong>. In addition to gambling law <strong>issues</strong>, questions<br />

may also arise with regard to consumer law and the protection of minors.<br />

General additional <strong>issues</strong><br />

The above <strong>issues</strong> do not include the general additional <strong>issues</strong> that any<br />

digital business operating in Europe needs to cater <strong>for</strong> including:<br />

> IPR protection including trade mark registration (in each territory or<br />

as a European wide Community Trade Mark);<br />

> IPR licensing (from partners, to users and across corporate groups);<br />

> VAT, corporation tax, transfer pricing and other tax and accounting<br />

<strong>issues</strong>;<br />

> Employment and stock options;<br />

> Specific <strong>issues</strong> regarding in-game content such as age-related<br />

restrictions, copyright, trademark, design and competition law <strong>issues</strong>;<br />

> Use or selling of cheat bots.<br />

Outlook<br />

There are a number of upcoming European sets of rules which need to be<br />

monitored, such as:<br />

> The EU-Geo-Blocking Regulation which will enter into <strong>for</strong>ce in<br />

December 2018 and will prohibit to block or limit access to online<br />

interfaces on the basis of nationality, residence or establishment of<br />

the customer;<br />

> The EU Commission’s proposal <strong>for</strong> a Directive on the Regulation<br />

of Online Plat<strong>for</strong>ms;<br />

> Plans by the EU Commission to introduce new tax rules <strong>for</strong> digital<br />

activities;<br />

> New rules will be introduced in European Copyright Law by the<br />

Directive on Copyright in the Digital Single Market which is<br />

currently still being negotiated but expected to become binding<br />

law soon.


About Us<br />

The international Games Group of <strong>Taylor</strong> <strong>Wessing</strong> advises on all <strong>legal</strong> aspects of the video <strong>games</strong> business on a national and international level,<br />

with a specific focus in Europe, the Middle East and Asia.<br />

<strong>Taylor</strong> <strong>Wessing</strong> is a leading international law firm, working with clients in the world’s most dynamic industries. We take a single-minded approach<br />

to advising our clients; to help them succeed by thinking innovatively about their business <strong>issues</strong>. <strong>Taylor</strong> <strong>Wessing</strong> has over 1,100 lawyers across<br />

Europe, the Middle East and Asia, offering an integrated service across the full range of practice areas. We support clients wherever they want<br />

to do business. Our 32 offices around the world blend the best of local commercial, industry and cultural knowledge with international experience<br />

to provide proactive, integrated solutions <strong>for</strong> our clients.<br />

International Games Group Team – <strong>Key</strong> Contacts<br />

Germany<br />

Dr. Tobias Schelinski<br />

Partner, Hamburg<br />

T: +49 40 3 68 03 229<br />

E: t.schelinski@taylorwessing.com<br />

Dr. Gregor Schmid,<br />

LL.M. (Cambridge)<br />

Partner, Berlin<br />

T: +49 30 88 56 36 312<br />

E: g.schmid@taylorwessing.com<br />

Svenja-Ariane Maucher<br />

Partner, Frankfurt<br />

T: +49 69 9 71 30 124<br />

E: s.maucher@taylorwessing.com<br />

Dr. Thorsten Troge<br />

Partner, Hamburg<br />

T: +49 40 3 68 03 243<br />

E: t.troge@taylorwessing.com<br />

Katharina H. Reuer, M. Jur. (Madrid)<br />

Senior Associate, Hamburg<br />

T: +49 40 3 68 03 220<br />

E: k.reuer@taylorwessing.com<br />

Anneliese Hartlaub,<br />

LL.M. (London/Dresden)<br />

Associate, Hamburg<br />

T: +49 40 3 68 03 229<br />

E: l.hartlaub@taylorwessing.com<br />

Randy Piper<br />

Associate, Berlin<br />

T: +49 30 88 56 36 119<br />

E: r.piper@taylorwessing.com<br />

Benjamin Stach, LL.M. (KCL)<br />

Associate, Hamburg<br />

T: +49 40 3 68 03 347<br />

E: b.stach@taylorwessing.com<br />

UK<br />

Austria<br />

France<br />

Graham Hann<br />

Partner, London<br />

T: +44 20 73 00 48 39<br />

E: g.hann@taylorwessing.com<br />

Mark Owen<br />

Partner, London<br />

T: +44 20 73 00 48 84<br />

E: m.owen@taylorwessing.com<br />

Mike Turner<br />

Partner, London<br />

T: +44 20 73 00 42 71<br />

E: m.turner@taylorwessing.com<br />

Andreas Schütz LL.M. (Vienna)<br />

Partner, Vienna<br />

T: +43 1 71 65 50<br />

E: a.schuetz@taylorwessing.com<br />

Valérie Aumage<br />

Partner, Paris<br />

T: +33 172 74 03 33<br />

E: v.aumage@taylorwessing.com<br />

Poland<br />

Ukraine<br />

China<br />

Singapore<br />

Przemysław Walasek<br />

Partner, Warsaw<br />

T: +48 22 584 97 40<br />

E: p.walasek@taylorwessing.com<br />

Marcin Przybysz<br />

Senior Associate, Warsaw<br />

T: +48 22 584 97 40<br />

E: m.przybysz@taylorwessing.com<br />

Vasyl Pop-Stasiv<br />

Legal Counsel, Kiev<br />

T: +380 44 369 32 44<br />

E: v.popstasiv@taylorwessing.com<br />

Dr. Thomas Pattloch,<br />

L.L.M Eur. (Munich)<br />

Partner, Munich<br />

T: +49 89 21038 222<br />

E: t.pattloch@taylorwessing.com<br />

Rizwi Wun<br />

Partner, Singapore<br />

T: +65 63 81 68 18<br />

E: rizwi.wun@rhtlawtaylorwessing.com<br />

Europe > Middle East > Asia<br />

taylorwessing.com<br />

© <strong>Taylor</strong> <strong>Wessing</strong> 2018<br />

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