High Fashion Invades Runeterra – Fascinating IP Issues in the Collaboration Between League of Legends and Louis Vuitton

Author: Jing Zhao

In September of 2019, Riot Games (“Riot”) announced its partnership with Louis Vuitton (“LV”). Riot is the video game developer, publisher, and eSports tournament organizer for the popular multiplayer online battle arena game League of Legends (“League”). League is a strategy game where players control an in-game character, called a “Champion,” to battle other players’ Champions and to achieve an objective.

Riot’s two-way partnership with LV allows LV to design a travel case for League’s World Championship trophy. In addition, LV will also design in-game cosmetic items for League. These cosmetics, called skins, modify the Champion’s appearance. Riot sells skins and other virtual cosmetic items to its players via in-game micro-transactions. For its part, LV unveiled the LVxLoL collection, a League-themed set of real-world merchandise, which sold out within an hour of launch. The collection included shirts, parkas, trousers, shoes, and accessories inspired by two League characters, and featuring the bespoke “Louis Vuitton x League of Legends” monogram pattern.

While the license agreement between Riot and Louis Vuitton remains confidential, several fascinating issues arise in the unique setting of video game collaborations.

1. Ownership and control

The core of this partnership is that both companies, Riot and LV, get to use the other’s intellectual property to promote their own goods in their own established markets. But LV operates in the real world, whereas League resides in the virtual realm. Thus, the cross-licensing between the companies require different considerations as applied to each company.

For LV’s real-world merchandise, LV does not maintain control over its items after the merchandise is sold. On the other hand, in-game cosmetic items are game-specific, meaning upon purchase, the user can only use that item in the video game the item was designed for. This also means that Riot still possesses ultimate control over the item itself. Riot can modify the item or even take it back from the player.

As a result, the cross-license should address what happens to these items if Riot and LV ever part ways. After all, conceptually, Riot can not only stop selling LV-inspired cosmetics in-game, but it could also remove the ones that already exist in game. But doing so will likely irk players who bought and paid for the items. As a result, Riot may insist on a perpetual license that exists post-termination for existing virtual LV items.

2. Unauthorized Duping

One of the known and common problems in video games, including League, is “duping,” whereby players use unauthorized or unintended mechanisms to duplicate cosmetic items for free. This can either be accomplished through finding “glitches” or “bugs,” which are in-game coding mistakes that the game developer inadvertently created, or “hacks” or “cheats,” which are external programs that a player either impermissibly injects into the game, or attaches onto the game through third-party software.

Duping LV-designed virtual items is an added complication, as the duplicated item not only impermissibly uses LV’s IP, but could diminish the overall prestige of the brand itself. After all, LV is a luxury brand, built upon the idea that its products are exclusive and hard-to-obtain, and wide-distribution of its products dilutes that image. In addition, while Riot is the sole seller of its virtual items now, this micro-transaction model might change with its expansion of games. Other gaming platforms, most notably Steam, uses a marketplace model, where players are able to buy and sell their own items to each other, while giving the game developer a cut of their profits. If Riot changes to a marketplace model, then duping may also dilute the market value of existing LV items in League.

The Riot-LV agreement therefore should address Riot’s responsibility to protect LV-designed virtual items, or alternatively, grant LV the right to enforce infringement in Riot games.

3. Champion availability and viability

Nike makes the uniforms for NFL teams. So no matter which teams wins the Super Bowl, the NIKE mark can be seen on the teams. LV likely wants the same thing here – for an entire new customer audience (gamers) to see and be exposed to the LV brand, especially at the biggest e-sports events and tournaments. But, as with all competitive video games, certain Champions are better than others. Thus, they are picked more often and appear more often in games, especially at the highest levels with the largest number of viewers. And LV may not create skins for every character. In fact, there are currently only two skins released, and League currently hosts 148 Champions, the majority of which are not free-to-play. A Champion that is not unlocked to all players creates a disincentive for players to purchase skins on that Champion.

The Riot-LV agreement may therefore contain a clause that obligates Riot to ensure player access to Champions and to ensure a Champion is competitive, for Champions which LV designed skins for, so as to promote the sale of those skins.

About the author: Jing Zhao is a registered patent attorney and a member of Gordon Rees Scully Mansukhani’s Intellectual Property Practice Group. Ms. Zhao has a degree in computer science, and her commercial litigation practice focuses on intellectual property and ERISA disputes, with a special interest in emerging intellectual property and other legal issues in the eSports industry. Ms. Zhao’s biography can be found here

Introducing the Copyright Small Claims Court

Author: Jing Zhao

On October 22, 2019, the U.S. House of Representatives passed the Copyright Alternative in Small-Claims Enforcement Act of 2019, also known as “CASE.” H.R. 2426 S. 1273, 116th Cong. (1st Sess. 2009)

The Senate still has to vote on CASE before it can become law. If successful, CASE will amend title 17 of the United States Code to establish an alternative dispute resolution (“ADR”) program for copyright small claims, and for other purposes. Disputes over copyright claims of relatively modest value may not be efficient in federal court. CASE’s goal is to create a simpler and more affordable judicial process for these disputes.

Here is what CASE seeks to establish.

Who are the Adjudicators?

CASE will establish a Copyright Claims Board (“Board”) in the Copyright Office that will serve as an alternative forum in which parties may voluntarily seek to resolve copyright claims. S. 1273 § 1502(a). The Board will consist of three Copyright Claims Officers. S. 1273 § 1502(b)(1). There will also be at least two Copyright Claims Attorneys to assist in the administration of the Board. S. 1273 § 1502(b)(2).

What claims would the Board review?

Only straight-forward copyright infringement-related claims and defenses, including (1) a claim for infringement; (2) a declaration of noninfringement; (3) a claim for misrepresentation in connection with a notification or counter notification; (4) respective counterclaims; (5) respective legal or equitable defense; or (6) other related claims arising out of the same infringing activity. S. 1273 § 1504(c).

Exceptions to the claims listed above are (1) claims that are pending in a court, or have been finally adjudicated in a court, (2) claims against a Federal or State governmental entity, and (3) claims against persons or entities residing outside the U.S. S. 1273 § 1504(d).

The Board may also dismiss claims that are too complex or too lengthy to administer. S. 1273 § 1505(f)(3).

What remedies would the Board be able to award?

Damages: Actual damages, profits, and statutory damages. S. 1273 § 1504(e)(1). The total monetary award is capped at $30,000 per proceeding, and $15,000 per claim. Id.

Injunctions: Injunctive relief is given in the form of an agreement between the parties, and the agreement can also include monetary awards. S. 1273 § 1504(e)(2).

Attorneys’ fees and costs up to $5,000, or costs up to $2,500 if a party appears pro se. The Board will only award fees and costs when it finds bad faith conduct. S. 1273 § 1504(e)(3).

Effect of the Board’s determination

CASE Actions are subject to judicial review. S. 1273 § 1503(g). Determination does not preclude litigation or re-litigation and should not be cited as legal precedent. S. 1273 § 1507. While a claim is before the Board, if that same claim is also being litigated in a district court, then the district court should issue a stay. S. 1273 § 1509(a).

Additional information about the ADR program

Participation in the ADR program is voluntary, and parties have the right to pursue their claims in court instead. S. 1273 § 1504(a).

Participants do not have to appear in-person. S. 1273 § 1506(c)(1). Unless physical evidence is necessary, all documents are submitted over the internet. S. 1273 § 1506(c)(2). Participants can be represented by an attorney. S. 1273 § 1506(d).

The statute of limitations for the ADR program is the same as that under the Copyright Act, 3 years. S. 1273 § 1504(b).

What other purpose does CASE serve?

The main purpose of CASE is to establish an ADR program. Its other purpose is to establish a study.

Within 3 years of the Board’s first issued determination, the Register of Copyrights shall conduct a study on the effectiveness of the Board on: (1) whether CASE needs any adjustments, particularly with respect to its claims and damages; and (2) whether the Board needs expansion to offer mediation and other ADR services. The Register of Copyrights is to report its findings to Congress.

What are the pros of CASE?

CASE would give independent creators a practical way to enforce their rights without having to hire an attorney or fight the infringement in court. Music makers and songwriters are big supporters of CASE. Other independent creators that would benefit greatly from CASE are photographers, illustrators, graphic artists, authors, bloggers, YouTubers and other types of creators and small businesses.

What are the cons of CASE?

CASE caters to less sophisticated parties, who will likely be self-represented. CASE Actions may expose these less sophisticated parties to potential abuse. For example, a CASE Action might create greater opportunities for claimants to potentially obtain settlements from unsophisticated and unrepresented defendants because many small claims do not involve damages as high as $30,000. The relatively small amount of damages at issue may deter defendants from engaging counsel and more likely to accede to settlement payments to resolve the claims.

Some observers believe that CASE may create a “default judgment mill.” An accused infringer who fails to opt-out within 60 days of receiving notice of a claim is subject to default. S. 1273 § 1506. Unsophisticated parties may not appreciate the implication of a default. However, by the same token, this opt-out provision would allow more sophisticated defendants to avoid the copyright ADR program, forcing claimants into federal court. S. 1273 § 1505(g)(1).

The effect of CASE and whether it achieves the desired results of providing a sensible, affordable forum for small value claims remains to be seen, if and when CASE is passed and signed into law and enacted.

About the author: Jing Zhao is a registered patent attorney and a member of Gordon Rees Scully Mansukhani’s Intellectual Property Practice Group. Ms. Zhao has a degree in computer science, and her commercial litigation practice focuses on intellectual property and ERISA disputes, with a special interest in emerging intellectual property and other legal issues in the eSports industry. Ms. Zhao’s biography can be found here.

Is Playing a Video Game on YouTube a Public Performance?

Author: Jing Zhao

In October 2017, Epic Games sued Konstantin Vladimirovich Rak and two other individuals.1 You may have never heard of Epic Games, but you have likely heard of Fortnite – an online battle-royale game that has become widely popular among the teen and pre-teen populace. Epic Games is Fortnite’s developer and publisher.

The Defendants in Epic Games’ lawsuit created software cheats that allowed players to modify Fortnite to give themselves competitive advantages—known as “cheats” in gaming parlance—over other players. Mr. Rak then created and posted a video on YouTube to advertise his cheats. The video features gameplay and a demonstration of the cheat in action. This was the hook Epic Games needed. In its lawsuit, Epic Games alleges copyright infringement by accusing Defendants of “displaying Fortnite publicly without Epic’s permission.”2

The copyright violation Epic Games refers to is based on 17 U.S.C. § 106(4), which states “[the owner of copyright under this title has the exclusive rights to do and to authorize] in the case of literary, musical, dramatic, and choreographic works, pantomimes, and motion pictures and other audiovisual works, to perform the copyrighted work publicly.”3

On Epic Games’ Motion for Default Judgment, the United States District Court for the Northern District of California touched upon the “fundamental question of whether playing a video game and posting footage of that gameplay to YouTube, constitutes ‘perform[ing a] copyrighted work publicly’ for the purposes of 17 U.S.C. § 106(4) in the first place.”4 While the Court declined to make a ruling, it did not grant default judgment to Epic Games.5 By late 2018, Epic Games voluntarily dismissed this case.

This raises the question: is playing a video game and posting it online for others a public performance that violates copyright?

In 1989, the Fourth Circuit Court of Appeals in Red Baron-Franklin Park, Inc. v. Taito Corp., found an arcade infringed a video game company’s copyright on a video game when the arcade purchased the video game circuit boards without consent for use in its arcades. The court ruled that video games qualify as an “audiovisual work” as defined by 17 U.S.C. § 1016 and a performance upon activation.7 Thus, the court concluded that playing the video game in an arcade constitutes “public performance.”8

In 1996, in Allen v. Academic Games League of America, Inc., a game developer for board games sued a nonprofit organizer of a tournament for students playing the board game.9 The plaintiff alleged the organizer violated his 17 U.S.C. § 106(4) right to publicly “perform” his games. The Ninth Circuit Court of Appeals affirmed summary judgment in favor of the defendant, holding “the interpretation of ‘play,’ as used to define ‘perform’ in § 101 of the Copyright Act, has generally been limited to instances of playing music or records.”10 The court refused to extend the term “play” to “the playing of games” because “[t]o do so would mean interpreting the Copyright Act in a manner that would allow the owner of a copyright in a game to control when and where purchasers of games may play the games and this court will not place such an undue restraint on consumers.”11

In 2004, in Valve Corp. v. Sierra Entertainment, Inc., the game developer and publisher Valve sued another game developer and publisher Sierra Entertainment for breach of a software publishing agreement involved in Sierra Entertainment’s distribution of Valve’s game in a cyber-café.12 The District Court for the Western District of Washington addressed, in passing, the right to publicly perform video games. Rejecting Sierra Entertainment’s reliance on Allen in its argument that playing video games in public is not a public performance, the court interpreted Allen’s ruling as “whether the performance is fee-based is an important factor in determining whether the performance is public.”13 The court declined to make a definitive ruling on whether playing video games constitutes a public performance, but noted “Red Baron involved the same ‘pay-for-play’ gaming transaction that is at issue in this case [involving playing a video game in a cyber-café].”14

In 2010, in Miller v. Facebook, Inc., the plaintiff is Miller, a software developer and owner of the copyright of a video game called “Boomshine.”15 Miller sued an individual, Yao Wei Yeo, who unlawfully reproduced the “look and feel” of Miller’s game and distributed the game, under the name “ChainRxn,” through Facebook.16 The United States District Court for the Northern District of California held that “Yeo’s alleged publication of the ChainRxn video game for play by Facebook users constituted a public performance of plaintiff’s copyrighted work under 17 U.S.C. § 106(4). Just as Congress considered the ‘reading a literary work aloud’ as a performance rather than display of a literary work, the reading of Boomshine’s copyrighted source or machine code by a computer (resulting in the presentation of the video game to the user) could be seen as an analogous performance of the underlying work. Admittedly, this area of the law is still developing.”17

Under these authorities, it would appear that the Fortnite-cheat video may be a public performance because it involves a pay-for-play gaming transaction. Not only did Mr. Rak publish his video with the intent to sell his cheat software, but each click of his video on YouTube also generates profit. Thus, the profit-driven nature of the video may place it in within the reach of 17 U.S.C. § 106(4).

About the author: Jing Zhao is a registered patent attorney and a member of Gordon Rees Scully Mansukhani’s Intellectual Practice Group. Ms. Zhao has a degree in computer science, and her practice focuses on commercial litigation, employment law and intellectual property, with a special interest in emerging legal issues in the eSports industry. Ms. Zhao’s biography can be found here.
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1 Epic Games, Inc. v. Mendes, Case Number 3:17-cv-06223-LB, U.S. District Court for the California Northern District (San Francisco).
2 Epic Games, Inc. v. Mendes, Case Number 3:17cv6223, Complaint, ¶9.
3 17 U.S.C. § 101 defines what it means to “perform a work” as “to recite, render, play, dance, or act it, either directly or by means of any device or process or, in the case of a motion picture or other audiovisual work, to show its images in any sequence or to make the sounds accompanying it audible.” 17 U.S.C. § 101 also defines “public” performance as “(1) to perform or display it at a place open to the public or at any place where a substantial number of persons outside of a normal circle of a family and its social acquaintances is gathered; or (2) to transmit or otherwise communicate a performance or display of the work to a place specified by clause (1) or to the public, by means of any device or process, whether the members of the public capable of receiving the performance or display receive it in the same place or in separate places and at the same time or at different times.”
4 Epic Games, Inc. v. Mendes, 2018 U.S.Dist.LEXIS 98719, at *19-20 (N.D. Cal. June 12, 2018) (edits in original).
5 Id. at *22-23.
6 Red Baron-Franklin Park, Inc. v. Taito Corp, 883 F.2d 275, 278 (4th Cir. 1989).
7 Id. (citations omitted) (“the television monitor displays a series of images and the loudspeaker makes audible their accompanying sounds. The exhibition of its images in sequence constitutes a ‘performance’ of an audiovisual work. Indeed, it is the sequential showing of its images that distinguishes the ‘performance’ of an audiovisual work from its ‘display,’ which is defined as a nonsequential showing of individual images”).
8 Id. at 278-79.
9 Allen v. Academic Games League of Am., Inc., 89 F.3d 614 (9th Cir. 1996).
10 Id. at 616 (citations omitted).
11 Id.
12 Valve Corp. v. Sierra Entm’t, Inc., 431 F.Supp.2d 1091 (W.D. Wash. 2004).
13 Valve Corp., 431 F.Supp.2d at 1097.
14 Id.
15 Miller v. Facebook, Inc., 2010 U.S.Dist.LEXIS 61715, at *1-2 (N.D. Cal. May 28, 2010).
16 Id. at *2.
17 Id. at *14 (citing H.R. REP. NO. 94-1476, at 63 (1976)).