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Dématérialisation des contenus et mesures techniques de protection : Les industriels du jeu-vidéo jouent-ils le jeu?

Author

Listed:
  • Julien Pillot

    (GREDEG - Groupe de Recherche en Droit, Economie et Gestion - UNS - Université Nice Sophia Antipolis (1965 - 2019) - CNRS - Centre National de la Recherche Scientifique)

Abstract

Numerical convergence and digital " dematerialization " of contents lead the video game industry to change and adaptation. As a way for preserving the incentives to innovate in this growing sector, businesses now call for the strenghtening of intellectual property protection. However, methods presently used by games editors, which are very close of those already employed - in a very controversial way - by the music industry undertakings, do not appear neutral from the consumer perspective. Actually, in certain circumstances, the video game holder could see its right of use limited by the implementation of DRM. This article especially aims at, on the one hand, assessing risks inherent in this type of protection measures with regard to consumers welfare and, on the other hand, exploring some alternative ways to preserve both consumers and developers interests.

Suggested Citation

  • Julien Pillot, 2010. "Dématérialisation des contenus et mesures techniques de protection : Les industriels du jeu-vidéo jouent-ils le jeu?," Post-Print hal-00634325, HAL.
  • Handle: RePEc:hal:journl:hal-00634325
    as

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