حمایت از طرح‌های دیجیتال با مطالعه در حقوق اتحادیة اروپا

نوع مقاله : مقاله پژوهشی

نویسنده

دانش‌آموختة دکتری حقوق خصوصی، گروه حقوق خصوصی، دانشکدة حقوق، دانشگاه مازندران، بابلسر، ایران.

10.22059/jlq.2024.359827.1007770

چکیده

این مقاله درصدد است به سه سئوال اصلی پاسخ دهد: وضعیت حقوقی طرح‌های دیجیتال از منظر قوانین ایران و قانون طراحی اتحادیة اروپا، چیست؟ آیا حمایت فقط به بازتولید محصولات فیزیکی مرتبط است یا خیر؟ و اینکه آیا دامنة حفاظت، تبدیل ابعادی مانند استفاده از طرح سه‌بعدی و تبدیل به دوبعدی را پوشش می‌دهد یا برعکس؟ در حقوق ایران  در این زمینه مطلبی وجود ندارد و تاکنون هیچ تحقیق یا نوشتاری به آن اختصاص نیافته است. اما در اروپا دو دیدگاه کلی در خصوص تبدیل ابعادی وجود دارد: دیدگاه «انتزاعی» و «عینی» که دو نگرش متفاوت نسبت به دامنة حفاظت بر نحوة ارزیابی قابلیت حفاظتی طرح‌های دیجیتال دارند. در نظریة حفاظت «انتزاعی»، مهم نیست که یک محصول فقط به‌عنوان یک تصویر دیجیتالی باشد یا شکل فیزیکی داشته باشد. اما در دیدگاه «عینی»، حفاظت از طرح‌های دیجیتال با دشواری بیشتری روبه‌روست، زیرا دامنة حفاظت اغلب به بازتولید یک محصول فیزیکی واقعی گره خورده است. مطالعه نظام حقوقی ایران ثابت می­کند که در قوانین ایران برای این سؤالات و پرسش‌هایی از این دست پاسخی وجود ندارد، اما تحت رویة قضایی اروپا، بیشتر سؤالات مطروحه دربارة حفاظت از طرح‌های دیجیتال و تبدیل ابعادی می‌توانند حل‌شده در نظر گرفته ‌شوند، زیرا رویة قضایی حمایت بر اساس دیدگاه «انتزاعی» را به دیدگاه «عینی» ترجیح داده است، بدینسان دامنة حفاظت، در سطح اتحادیة اروپا گسترش یافته است. بدان‌معنا که استفادة دیجیتالی از طرح‌های غیردیجیتالی اکنون می‌تواند به‌منزلة تخلف تلقی شود. در نتیجه، در آینده، دارندگان حق باید دقت بیشتری در ارزیابی محدودیت‌ها و استثناها داشته باشند.

کلیدواژه‌ها


عنوان مقاله [English]

Supporting Digital Initiatives in Video Games by Studying EU Law

نویسنده [English]

  • nahid parsa
PhD in Private Law, Department of Private Law, Faculty of Law and Political Science, University of Mazandaran, Babolsar, Iran.
چکیده [English]

 
Abstract
This article addresses three main questions: What is the legal status of digital designs from the perspective of Iranian laws and EU design law? Is protection limited to the reproduction of physical products or not? And whether the scope of protection includes dimensions such as the use of Does it cover 3D design and conversion to 2D or vice versa? There is no mention of this subject in Iranian law, and no research or writing has been devoted to it. However, in Europe, there are two general views on dimensional transformation: "abstract" and "objective" views, which are two ways of looking at the scope of protection, depending on how the protectability of digital designs is assessed. In the "abstract" theory of protection, it does not matter whether a product exists only as a digital image or has a physical form. From an "objective" point of view, however, it is more challenging to protect digital designs because the scope of protection is often linked to the reproduction of an actual physical product. This article argues that there is no answer to these and similar questions in Iranian law, but under European jurisprudence, most of the questions raised regarding the protection of digital designs and dimensional transformation can be considered resolved. Because the jurisprudence has preferred protection based on the "abstract" viewpoint to the "objective" viewpoint, it has expanded the scope of this type of protection at the level of the European Union. This means that digital use of non-digital designs can now be considered infringement. As a result,  rights holders should be more careful in the future when evaluating limitations and exceptions.
In Iranian law, Article 1 of the Protection of Authors Act of 1348 refers to what is achieved through innovation as a work without considering the method or form of its expression and emergence (Rehbar and Dehghanpour, 543) (Habiba and Qaim Maggi, 1401:94) and Article 2, Clause 11, which refers to innovative work, is practically an addition (Zarkalam and Mokhuri, 2014: 27-33). Digital designs are often associated with the decision to achieve physical production, but they can also be used only in an intangible way. Designs such as icons in applications and graphical user interfaces are examples of designs made exclusively for digital use. Another example is video games, the building blocks of all games are digital designs. In the software, mobile device, and video game industries, the issue of protecting digital designs is becoming increasingly important because digital designs can be easily copied and used by others. It has been argued that industrial design protection can play a role in effectively protecting digital designs. (Church, 2019: 695)
At the European Union level, design protection is governed by two pieces of legislation: the Design Directive and the Community Design Regulation. Despite the growing importance of design protection, its scope in relation to digital designs is often unclear. These issues are particularly relevant to the question of whether protection applies to the reproduction of physical products and whether the scope of protection covers dimensional changes, such as the use of a three-dimensional design in a two-dimensional form or vice versa. This article refers to this as dimensional transformation because digitization and dimensional transformation are often intertwined. There seem to be two views on this next transformation in the EU: "abstract" and "concrete". In the "abstract" view, protection is considered for all types of production, regardless of the dimensions of the object. In some member states, such as  Germany, protection is taken for granted regardless of dimensions. Any use of a protected 3D design in 2D form may be considered an infringement. An "objective" view is that protection is limited to physical goods only. Therefore, according to this view, if the design protection was originally registered for a three-dimensional figure, its use in two-dimensional form is not considered an infringement of the law, or vice versa.
This perspective is particularly prevalent in England, Scandinavian countries, and the United States. Similarly, some researchers consider the lack of a tangible product to be a significant challenge for the protection of design. (McKenna, 2020: 395) The background of the research either includes the investigation of copyright in algorithms (Habiba and Ghaem Maggi, 1401) or intangible technologies (Rehbar and Dehghanpour, 1401). Maybe they have dealt with new information and communication technologies (Shakri and Jafarpour, 1401). Therefore, one of the novel points of this article is the examination of the possibility of supporting digital designs and dimensional transformation. To date, the validity of physical product design and reproduction laws has been successfully challenged at the European Union level. However, in order to consider the problem of dimensional transformation, one must pay full attention to the design protection of digital designs. In order to achieve this, the article first briefly introduces digital designs and their role in video games before considering the copyright/design relationship in the protection of digital designs. Secondly, this article examines the legal status of digital designs.
 

کلیدواژه‌ها [English]

  • Digital designs
  • Dimensional transformation
  • Video games
  • Support
  1. منابع

    الف) فارسی

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    3. زرکلام، ستار و محمدحسین محوری (1394). حمایت حقوقی از پدیدآورندگان نرم‌افزار. تهران: سمت.
    4. شاکری، زهرا و یاسمن جعفرپور (1401). «امکان‌سنجی اعمال حقوق معنوی مؤلف تحت فناوری‌های نوین اطلاعات و ارتباطات». حقوق فناوری‌های نوین، دورة 3، ش 6، ص 15-29. DOI: 10.22133/mtlj.2022.360779.1120

    ب) خارجی

    5. Bently L, Sherman B (2014). Intellectual property law. 3rd edn. Oxford University Press, Oxford . https://www.law.georgetown.edu Access 23 march 2023.

    6. Church O, Estelle D, Stupfler G (2019). “An empirical analysis of the design case law of the EU Member States”. IIC 50(6):685-719. https://link.springer.com Access 23 march 2023.

    7. Derclaye E (2020:”how does the current and future CJEU case law affect digital designs?” In: Pasa E (ed.) Il design, l’innovazione tecnologica e digitale, Un dialogo interdisciplinare per un ripensamento delle tutele - Design, technological and digital innovation. Interdisciplinary proposals for reshaping legal protections. ESI Press, Naples. Forthcoming 2020, Available at SSRN: https://ssrn.com/abstract=3507802. DOI:10.2139/ssrn.3507802

    8. Kur A (2019). Unite De L’Art is here to stay - Cofemel and its consequences«. Max Planck Institute for Innovation & Competition Research Paper No. 19-16 https://academic.oup.com/ Access 23 march 2023.

    9. Mendis D (2020). “Fit for purpose? 3D printing and the implications for design law: opportunities and challenges”. In: Aplin T (ed) Research handbook on intellectual property and digital technologies. Edward Elgar, Cheltenham, pp. 445-463 https://microsites.bournemouth.ac.uk Access 23 march 2023.

    10. McKenna M, Osborn L (2020). “Trade mark protection for digital goods”. In: Aplin T (ed) Research handbook on intellectual property and digital technologies. Edward Elgar, Cheltenham, pp 382-396 https://www.gerbenlaw.com Access 23 march 2023.

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    12. Shemtov N (2020). “Software and graphical user interfaces”. In: Aplin T (ed) Research Handbook on Intellectual Property and Digital Technologies. Edward Elgar, Cheltenham, pp. 2-25 https://academic.oup.com/ Access 23 march 2023.

    Case law

    13. Case R 1948/2015-3, TeamLava, LLC v. King.com Limited, (1 December 2016) Decision of the Third Board of Appeal

    14. Case C-5/08, Infopaq v. Danske Dagblades Forening, ECLI:EU:C:2009:465, para. 37.

    15. Case C-145/10, Painer v. StandardVerlags GmbH, ECLI:EU:C:2013:138, para. 89;

    16. cases C-403/08 and C-429/08, Premier League Ltd and Karen Murphy, ECLI:EU:C:2011:631, para. 98;

    17. Case C-604/10, Football Dataco v. Yahoo!, ECLI:EU:C:2012:115, para. 38.

    18. cases C-403/08 and C-429/08, Premier League Ltd and Karen Murphy, para. 98; Case C-604/ 10, Football Dataco v. Yahoo!, ECLI:EU:C:2012:115, para. 39.

    19. Case C-310/17, Levola Hengelo v. Smilde Foods, ECLI:EU:C:2018:899, para. 40.

    20. Case C-393/09, Bezpecnostm’ softwarova. Asociace – Svaz softwarove’ ochrany v. Ministerstvo kultury ECLI:EU:C:2010:816.

    21. Case C-355/12 Nintendo v. PC Box, ECLI:EU:C:2014:25, para. 23.

    22. C-393/09, Bezpecnostm softwarova asociace - Svaz softwarove' ochrany v. Ministerstvo kultury ECLI:EU:C:2010:816

    23. Case C-833/18, SI, Brompton Bicycle Ltd v. Chedech/Get2Get, ECLI:EU:C:2020:461, para. 33.

    24. Case C-395/16 Doceram GmBH v. Ceramtec GmBH, ECLI:EU:C:2018:172, para. 26.

    25. Case C-683/17, Cofemel v. G-Star Raw, ECLI:EU:C:20219:721, para. 50.

    26. Case R 1950/2015-3, TeamLava, LLC v. King.com Limited, (1 December 2016) Decision of the Third Board of Appeal;

    27. Case R 1949/2015-3, TeamLava, LLC v. King.com Limited, (1 December 2016) Decision of the Third Board of Appeal

    28. Case ICD 8538, Samsung Electronics Co. Limited and others v. Apple Inc. (12 June 2013) Decision of the Invalidity Division, para. 42

    29. Case R 2115/2015-3, Buck-Chemie GmbH v. Henkel AG & Co. KGaA, (8 March 2017) Decision of the Third Board of Appeal, Para. 29