Le droit des jeux vidéo, de la virtualité à la réalité juridique

Abstract : Over the last few years, the video game market has grown exponentially. It targets large publics in terms of either age or nationality. Thus, this sector represents a significant part of the economy, because its global sales return should exceed 38 billion Euros by 2010. In France, although this sector generates a 4 billion Euros yearly sales return, with big companies like Gameloft, Atari, Universal or Ubisoft, there is no clear and unequivocal judicial framework for the creation and exploitation of such works. This lack of a clearly established judicial framework causes France to lose competitivenessin a globalized market where some countries like the United States can provide the safeties favorable to its growth. It causes a drain of projects to other countries and hampers investment. According to this analysis, we ought to suggest a new copyright judicial framework for the video game industry. Some video games gather tens of thousands of users in virtual environments where they can interact, in spite of materially being in different countries. This opening of an initiallyindividual playing space to a community of players has radically changed the nature of these games. In that capacity, they raise questions about their regulation. Given the tyrannical self regulation of virtual environments with respect to the unequalrelations between publishers as well as the failure to harmonize relations between users, we need to create a judicial framework pertaining to virtual environments.
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Benjamin Cardella. Le droit des jeux vidéo, de la virtualité à la réalité juridique. Droit. Université de Toulon, 2011. Français. ⟨NNT : 2011TOUL0063⟩. ⟨tel-00658291⟩

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