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French Ruling On Copyright Flies In Face Of Established EU Law

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A French court ruling on 17 September in a case brought by the French consumer group UFC-Que Choisir against Valve found that purchasers of video games on Valve’s digital platform, Steam, are permitted to resell them. This ruling contradicts established EU law and should be overturned on appeal.

Simon Little, CEO of ISFE, said: “This French ruling flies in the face of established EU law which recognises the need to protect digital downloads from the ease of reproduction allowed by the Internet.  Far from supporting gamers, this ruling, if it stands, would dramatically and negatively impact investment in the creation, production and publication of, not just video games, but of the entire output of the digital entertainment sector in Europe.  If Europe’s creators cannot protect their investments and their intellectual property, the impact on both industry and consumers will be disastrous.”

According to EU copyright law, when it comes to digital and streaming services, every use must be subject to the authorisation of the rightholder and copyright does not expire with their first sale, as it does with physical goods. Physical goods are subject to the “distribution right” and to the “exhaustion doctrine” which means that the purchaser has the right to resell the goods if they were first put on the market with the authorisation of the copyright owner. This is not the case with digital downloads which are subject to the “communication to the public right”, meaning that the purchaser does not have a right to sell them on, without the copyright owner’s permission.”

 

Gamers are at the heart of what we do.

ISFE ensures that the voice of a responsible video games ecosystem is heard and understood, that its creative and economic potential is supported and celebrated, and that gamers around the world continue to enjoy great gaming experiences.

 

Video games are creative works with an interactive element. Video games have been recognised as complex works by the Court of Justice of the European Union and are protected by copyright for both their non-software elements (music, audiovisual, graphics) and their software elements).

The 2001/29/EC Directive on Copyright and Neighboring Rights provides that:

(29) The question of exhaustion does not arise in the case of services and on-line services in particular. This also applies with regard to a material copy of a work or other subject-matter made by a user of such a service with the consent of the rightholder. Therefore, the same applies to rental and lending of the original and copies of works or other subject-matter which are services by nature. Unlike CD-ROM or CD-I, where the intellectual property is incorporated in a material medium, namely an item of goods, every on-line service is in fact an act which should be subject to authorisation where the copyright or related right so provides”.

 

Current case before the CJEU (Court of Justice of the European Union) – judgement expected end of 2019

The recent Opinion of the Advocate General in the Tom Kabinet case (concerning the resale of e-books) that is currently before the CJEU confirms that the exhaustion doctrine is limited only to tangible, physical supports and has no application whatsoever to digital downloads (which are covered by the communication to the public right and not by the distribution right).

The Opinion concludes that:

“Article 3(1) and Article 4 of Directive 2001/29/EC of the European Parliament and of the Council of 22 May 2001 on the harmonisation of certain aspects of copyright and related rights in the information society must be interpreted as meaning that the supply of e-books by downloading online for permanent use is not covered by the distribution right within the meaning of Article 4 of that directive but is covered by the right of communication to the public within the meaning of Article 3(1) of that directive.”


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: French Ruling On Copyright Flies In Face Of Established EU Law

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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IGT Launches New Multi-level Progressive Game, Treasure Box Link

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International Game Technology PLC (IGT) has launched its new multi-level progressive (MLP) game, Treasure Box Link, specifically designed for Spain’s Amusement with Prize (AWP) salones sector. Treasure Box Link is the third release in IGT’s high-performing Salones Espana portfolio.

“Introducing another strong MLP game in Spain’s salones sector reflects IGT’s commitment to building our footprint in the region and delivering research-backed games that meet localized player preferences and drive results for our customers. We are confident that our highly entertaining Treasure Box Link game will boost our continued momentum in Spain’s AWP market and enhance gaming floors,” said David Flinn, IGT SVP, Canada, EMEA and LATAM Gaming Sales.

Treasure Box Link offers four compelling base game themes: Mistress of Egypt, Griffin’s Throne, Samurai and King of Olympus. It features proven mechanics, free games, expanding wilds and a popular lock and respin bonus, which can lead to one of four progressive jackpot prizes. To further diversify the offering, operators can combine Treasure Box Link in the same bank of cabinets with IGT’s Magic Fortune Link and Diamond Mania games.

Treasure Box Link is available on IGT’s BINTIA 27-inch multi-game cabinet, which offers dual HD monitors and merchandising options for casino-like styling. It features an ergonomic design, programmable LED lighting, vivid high-resolution graphics, an immersive sound system and can be configured with the Ticket-In/Ticket-Out (TITO) function.

IGT’s Salones Espana portfolio is exclusively distributed in partnership with Orenes Grupo, Spain’s salones sector market leader in operations and gaming machine distribution. Since entering Spain’s salones sector in 2022, IGT has deployed more than 2000 units in the region.

The post IGT Launches New Multi-level Progressive Game, Treasure Box Link appeared first on European Gaming Industry News.

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Amusnet Releases Sparta Legend Video Slot

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Amusnet has released Sparta Legend, a thrilling new video slot that transports players to the heart of Ancient Greece, where fearless warriors fight for fortune and honour. Packed with action and bold gameplay, this release is set to captivate players with its immersive theme, stunning visuals and rewarding mechanics.

Featuring a dynamic 5×3 reel setup with 20 fixed paylines, Sparta Legend offers an exhilarating gaming experience where every spin feels like taking part in ancient history. Players can embrace the Spartan spirit as they face high volatility gameplay, and the opportunity for powerful wins for those who dare to enter the arena.

One of the standout features of Sparta Legend is the Buy Bonus, allowing players to instantly trigger Free Spins and dive straight into the action. This feature-packed adventure, combined with a visually stunning ancient Greek setting, makes the game an instant standout in any operator’s portfolio.

With its compelling theme, bold mechanics and rewarding gameplay, Sparta Legend is a must-have for operators looking to engage players who seek high-stakes excitement. The game is now available, ready to deliver an unforgettable gaming experience worthy of true warriors.

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The post Amusnet Releases Sparta Legend Video Slot appeared first on European Gaming Industry News.

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Esports World Cup Foundation Announces 40 Clubs Selected for its $20M Club Partner Programme

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The Esports World Cup Foundation (EWCF) announced the top 40 esports Clubs that have been accepted into the EWCF Club Partner Programme, an industry-leading initiative designed to promote the sustainable growth of esports organidations. The $20 million programme offers participating Clubs up to $1 million in funding to expand their brand and grow their global audience through innovative content and marketing campaigns leading up to and throughout the Esports World Cup 2025.

Since 2023, the EWCF has supported esports Clubs with a carefully aligned funding model that contributes to the Club Partner Programme members’ financial stability and brand growth. To achieve this, the 2025 Programme will focus on fueling global fan growth across all borders and games through impactful storytelling and creative campaigns.

Leveraging EWCF support, the 40 Partner Clubs, reaching over 300 million fans, will drive global growth by creating compelling experiences and content that deepen their connection with fans worldwide, including behind-the-scenes production, player documentaries and live fan experiences that excite their communities. The 2025 programme offers modular funding for campaigns that engage fans, tell EWC-related stories and enable Club-driven innovation.

“The EWCF Club Partner Program is a cornerstone of our mission to build a sustainable future for esports Clubs worldwide while creating opportunities for organizations from some of the world’s fastest-growing markets. This year’s 40 partnered Clubs represent a diverse and dynamic cross-section of global esports, spanning legacy organizations, rising stars and global powerhouses that collectively define the rich history and the rapidly evolving future of the industry. By investing in their growth, the program will enable Clubs to expand their audience and reach, strengthen their brands, and gain greater visibility through fan-first content, shaping the future of esports as a global sport and mainstream entertainment,” said Faisal Bin Homran, Chief Product Officer at the Esports World Cup Foundation.

With this year’s focus on high-growth regions, the 2025 EWCF Club Partner Programme represents a truly global roster, including six Clubs from China, alongside additions from rapidly expanding markets like Japan, India and LATAM. The full lineup of Clubs, in alphabetic order: 100 Thieves, All Gamers, Bilibili Gaming, Cloud9, Edward Gaming, EVOS, FaZe Clan, Fnatic, FURIA, G2 Esports, Gaimin Gladiators, Gen.G, Gentle Mates, HEROIC, JD Gaming, Karmine Corp., Movistar KOI, LEVIATAN, LOUD, MOUZ, NAVI, NIP.eStar, ONIC, POWR, REJECT, S8UL, Sentinels, T1, Team BDS, Team Falcons, Team Liquid, Team RRQ, Team Secret, Team Spirit, Team Vitality, Twisted Minds, Virtus.pro, Weibo Gaming, Wolves Esports, ZETA DIVISION.

The 2025 Club Programme applications in China were supported by Tencent E-Sports, who have facilitated the process for 20 Clubs that have applied. Six Clubs were selected, including All Gamers, Bilibili Gaming, Edward Gaming, JD Gaming, Weibo Gaming and Wolves Esports—China’s most dominant teams, engaging over 125 million Chinese fans through gaming, entertainment and lifestyle content. Additionally, eStar, as part of NIP, has also been added to the lineup, further serving the expansion of the Club Partner Programme in China and activating Chinese fans.

All Clubs were selected through a rigorous evaluation process that reviewed nearly 200 applications. This included assessing their competitive track record in the Club Championship in 2024, their potential across multiple games, social media presence, fan engagement and their strategic plans for activating their global esports audience. Eight Clubs received direct invitations based on their EWC 2024 Club Championship ranking, while the remaining spots were allocated through an open application process. Nineteen Clubs joined for the first time, and 21 returned from the inaugural year.

“Esports is evolving faster than ever, and the EWCF Club Partner Program is driving that evolution by giving Clubs the tools to grow, engage fans, and compete at the highest level. EWC 2024 was a defining moment for us—winning points in five games, two podium finishes, and securing a top-four finish at the Club Championship. The scale and energy of the event proved just how influential esports has become. We’re proud to be part of the program again, fueled by the enthusiasm of French fans who continue to support and inspire us as we look to elevate our game, win as many tournaments as possible, and carry Team Vitality’s colours high on the biggest stage in esports,” said Fabien “Neo” Devide, Chairman and co-founder of Team Vitality.

“As one of the fastest growing esports organizations in North America, we are delighted to join the EWCF Club Partner Program. Continuing the momentum of our success in 2024, including a major win in VALORANT and significant growth across our social channels reaching millions of fans in North America and beyond, the addition of VALORANT to the Esports World Cup is the perfect time for us to become an official partner and deliver new and exciting content to an even wider audience,” said Rob Moore, CEO of Sentinels.

“Since Day One, All Gamers has chased esports glory—pushing non-stop for over 20 years. With years of hard work from our teams, we’ve scored big wins in top games and trained legends in the scene. Competing at the 2024 EWC against the world’s best, that fire burns bright. Now joining EWCF’s Club Partner Program, here’s our hope: When fans worldwide see Chinese esports through AG, they won’t just recall epic comebacks, but our crew’s unstoppable spirit—cutting through challenges like a blade. That combination of grit and grace—that’s China’s gift to the global esports race,” said Le Kedeng, Chairman of All Gamers.

Membership in the EWCF Club Partner Programme is subject to annual renewal in line with the Programme’s requirements, reflecting the dynamic nature of the esports industry. A Club’s participation in the programme does not guarantee a spot at the Esports World Cup 2025. All Clubs are required to qualify through official qualification pathways to earn their spot in each game’s EWC tournament.

The post Esports World Cup Foundation Announces 40 Clubs Selected for its $20M Club Partner Programme appeared first on European Gaming Industry News.

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