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Nintendo wins piracy lawsuit against French file-sharing website

After a lengthy legal battle spanning several years, a French court held that file-sharing website 1fichier.com is “liable for failing to remove or block access to unauthorized copies of Nintendo games stored on this platform.” In 2021, a court in Paris held that this website was was liable for €935,000 in damages to Nintendo for hosting pirated games. This was upheld on appeal. Nintendo called this victory “significant” not only for itself, but the entire industry.

This court ruling means that file sharing sites in Europe must now remove illegal copies of games when asked to do so. If they refuse to do so, they run the risk of being found legally liable and incurring significant fines. In a separate decision from January 2025, a French court also found that a bank was justified in terminating a payment processing agreement with 1fichier.com due to a lack of anti-piracy controls on the website.

Nintendo has been very litigious in the past few years, going not after file-sharing platforms that host illegal copies of their content, but also developers of emulators that violate Nintendo’s copyrights.

This case and other recent cases demonstrate that Nintendo does not simply want to seek damages for alleged copyright violations, but also wants to set precedent and make an example out entities that are involved in or support video game piracy. Such cases could serve to deter would-be copyright violators and those like 1fichier.com who are not directly involved in piracy but enable it.

Read more: https://www.eurogamer.net/nintendos-latest-legal-win-against-piracy-significant-for-the-entire-games-industry

Game Genie v. Nintendo – Case Overview and Opinion

Hi everyone,

In our presentation last week on cheating in video games, we talked about different ways players can “hack” their games—whether it’s using cheat codes, mods, or external devices. During the discussion, Professor Festinger brought up the Game Genie case (Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.), and our guest speakers also mentioned it, which made me want to dig deeper.

This case is really interesting because it asks whether changing how a game plays—without actually copying or distributing it—violates copyright law. Nintendo claimed the Game Genie was creating unauthorized derivative works, while Galoob argued it was just letting players customize their own experience without making any permanent changes. The court sided with Galoob, and the decision ended up being a big moment in video game law, helping define what counts as fair use when it comes to modifying games. Nintendo appealed the ruling, but the US Ninth Circuit Court upheld the decision, reinforcing that personal gameplay modifications don’t necessarily infringe copyright.

Below is my summary of the case for anyone interested!

Lewis Galoob Toys, Inc. v. Nintendo of America, Inc., 780 F. Supp. 1283 (N.D. Cal. 1991)

Facts:

Nintendo of America, Inc. (“Nintendo”) owned copyrights for various video games designed for the Nintendo Entertainment System (NES). Lewis Galoob Toys, Inc. (“Galoob”) marketed the Game Genie, a device that allowed users to temporarily modify certain aspects of NES video games, such as granting extra lives or skipping levels. The Game Genie did not create a permanent copy of the game or alter the original work outside of the user’s gameplay session.

Galoob filed suit seeking a declaratory judgment that the Game Genie did not infringe Nintendo’s copyrights. Nintendo counterclaimed, arguing that the Game Genie created a derivative work and that Galoob was liable for direct and contributory copyright infringement. The district court conducted a bench trial to determine whether the Game Genie violated Nintendo’s copyright protections.

Issue:

Does the Game Genie create a derivative work under 17 U.S.C. § 101, thereby infringing Nintendo’s copyrights, either directly or contributorily?

Rule:

Under 17 U.S.C. § 106(2), the copyright owner has the exclusive right to create derivative works, which are defined under 17 U.S.C. § 101 as works that “recast, transform, or adapt” the original copyrighted work in a fixed and permanent form. The fair use doctrine (17 U.S.C. § 107) may serve as a defence if the alleged infringement qualifies as a permissible use.

Court’s Analysis:

  1. Derivative Work Determination:
    • The court held that the Game Genie does not create a derivative work because it does not fix, store, or transfer any modified version of the original game. Instead, it merely alters gameplay temporarily while in use. The game reverts to its original form once the console is turned off.
    • The court distinguished this case from Midway Mfg. Co. v. Artic Int’l, Inc., which involved unauthorized modifications in a commercial arcade setting. In contrast, Game Genie use was limited to private, non-commercial settings.
  2. Fair Use Analysis:
    • The court applied the four-factor test from 17 U.S.C. § 107:
      1. Purpose and Character of the Use – The Game Genie was used privately for personal enjoyment, which supports fair use.
      2. Nature of the Copyrighted Work – The NES games were already published works, favouring fair use.
      3. Amount and Substantiality of Use – Game owners had already purchased the original game, and the Game Genie did not reproduce or distribute it.
      4. Effect on the Market – Nintendo failed to prove that the Game Genie negatively impacted game sales. Survey data suggested that the Game Genie could increase consumer interest in video games.
  3. No Direct or Contributory Infringement:
    • Because private users of the Game Genie were not infringing Nintendo’s copyright, Galoob could not be held liable for contributory infringement.
    • Galoob’s use of Nintendo’s copyrighted games for testing and marketing purposes did not violate copyright law.
  4. Injunctive Relief:
    • The court found that Nintendo was not entitled to a permanent injunction because:
      • No irreparable harm was demonstrated.
      • The public interest was served by allowing consumers to modify their gameplay experience.
      • Nintendo had adequate legal remedies if infringement had occurred.

Court’s Conclusion:

The court ruled in favour of Galoob, holding that the Game Genie did not create a derivative work and that its use constituted fair use under copyright law. Galoob was neither a direct nor contributory infringer. The preliminary injunction against Galoob was dissolved, allowing the continued sale and distribution of the Game Genie.

My Opinion:

The court’s decision in Galoob v. Nintendo makes sense under copyright law—using the Game Genie didn’t create a new, separate work, nor did it permanently alter Nintendo’s games. I generally support this outcome, as it aligns with the idea that players should have some freedom to modify their own gameplay experience. That said, the case raises broader questions about what recourse game developers have when individuals or companies alter their games. The ruling effectively creates a loophole: as long as a modification doesn’t change the original game files, it may be difficult to challenge. This highlights a fundamental tension in video games—players have always sought ways to gain an edge, whether through mods, cheat codes, or external devices like the Game Genie.

Cheating has long been a part of gaming culture. I remember growing up with games that had built-in cheat codes and hidden “Easter eggs,” which developers intentionally included for players to find and exploit. In many single-player games, these modifications don’t seem to cause harm—Nintendo had already sold the game, and how a player chooses to enjoy it in their own home doesn’t impact Nintendo’s revenue. This distinguishes the Game Genie from something like the R4 cartridge, which allowed users to pirate games entirely, cutting developers out of the equation. While both devices enabled cheats, the R4 posed a more direct threat to game sales, which is why it faced widespread legal challenges.

Still, the Game Genie case illustrates the ongoing friction between player freedom and developer control. Players have always pushed the boundaries of what games allow, whether through cheat codes, speedrunning exploits, or full-on modding communities. At the same time, developers have a legitimate interest in maintaining control over their games, particularly in competitive or online settings where modifications can undermine fairness. The court’s ruling protects players’ ability to customize their own experiences in a non-commercial, single-player setting, but it also leaves open questions about where to draw the line when modifications affect a game’s broader ecosystem.

Cheating in Video Games – Presentation Slides and Outline

Hi everyone,

First off, thank you all for your participation and cooperation during our presentation last week! We really appreciate the engagement and the great discussions that came out of it. We hope you all enjoyed the presentation and came away with a better understanding of cheating in video games, from a player and industry perspective, as well as how laws are (or in many cases, are not) addressing these issues. It’s a fascinating area where legal and technological challenges continue to evolve, and we’re glad we got to explore it together.

Attached are our slides and outline for anyone who wants to take a closer look at what we covered. Feel free to drop any questions or thoughts in the discussion—happy to keep the conversation going!

Thanks again,
Sam, Vik, Tim, and Josh

VGL Presentation Slides

VGL – Discussion Outline

Pokémon Special – Presentation Discussion Outline

Hi everyone,

Welcome to the world of Pokémon…lawsuits!

We (Celine, Chloe, Clara, Jenny, Scott, and Victoria) are excited to bring you our discussion outline for our presentation next Tuesday. As you may have guessed, our presentation will feature Nintendo and the various cases and legal questions that have emerged around Nintendo’s popular franchise Pokémon.

We have prepared a set of slides for you to download and view in advance here: VGL Presentation Deck

A text version of the information is also provided in this post. We hope to discuss the questions listed below at the end in class. Looking forward to seeing you all on Tuesday!

Case Notes

  • Pokemon Uranium
    • Background Information
      • Pokémon Uranium is one of the most famous fan-made Pokémon games, featuring a completely original region, storyline, and over 160 new species.
      • After 9 years of development, the game was downloaded over 1.5 million times in its first week of release, and was nominated for “Best Fan Creation” at the 2016 Game Awards.
    • Action Taken by Nintendo
      • Nintendo issued DMCA takedown notices to websites offering the download.
    • Result
      • While never actually contacted by Nintendo themselves, the developers took down their own game to “respect Nintendo’s wishes” after learning that other websites offering the game had received the takedown notices.
  • Pokemon Prism
    • Background Information
      • ROM hack created by Adam “Koolboyman” Vierra.
      • Took 8 years to create.
      • The game follows Prism, who finds themselves in Naljo, a developing region bent on the dream of purist industrialization.
    • Action Taken by Nintendo
      • On December 21, 2016, Nintendo sent Vierra a cease and desist letter.
    •  Result
      • Vierra complied with the cease and desist letter.
      • Although, game was made available via 4chan and currently available for download via RainbowDevs.
  • Relic Castle
    • Background Information
      • Internet forum dedicated to the discussion and sharing of Pokemon fan games.
      • The website did not directly host fan games. Instead, Relic Castle allowed direct download links to be posted.
    • Action Taken by Nintendo
      • In 2024 a DMCA takedown was issued to Relic Castle.
    •  Result
      • The owner of Relic Castle shut the entire website down in Mar-2024 due to the DMCA takedown.
  • Palworld
    • Background Information
      • Open-world survival game created by Tokyo-based company Pocketpair
      • Many mechanisms in Palworld resemble Pokemon and Palworld is nicknamed “Pokemon with guns” pre-release.
    • Action Taken by Nintendo
      • In September, 2024, Nintendo filed a claim in Tokyo District Court alleging infringement of 3 game mechanic patents
    • Result
      • Case has yet to be decided
      • Palworld made changes to its gameplay mechanics after Nintendo filed suit
      • Patent claims restricted to Japan
  • Pixelmon
    • Background Information
      • Pokemon mod developed for Minecraft in 2013
      • Adds Pokemon into the game, as well as battling, trading, and breeding mechanics
    • Action Taken by Nintendo
      • On July 14, 2017, the Pixelmon team posted that they were ending development “after a request from the Pokemon company”, subsequently discontinuing the mod and pulling all downloads.
    • Result
      • Message announcing the end of the mod was taken down around February 2019, with the mod quietly resuming activity by June 2020
  • Tracer AI
    • Background Information – What is Tracer AI?
      • “Human-In-The-Loop” brand protection solution
      • AI constantly scans the internet for copyright infringing material on behalf of the client
      • Makes recommendations and issues DMCA Takedown notices if approved
      • New ‘Flora’ agent reduces level of necessary human intervention
      • Indicates shift to automated copyright enforcement?
    • Case 1 – Giratina Strikes Back
      • Background 
        • ROM hack of Pokémon Ruby that featured crossovers with Star Wars: The Empire Strikes Back
        • Got its start in 2011
      • Action Taken 
        • DMCA Takedown notice issued by Tracer AI
      • Result
        • Taken down in 2022
    • Case 2 – Pokemon Glazed
      • Background
        • ROM hack of Pokémon Emerald
        • Released in 2012
        • Features a new region (Johto Region)
      • Action Taken
        • DMCA Takedown notice issued by Tracer AI
      • Result
        • Taken down in 2022
    • Case 3 – Pokemon Stranded
      • Background
        • ROM Hack of Pokémon FireRed
        • Open-world Pokémon game where you are stranded on an island and use Pokémon to escape
      • Action Taken
        • DMCA Takedown notice issued by Tracer AI
      • Result
        • Taken down in 2022

Discussion Questions

  1. Pokemon Uranium: Should IP laws be updated to better accommodate fan-made content? What could that system look like?
  2. Pokemon Prism: how do cease and desist actions against fan-made games impact the gaming community, and do they help or harm a franchise’s long-term success?
  3. Relic Castle: How do community-run internet forums realistically resolve a DMCA takedown when the infringing content is likely pervasive? Should Nintendo view sites like Relic Castle as “distributors” of potentially infringing content?
  4. Palworld: do gameplay mechanism patents stifle creativity? What do you think the outcome of Nintendo’s lawsuit against Palworld will be?
  5. Pixelmon: What do you think about the rise of the “game as a platform”/”game within a game” phenomenon? Could the “platform” game be held liable if a game within it is found to infringe copyright?
  6. Tracer AI: What do you think about AI to automatically detect copyright infringing material, especially considering how it affects the balance between copyright owner’s rights on one hand and an artist’s rights on the other?

 

 

When Game Characters Get “Duped”: The Case Of Amazon.Com Inc v. Chen Jing

Amiibo Logo

Hey All! While looking through Lexis, I found a decision out of the U.S. District Courts in Western Washington that might be of interest to some people. There is not much information out about the case since it just concluded earlier this week. It concerns the practice of copying and distributing the physical manifestations of video-game intellectual property.

(1) A Summary of the Dispute

Amazon.com, Inc. v. Chen Jing concerns a dispute between the e-commerce giant Amazon, and Chen Jing and Zhou Rong (the “defendants”). Amazon alleges that both defendants committed trademark infringement because they  “willfully sold counterfeit versions of Nintendo’s ‘amiibo’ cards bearing Nintendo’s trademarks […]  though an Amazon based online store”[1]. In support of this claim, a representative from Nintendo attested that samples taken from the defendant’s store were counterfeit, and that they “misused the Nintendo trademarks to deceive customers into believing that they were buying authentic Nintendo products when the goods were actually counterfeit” [2].

A central issue in this case was the fact that the Defendants were non-residents when committing their alleged malfeasance. Thus, the court had to determine whether they had the jurisdiction to continue with civil proceedings. The court concluded that it had jurisdiction because (1) the defendants agreed to Amazon Services Business Solutions Agreement, which required the Defendants to consent to being subject to the jurisdiction of U.S.’ Federal courts[3]. Moreover, the defendants purposefully directed their activities at the United States[4].

In concluding their finding of trademark infringement, the court found that the defendants sold counterfeit imitations of Nintendo-branded products bearing the Nintendo trademark, that were meant to deceive the public as to the authenticity of the Defendant’s products, thereby harming Nintendo’s goodwill[5]. Moreover, the defendants deceived Amazon about the authenticity of their products, thereby also harming Amazon’s reputation and brand[6].

 

An example comparison between a real and counterfeit Amiibo

(2) Commentary.

This case demonstrates that videogames exist beyond the confines of a two-dimensional screen. As such, they may manifest themselves in a physical form that itself may interact with elements in the real world and digital world. For example, in this case the physical form of several video-game characters came in the form of an Amiibo, which is an  “interactive figure […] that works with games; [to do this, players] tap an amiibo while playing a compatible Nintendo Console, thereby uncovering new features”[7]. Such a device therefore interacts with a game one plays and modifies it to the benefit of the player.

This case also showcases that there are real and tangible issues associated with combining the real and digital worlds. An example of such danger is that enterprising criminals may be incentivised to create fake copies of products such as the Amiibo. As demonstrated in this case, when a physical item is produced, it is incredibly easy for an individual with the right tools and expertise to copy that item for a profit. In this case, the existence of counterfeit Amiibo’s has been documented as far back as at least 2015[8].  I believe that such actions with physical objects are much easier than with digital property. This is because, provided that they have the resources, one wishing to copy a physical object simply needs to use analogous inputs like plastics, and capital like injection moulds to create a object that is similar enough to fool a customer. On the other hand, doing the same for a videogame may be more difficult owing to the complexities of creating a game, locating certain assets, and copying the creativity and attention to detail of talented professionals.

Finally, this case highlights the globalized nature of trademark infringement, and the desirability of video-game related physical items. These defendants were non-residents in the U.S. but leveraged American software and supply chains to carry out their operations.

(3) Conclusion.

I believe this case offers a glimpse into a unique way in which crime and video-games intersect, and I hope you all believe so as well! Please let me know what you think!

(4) Sources

[1] Amazon.Com, Inc. v. Chen Jing, 2025 U.S. Dist. LEXIS 37632

[2] Ibid

[3] Ibid

[4] Ibid

[5] Ibid

[6] Ibid

[7] https://www.nintendo.com/en-gb/Hardware/amiibo-/About-amiibo/About-amiibo-932316.html?srsltid=AfmBOoqhOdf4my2O7vqrjfndvWYcroC2jEfBXAwf8RK0FJbFL-nZ-Wce

[8] See: https://nintendowire.com/news/2015/06/02/counterfeit-amiibo-appear-in-the-wild/

Activision vs. Cheaters

Hi all,

In light of today’s presentation on cheating in games, I thought it might be interesting to share this news on one of the most prominent Call of Duty cheat developers announcing shutdown of its operations in 30 days. The cheat developer, Phantom Overlay, claims that this is not an exit scam but does not explain why they are suddenly leaving the scene.

This is another step forward for Activision, who has been consistently cracking down on cheating in its games for years. Last year, Activision banned 27, 000 cheaters from several of its Call of Duty games and its anti-cheat team announced plans to use machine learning to improve detection and removal of cheaters. Also in early 2024, another Call of Duty cheat provider called Interwebz ceased operations after receiving a legal notice from an unnamed party suspected to be Activision. Other similar cheat providers were sued and ordered to pay $3M in damages to Activision in a 2023 lawsuit.

Activision’s continuous anti-cheat efforts bring some interesting questions to mind, especially considering our discussion in class on whether cheating in games should be criminalized. Activision has clearly spent enormous amounts of time and money to protect the integrity of its games and its revenue. However, if the government were to criminalize cheating in video games, these costs would shift to public agencies, and therefore, taxpayers.

Are there any justifications for using public resources to do what gaming companies should already have an incentive to do? More importantly, would criminal punishment be more effective than internal bans and improved detection systems from the developer themselves? Are there any unique sociocultural factors that led to criminalization in the countries that do impose criminal punishment for cheating in games?

What are your thoughts on these issues?

Sources:

https://www.gamespot.com/articles/cod-cheat-developer-is-shutting-down-and-not-everyone-believes-them/1100-6529830/

https://www.gamespot.com/articles/27000-call-of-duty-cheaters-were-banned-this-past-weekend/1100-6522492/

https://gamerant.com/call-of-duty-cheat-provider-interwebz-shut-down/

https://www.gamespot.com/articles/two-call-of-duty-cheat-makers-ordered-to-pay-3-million-to-activision/1100-6511845/

Class 7 Video & Slides – “Cheating” & Jason Elliott/Dave Fracchia

Oasis playable demo mentioned by Jason and Dave below…

A License to Play vs Ownership – California’s New Law Regarding Digital Media

Hi everyone,

I wanted to follow up on yesterday’s class discussion regarding digital storefronts using the word “buy” when customers are purchasing a game despite us only obtaining a license to play the digital game rather than actually owning the game.

In California a new law has been signed that requires digital storefronts to make it abundantly clear to purchasers that they are not buying (and owning) the digital media rather they are just obtaining a license to play or watch it. This law is meant to help people understand why their digital media such as games, movies and ebooks disappear. When the law comes into effect, digital storefronts will be banned from using words like “buy” or “purchase” unless the customer is informed that they are not receiving unrestricted access to whatever they are buying. Storefronts are going to have to inform customers they are receiving licenses and all the restrictions that come along with that fact.

Personally, I feel this law is beneficial but has a major drawback. I appreciate that digital storefronts are required to be more transparent with players with respect to the purchase of digital games being the purchase of mere licenses to play. It will help keep players expectations in check and help them realize their digital games can be taken away from them. Ideally, this law could encourage players to purchase more physical media after learning that they do not actually own the games they are purchasing digitally.

The problem with this law however is that it further entrenches the idea that purchasing digital gams equates to purchasing a license to play is acceptable. As someone who typically buys physical media, the idea that buying a game digitally does not equate to ownership is problematic to me . Especially considering a lot of the time the price of the digital game is equal to the physical copy of the game. It is not as if the purchase digital games are meant to be like subscription services (i.e. Netflix) or rentals where it’s more understandable why you wouldn’t own the game.  I believe it is unfair that the method in which you purchase a game can impact whether or not you own the game. In my opinion, buying a digital game should equate to ownership just like it would with a physical game. In the alternative digital games should be discounted compared to their physical counterparts to justify the fact that you are not receiving ownership of the digital game.

How do you feel about the law, do you think it is beneficial? Are you fine with the way things are (digital games being licenses to play) or do you think they should be treated similarly to physical media? Can you think of other solutions that may justify digital games being licenses to play?

Sources:

https://www.theverge.com/2024/9/26/24254922/california-digital-purchase-disclosure-law-ab-2426

 

Leaks and Legality

Hi everyone,

I came across this article today on leaks relating to the much anticipated Nintendo Switch 2, published just six days before Nintendo released an official trailer for the console last month. The article discusses the Switch 2 mockup leaked by Genki, an accessory manufacturer. In response to the leak, Nintendo claimed that the mockup was not official, while Genki insisted that the mockup was based on the real Switch 2 system it used to design its accessories. Genki also suggested that the mockup it showed was already-leaked information. However, the manufacturer later backtracked on both statements to admit that it had used leaked information from inside the industry and that its mockup was not official.

A later update by IGN speculates that that Nintendo reportedly sent lawyers to Genki’s booth at the Consumer Electronics Show held in Las Vegas after Genki’s Switch 2 mockup circulated online. However, Genki claimed that it did not sign any NDAs with Nintendo and that it was not worried.

These articles made me think about the relationship gaming companies have with leaks. In this case, Genki did not sign any confidentiality agreements and was a relatively remote party, so it is understandable that Nintendo has not taken any legal action. However, there has been no news of ongoing legal action (that I could find) even against Nintendo insiders, who were the earliest sources of Switch 2 leaks, with rumours emerging as early as July 2023. Further leaks from similar sources also continued to surface throughout the Switch 2’s development, such as a recent statement by a former Nintendo employee speculating on the console’s release date.

The Switch 2 was officially announced on January 16th, 2025 in a 2-minute trailer with more details to come in the April 2nd Nintendo direct. One analyst suggests that the leaks have taken away much of the surprise and excitement that Nintendo could have garnered with a spontaneous reveal. However, Nintendo’s apparent lack of strong legal action and lack of NDAs in Genki’s case makes one wonder whether the company is truly against leaks, or whether continued leaks were part of its marketing strategy for the Switch 2 all along.

What are your thoughts on gaming leaks, whether for consoles or games themselves? Are companies as anti-leak as they claim to be? Or are leaks just another marketing tool to stealthily build up anticipation for upcoming consoles and titles?

Sources

https://en.wikipedia.org/wiki/Nintendo_Switch

https://www.ign.com/articles/nintendo-breaks-silence-on-switch-2-mockups-and-photos-leaks

https://www.ign.com/articles/nintendo-reportedly-sent-lawyers-to-genkis-ces-booth-over-switch-2-mockup

https://gamerant.com/switch-2-release-month-former-nintendo-employee-prediction/

https://www.videogameschronicle.com/news/official-nintendo-has-revealed-nintendo-switch-2/

https://www.indy100.com/gaming/nintendo-switch-2-leaks-reveal

Class 6 Video & Slides – “Who’s Playing Who” & “Censorship”

For now in addition to the video there are just my base slides. Am determined to create a second version of the slides that more directly tracks the talk I ended up improvising 😉 Jon