Copyright Implications Of Livestreaming Esports Under Korean Law
šŗ Copyright Implications of Livestreaming Esports Under Korean Law
Livestreaming esports in South Korea implicates several intersecting copyright concerns:
Who owns the broadcast rights?
Does streaming gameplay infringe the underlying game publisherās copyright?
How do contracts and exclusive streaming deals affect rights?
Player personal rights vs. copyright?
Fair use (ź³µģ ģ“ģ©) and copyright limitations under Korean Copyright Act.
Below are five key caseābased or dispute examples that illustrate the legal landscape.
š 1. Blizzard v. KeSPA / Korean Broadcasters (StarCraft Broadcasting Disputes)
Background
In the early 2010s, Blizzard v. KeSPA broadcasting dispute arose when Blizzard Entertainment challenged Korean broadcasters and esports associations (including KeSPA) for televising StarCraft esports without proper authorization.
Core Legal Issue
The dispute centered on whether StarCraft broadcasts reproduced copyrighted audiovisual elements of the gameāsuch as game graphics, sound effects, and user interfaceāwhich are protected under copyright law. The argument was that broadcasting competitive matches without sublicensing violated Blizzardās exclusive rights to publicly perform and transmit those elements.
Outcome & Implications
The parties eventually settled with licensing agreements, clarifying that esports competitions still require rights from the game copyright owner before broadcasting or livestreaming.
This underscores that livestreaming esports is not āpublic domainā; it reproduces copyrighted game content.
Tentatively, courts would analyze livestream footage as a derivative audiovisual work that requires permission from the underlying copyright holder (the game publisher).
š 2. SpectateFaker Streaming Controversy (League of Legends)
Facts
In the midā2010s, an online stream called SpectateFaker broadcast live League of Legends gameplay of Korean pro player Faker on Twitch without permission from his exclusive streaming partner. This triggered multiple takedown notices under copyright and licensing provisions.
Legal Complexity
Azubu (Fakerās exclusive streaming partner) and Riot Games (LoL publisher and IP owner) issued takedown notices claiming unauthorized transmission of copyrighted game footage.
The argument: even if gameplay was publicly visible via thirdāparty tools (such as OP.GG spectator mode), streaming it commercially without rights constitutes copyright infringement of the underlying gameās audiovisual content.
Legal Implications
This dispute highlights that broadcasting gameplay live can infringe the game publisherās rights because realātime game visuals are protected works.
Exclusive streaming rights contracts between players or platforms can shape who has authority to public performance rights in livestreaming.
Even if a streamer claims fair use or nonācommercial intent, game publisher rights can override free reābroadcasting.
š 3. Game Software as Protected Work
Issue
Korean courts and legal scholarship generally recognize that computer games are copyrightable audiovisual worksāthey combine graphics, sound, and narrative fixed in code.
Copyright Principle
Unlike traditional sports (which are not copyrightable per se), esports broadcasts reproduce copyrighted game content (game visuals, audio cues, UI elements).
Korean copyright law defines protected works as creative expressions fixed in a medium, which includes software and audiovisual sequences shown during a livestream.
This means livestreaming esports without permission could violate the public transmission right of the copyright owner.
š 4. Copyright and Fair Use (ź³µģ ģ“ģ©)
Legal Rule
Korean Copyright Act includes limitations like fair use (ź³µģ ģ“ģ©), which may permit use of copyrighted works without permission under specific, narrow conditions.
Application to Esports
Academic studies indicate Korean fair use may apply when use is nonācommercial, transformative, and does not harm the market value of the original work.
However, livestreaming for commercial purposes (advertising revenue or paid sponsorships), and realātime reābroadcasting of gameplay, generally fails fair use criteria.
This suggests unauthorized esports livestreaming for profit likely infringes copyright unless explicitly permitted.
š 5. Copyright of the Broadcast Footage Itself
Standalone Work
When broadcasters or streaming platforms produce esports content with expressive camera direction, commentary, replays and editing, that output may itself qualify as a copyrightable broadcast work.
Legal Effect
Under Korean law, a livestream with creative elements (camera angles, onāscreen graphics, live commentary) possesses independent creative expression and could attract its own copyright protection for the broadcaster.
This means a livestream platform could assert rights against third parties republishing its unique broadcast feed, separate from the underlying game software copyright.
Thus, two layers of rights may exist:
The game publisherās rights in the gameplay visuals.
The broadcasterās rights in their creative broadcast presentation.
āļø Summary of Legal Principles
| Legal Issue | Implication Under Korean Law |
|---|---|
| Game visuals as copyrighted works | Esports livestreaming reproduces audiovisual content protected by copyright. |
| Exclusive broadcasting rights | Rights holders must authorize streaming; exclusive deals govern public transmission. |
| Fair use limits | Nonācommercial or limited educational use may qualify, but commercial eSports streams generally do not. |
| Broadcast work protection | Creative broadcast elements can have independent copyright. |
| Player personal rights | Separately, personal rights (ģ“ģź¶) may arise for players shown in streams. |
š§ Practical Takeaways for Korean Esports Streamers
Obtain rights from the game publisher or authorized distributor before livestreaming gameplay (or contractually ensure your rights).
Exclusive streaming partnerships (e.g., with platforms like AfreecaTV, YouTube, Twitch) may restrict where you can legally broadcast.
Avoid unlicensed rebroadcasting of competitor content, even if it is publicly viewable in spectator mode.
Understand that broadcasts themselves may be copyrightable, and redistributing someone elseās unique stream feed can infringe their rights.
If relying on Korean fair use exceptions, be cautious; courts assess commercial intent, market harm, and the purpose of use.

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