Copyright protection of live esports broadcast under China's new Copyright Law
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DOI: 10.1016/j.techsoc.2022.102123
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References listed on IDEAS
- Inhyeok Jeong & Kento Nakagawa & Rieko Osu & Kazuyuki Kanosue, 2022. "Difference in gaze control ability between low and high skill players of a real-time strategy game in esports," PLOS ONE, Public Library of Science, vol. 17(3), pages 1-17, March.
- Kim, Jihye & Kim, Minseong, 2020. "Spectator e-sport and well-being through live streaming services," Technology in Society, Elsevier, vol. 63(C).
- José Manuel Saiz-Alvarez & Jesús Manuel Palma-Ruiz & Herik Germán Valles-Baca & Luis Alberto Fierro-Ramírez, 2021. "Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results," Sustainability, MDPI, vol. 13(19), pages 1-20, September.
- Cao, Qing, 2014. "Insight into weak enforcement of intellectual property rights in China," Technology in Society, Elsevier, vol. 38(C), pages 40-47.
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Keywords
Audiovisual works; Performer's rights; Fair use; Infringement; Pirated broadcasting;All these keywords.
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