Abstract
The creation of YouTube in 2005 and the subsequent development of Let’s Play videos transformed the way video game players experienced video games. Instead of simply playing video games, the Let’s Play phenomenon gave players the ability to record and upload to YouTube livestream videos of themselves playing their favorite games, while providing commentary and tips, and entertaining their viewers. This Article examines what happens when a cutting-edge online trend redefining how video game players experience gaming runs head-on into the copyright interests of one of the world’s largest video game producers. This conflict was illustrated when Nintendo was forced to respond to a craze that swept the internet in the 2010’s – Let’s Play videos. This Article examines Nintendo’s Legend of Zelda franchise, particularly Twilight Princess, to determine the potential copyright violations of Let’s Play videos, and to try to understand the strategic business decisions Nintendo contended with in determining how to respond in a manner that addresses its copyright interests along with the interests of Let’s Play creators and its customers.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.