Abstract

The paper considers the problems of using cloud gaming technology. The author defines cloud gaming and explores three main models according to which remote access to games can be provided: software as a service, a platform as a service, and an infrastructure as a service. The author examines two blocks of issues that arise when using cloud services for games. In particular, taking several cloud gaming services as a case study, the author examines the following issues from the field of intellectual property: communicating to the public and reproducing computer games and contract law regulation of relations between a cloud services’ operator, a player and a rightholder. The paper highlights the legal nature of a relationship between the cloud services’ operator and the player and elements of the corresponding contract. It is concluded that the current legal regulation allows the parties involved to resolve most issues in this area.

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