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Introduction An overview of copyrights
An overview of copyrights, Metaverse, and NFTs reflects a rich history of intellectual
property concerns. Beginning in Greece in 500 BCE to today, one sees an evolution in the
intellectual property rights systemization, especially copyrights. This chapter begins with a
brief history of intellectual property rights focusing on copyrights, followed by illustration
of the relationship between copyrights, metaverse, and NFTs.
The concept of intellectual property is not a recent notion. It has a long history
though to be over several centuries old. An early example goes back to 500 BCE when
Sybaris granted citizens "a one-year patent for “any new refinement in luxury". An
interesting fact about the emerging IP right is that it was on the occasion of a recipe
whereby Greek chefs claimed rights over "particular culinary delights.". Then, other
countries started to follow the pattern in their laws “to foster creativity and to make it
possible for the inventor to reap the benefits of their ingenuity.” This trend has continued
until today.
It took several centuries before the concept of intellectual property was turned into a
formal legislation. The first intellectual property legislation was passed in England in 1623
and was named "the Statute of Monopolies". At this time, monopolies took the form of
“government-sanctioned guilds" where industrial guilds were granted “considerable power"
to determine producing and marketing innovations, “giving them ownership and control
over inventions even if they had nothing to do with their creation"7. The mentioned statute
was modified to attribute ownership to the creators, with fourteen years of exclusive rights
over their innovations. In 1710, the “Statute of Anne” was passed, renewing this period, and
granting authors “rights in the recreation and distribution of their work.". These pieces of
legislations are considered to be the first building block in the IP legal body in modern
countries. Nonetheless, there was no uniform system of IP protection because of the
variations in legal systems. Difficulties remained such as lack of international coordination
applying to patents in all countries simultaneously to avoid duplication and maintain
novelty.
The lack of international coordination was formally addressed over a century later. In
1883, intellectual property was globally systemized when the Paris Convention was
concluded. It dealt with the protection of innovation wherever it has been used. It was not
until then that international conventions had a broader scope of IP rights.12 The Berne
Convention of 1886 protected various forms of expression, such as writing, painting, and
vocalizing.The Madrid Agreement of 1891 gave great importance to the protection of
trademarks. Soon, a combination of the offices of the thrice Paris, Berne, and Madrid
agreements created the
"United International Bureaux for the Protection of Intellectual Property" which constituted
“the precursor of today's World Intellectual Property Organization, which is an office of the
United Nations"16. Followed by the agreement on Trade-Related Aspects of Intellectual
Property Rights (TRIPS)1995, intellectual property has become a global system that
overrides geographical restrictions.
Intellectual property rights are, generally, the legal protection of the outcome of
industrial, scientific, literary, and artistic activity. It can be defined as "non-physical
property that is the product of cognitive processes and whose value is based upon some idea
or collection of ideas.". The property right concerns “the control of physical manifestations
or expressions.". It is intended for the intellectual innovation, not the tangibles it embodies.
In this regard, legislation is made for two purposes: firstly, legitimizing fiscal and moral
rights of the innovators over their production and the audience’s rights to access these
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innovations, and secondly, motivating innovation and spreading it in the society through
thoughtful methodology. Thus, IP laws grant innovators and creators exclusive rights or
monopolies over their intellectual work for a certain period.
A. Copyright and Intellectual Property Rights
It is important to understand where copyright fits in an intellectual property system. A
system of intellectual property rights protects at least three main categories: copyrights,
trademarks, and patents; it may also include the protection of trade secrets to prevent unfair
competition. For copyrights, the protection "extends to original works of authorship fixed in
any tangible medium of expression", such as “literary, musical, artistic, photographic, and
cinematographic works, maps, architectural works, and computer software”. Copyrights
grant their holders five exclusive rights: “the right to reproduce the work, the right to adapt
it or derive other works from it, the right to distribute copies of the work, the right to
display the work publicly, and the right to perform it publicly."21. The usage of these rights
undergoes time restrictions that vary from one IP system to another. Thus, a system of
copyrights is not meant to be lifelong applicable; it balances between the public and private
interests.
B. The notion of copyright
The notion of copyright has a wider concept than a mere definition of the same term.
Copyright laws are generally based on a benefit-distributive basis of several considerations:
promoting creativity, fairness, and public consumption. They assume that “neither the
creator of a new work of authorship nor the general public ought to be able to appropriate
all of the benefits that flow from the creation of a new, original work of authorship.". On the
one hand, creators and distributors lack the incentive for new creations if they “cannot gain
some benefit from their creations.". On the other hand, creators use raw materials such as
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"ideas, language, building blocks, and expressive details". In their creative work, "[i]f [they]
were given control over every element and use of the works they created, there would be
little raw material left for later authors". Thus, “the copyright will protect the expression in
work from being copied without permission but will give no protection whatsoever to the
underlying ideas, facts, systems, procedures, methods of operation, principles, or
discoveries". In this regard, copyright legislation varies due to "a complicated legal bargain
that allocates the different benefits that flow from works of authorship to writers, to
publishers, and the public at large in a way intended to promote the progress of science and
useful arts". This applies to various means of expression, such as books, musical recordings,
and computer programs. A system of multiparty beneficiaries may expose copyright to
infringements. Other than mere copying, copyright systems encounter difficulties despite
the legislative developments of copyright laws. One problem is “the scale of copying and
the difficulty in targeting the individuals doing it. Most people must know what copyright
laws order and prohibit due to their complexity. Besides, the “dissonance with cultural
norms about sharing erodes copyright’s moral authority further, lowering its viability as a
property regime. Most importantly, in the digital domain, copying is intractable33. Moreover,
copyright laws suffer difficulties coping with rapid technological changes. The matter
becomes complicated when the world turns from the real world to the virtual world. People
increasingly inhabit virtual worlds and spend time and money there. Consequently, players
who spend hundreds of hours creating their avatars in virtual worlds feel entitled to hold the
copyrights of virtual creations and belongings because of the combination of financial
incentives and social interaction.The traditional paradigm of the virtual world is multiplayer
online games. Notwithstanding, those worlds are so vast that they go beyond mere
entertainment; “people traveling to virtual spaces seek not only entertainment but also
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social interaction, community, economic gain, and environments in which to explore
selfexpression.". As such, people could log off virtual spaces while their actions still exist.
Virtual worlds grow simultaneously and are “inextricably linked with the real world” ,
creating an environment for people to live and work, known as Metaverse. As such,
Metaverse is a virtual world that has features in common with our real world.
C. Copyrights in virtual space (Metaverse)
The notion of copyrights in the metaverse is one of the common issues between real and
virtual worlds in the legal domain. Metaverse first appeared in 1992 in Neal Stephenson's
novel ‘Snow Crash,’ as a new virtual world stimulating the real world. To enter the
Metaverse, one needs to "put on headphones and eyepieces, find the connection terminal,
and you can enter the virtual space simulated by the computer and parallel to the real world
in the form of a virtual avatar.". This perfectly describes the technology used to enter this
world: VR or virtual reality. Meanwhile, video games developed rapidly from role-playing,
such as Atari, to multiple playing, such as Microsoft’s Xbox. Some concluded that the
evolution of video games has resulted in the movement to virtual worlds. In 2021,
Zuckerberg revived the term Metaverse by announcing that Facebook had turned its name
into Meta. He “triggered a new round of revolution in the field of VR.", the XR
Alternatively, extended reality can be achieved by investing in XR projects.47 As mentioned,
the fusion of both the real world and the virtual world created the new world of the
Metaverse.
The term Metaverse is described as "a living space and a community." that “deepen
the degree of integration between what is online and offline.". It is a virtual space that “has
both online and real-world dimensions.". In another word, it is "the junction or nexus of our
physical and virtual worlds and 'the convergence of 1) virtually enhanced physical reality
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and 2) physically persistent virtual space.". In this world, AR, VR, and the physical world
converge to “enhance our appreciation of the world around us.". It constitutes “the locus for
all forms of work, education, and entertainment experiences”53.
Sooner or later, the Metaverse becomes a technological utility and an investing
environment. Since people spend their time interacting there, they "would spend money
there, too, on outfits and objects for our digital avatars.", such as those in Roblox. Besides,
in Decentraland55, they build, explore, create, trade items, and even make new friends. The
importance of the uprising economic investment field appears in many ways. The virtual
spaces "provide a fascinating and unique laboratory for research on human society.". In
addition, virtual worlds will consist of “the foremost important forums for human
interaction,” which "may induce widespread changes in the organization of Earth society.".
Information analysis becomes crucial because the economy is also turning virtually. The
introduction of what is called "modern economic intelligence." as “part of the corporate
culture of modern business activities." relies on the information flow about those activities.
Hence, the lack of information here” reduces the chances of success in competition.".
Broadly, “[o]nce information is valuable, an overwhelming temptation arises to appropriate
that value, to turn it into cash.". Also, the virtual world has economic tools that assimilate
those of the real world: cryptocurrencies and methods of payments, such as electronic
payment systems.63. This is inextricably linked with proprietary multi-assets trading on
virtual platforms and the bloom of
NFTs.
D. Copyrights and NFTs
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Unlike the metaverse, NFTs are more recent creatures in virtual spaces. It was not until
2017 that NFTs became renowned due to creating blurred images called Cryptopunks. Not
only can photos be transformed into NFTs, but they could also be paintings, music, videos,
scripts, animations, brands, and digital artwork. This opened the door of the NFTs market
for more conversion of works into them.65 Followed by Beeple’s Everydays: The First 5000
Days, NFTs bloomed after artwork sales reached over 22$ billion dollars.
Cryptopunks are “10,000 unique collectible characters with proof of ownership
stored on the Ethereum blockchain”. Each of them is a "unique digital collectible character."
whose photo “in the collection is a 24x24 pixel, 8-bit-style portrait with a unique set of
attributes and traits”.They could be sold or bought in marketplaces using blockchain.
Everyday: The First 5000 Days is an artwork created by Mike Winkelmann, known
as Beeple, recording every single day from May 1, 2007, to January 7, 2021, in one
collaged picture “of all the images that Beeple has been posting online daily since 2007.” It
was sold as an NFT in a digital auction for 3.5$ million. It is considered “one of the most
unique bodies of work to emerge in the history of digital art.” The concept of the photo
depends on the differences of basic abstract drawings to comment on the current events
between day one and day 5000.74
The increasing popularity of NFTs has also attracted well-known industries from all
over the world in various areas, such as sports, cinema, and fashion. Also, celebrities
created their NFTs, such as "Snoop Dogg, Paris Hilton, Post Malone, Tom Brady, and Rob
Gronkowski.". This, in turn, provides a fertile environment for intellectual property laws to
grow to cope with the rapid changes in this realm. However, applying current laws to NFTs
is not guaranteed sufficient to settle the disputes. Besides, the lack of legal precedents raises
the need to discuss the topic.
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The bloom of the virtual world and its economics brings along the question of the
role of law in the Metaverse. Here, it requires exploring "where it intersects with reality in
meaningful ways.". The confluence between people and virtual environments would
necessarily raise legal issues concerning the applicability of current copyright laws to
upcoming disputes.
Broadly, the "legal implications of virtual worlds." revolves around the question of
"who owns which right?". They spotlight the role law "should have in virtual worlds",
especially concerning property and safety. In the Metaverse, virtual collectibles consist of
both personal and real property that constitute the NFTs. The natural evolution of NFT
trading is the rise of IP questions. The claims of IP issues such as patents, copyrights, and
trademarks are "for the courtroom"84.
Given that EULAs are "often ambiguous"86 not sufficient to protect parties in virtual
worlds; the success of virtual litigation depends on understanding the related legislation.
Besides, the analogy between the real world and the virtual world, in terms of property,
leads to a cross-border problem: "Virtual world possibilities seem attractive," yet "virtual
world limitations will be compared to instances where the real world is more attractive."
There is an obvious imbalance of powers between proprietors and participants in virtual
worlds in favor of the former. Nevertheless, the participants can resort to real-world laws in
response to virtual problems. Integrating both the real world and the virtual world forms the
upcoming development phase. Hence, many legal issues can be predicted at the current time
of the emerging Metaverse.
The legal debates on copyright and Metaverse spring from a broader debate over
artificial intelligence and copyrights. In this context, vaunting machine over humans as
creators is the most controversial issue. A distinction should be made between the work
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created with machine help such as computer programs and the work created by AI. While
the former one acts as a tool in the creative process, and then, qualifies the work for
copyright protection, the latter, with the absence of human factor, becomes no longer a tool
in the creator’s hands but the creator himself. This rises the question of whether creative
works produced by AI qualifies these works for copyright protection. If yes, who would be
considered the author of the copyrighted work. Moreover, to what extent the contributions
of the programmer and the users qualifies for authorship, and in particular, joint authorship.
The answer is not spontaneous yes or no. It may overturn the traditional conception of
authorship in copyright. Besides, the legal implications of the answer are not only
theoretical but also empirical. The way that law tackles the AI creativity necessarily affect
the other aspects of our lives, especially the economic and commercial ones. Considering
the available legal recourses, the courts address this issue caseby-case deciding on the
authorship of certain works or infringement of copyrighted works. The unprecedented
development in AI tools foretells that the upcoming debate would be about AI technology as
an author. Accordingly, revisiting the current notion of the status and legal personality that
qualify for AI for acquiring rights and bearing duties is necessary.
Hence, this research examines the potential legal opportunities of Egyptian Copyright
Law to enter the virtual metaverse.
This was a broad overview of history, definition of the terms, and the relationship
between the concepts of virtual worlds and copyrights. The next chapters build on the
introduction by investigating more legal issues of copyrights in these worlds.
Starting from the development of the technological applications in the virtual world
that outpaces the legislature development in non-virtual law, this research is an attempt to
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diagnose the challenges and the opportunities of a legal system to enter the virtual realm to
make the best use of it, with a special focus on the Egyptian Copyright Law.
The research tackles the topic over three levels: Firstly, it explores the interrelation
between copyright laws and technological changes. Secondly, it diagnoses the legal
implications of the virtual worlds on the copyright laws, with a special application on NFTs.
Finally, it sheds light on the Egyptian copyright law entering the virtual era.
Chapter One paves the way for the technological changes to interact with the current
copyright laws to come with the desired results. The research starts with exploring two of
the most operative doctrines in the comparative copyright laws that had developed to cope
with the technological changes: the fair use and the first sale doctrines. In the same vein, it
discusses the fundamental authorship principles to understand the roots of the human
centralization of copyrights. Then, it investigates the pros and cons of the three major
philosophical theories in justifying copyrights in the virtual worlds: the Utilitarian Theory,
the Labor Theory, and the Personal-Based Theory.
Chapter two shows how the Metaverse is struggling with copyright laws, starting
with defining the Metaverse and its relationship with the Intellectual Property Rights. In
two hypnoses, it firstly examines the sufficiency of the current fair use doctrine in
confronting the case of the use of the copyrighted items of the real world in the virtual
world, then it levels up to the case that is completely taking place in the virtual world when
an avatar sues another one. finally, it highlights the legal issues of authorship in the virtual
world.
Chapter three addresses the copyrightability of NFTs as a special application of
copyrighted items in the virtual worlds. It starts with defining NFTs and how they are
created and minted in blockchains. Then, it attempts to fit NFTs in the current first sale
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doctrine. It tests the copyrightability of the NFTs according to the current copyright criteria
as reproduction or derivation of copyrighted work. It finally discusses the judicial and
jurisprudential stances on the copyrightability of NFTs in the Miramax-Tarantino dispute.
Chapter four is concerned with the Egyptian Copyright Law and its potential
challenges with the virtual world implications. On the one hand, it debates the traditional
notions of copyrights that centralize the human factor and the challenges that they create
entering the virtual era. On the other hand, it levels up to the dilemma of the
copyrightability of non-human creativity according to the traditional view of copyrights.
II. Copyright laws and technological changes
The laws concerning copyright protection have suffered from complications when it comes
to technological changes. This is because the complexities of the technical issues of the
modern technology for lawmen to understand.
A quote from the US Congress recordings graphically illustrates the tensious
interaction between copyright laws and technological changes:
“Mr. Huddleston. The gentleman realizes this is a highly technical subject and one
that the ordinary Member is not qualified to deal with.
Mr. Bankhead. I understand that.
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Mr. Huddleston. And that it is impossible to write a bill on this subject on the
floor of the House. It is impossible to do it with any satisfaction.
Mr. Bankhead. In reply to that, permit me to state it is apparent to me that it is
impossible to write a bill in the committee.
Mr. Huddleston. Let us dismiss the subject, then.”
This dialouge between the US Congress members relfects the tension between
copyright laws ability to adequately address technological changes into legislation.
Copyright law has historically had trouble coping with technological change.. That is
because it is a body of laws that are too complicated to update and revise.93 A narrative
concerning "private parties, vested interests, and the inexorable pace of technological
change." that came to a compromise of "broad rights and narrow exceptions.". This was the
case in the second decade of the 1900s when efforts were exerted to adapt the copyright law
to adhere to the Berne Convention for the Protection of Literary and Artistic Works..
Similarly, private interests were a significant component of the ongoing effort to draft
copyright amendments conveying new communications media.97. As such, “affected
interests compromised their disputes by treating different industries in disparate ways.". For
example, “authors of particular classes of works were granted specific, enumerated rights;
rights differed among the classes of copyrightable works." Consequently, "narrow
provisions became inapplicable or irrelevant as technology developed," constituting
“significant legal barriers to their activities.". This historical glance illustrates how private
interests' intervening as an alternative to governmental dominance had gone so far from the
objectives of copyrights.
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To mitigate the impact later on, the courts have consistently clarified the provisions
and the terms in a more flexible and applicable way to encompass the legal dilemmas
concerning technology; "the codification of courts' solutions to assorted copyright
problems, the clarification and simplification of language, and the removal of some
anomalies created by technological change or historical accident” “produced proposals to
broaden rights and narrow exemptions and privileges." such as developing the performance
right and reproduction right.101 Moreover, in interpreting the current acts, “the courts
developed several general limitations on the copyright owners' bundle of rights." that are
“more general limitations that
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have borne the brunt of supplying the flexibility that the statute requires to adjust to
technological change.” These processes developed two fundamental doctrines: the fair use
doctrine and the first sale doctrine.
A. The emergence of the fair use doctrine
The emergence of the fair use doctrine was a direct response to the technological
changes concerning publishing for scholarly purposes. “Fair use originated as a judicially
created, implied limitation on copyright owners' rights." “Fair use evolved in the case law
into a privilege to use a reasonable portion of a copyrighted work for a reasonable purpose."
such as “parody, biography, or scholarly research."106 In Folsom v. Marsh 1841, although
lacking a precise definition, the Court flipped the fair use of copyrighted works from piracy
to fostering creativity. In its jurisdiction, the Court founded the modern fair use doctrine,
stating that: “In short, we must often, in deciding questions of this sort, look to the nature
and objects of the selections made, the quantity and value of the materials used, and the
degree in which the use may prejudice the sale, or diminish the profits, or supersede the
objects, of the original work.”109
The findings of the case laid the foundation of “the four factors for analysis later set
out in the United States Copyright Act of 1976 under the title: "Limitations on exclusive
rights:
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109
Fair use.", which is considered “the most flexible limitations the statute offers in order to
balance its expansive rights and broad subject matter."
B. The emergence of the first sale doctrine
Similar to the fair use doctrine, the first sale doctrine has also originated to serve the writing
creativity but in the distribution stage. “Under the first sale doctrine, the copyright owner's
exclusive control over the public distribution of copies of a work is exhausted, as to a
particular copy of a specific work, upon the first authorized sale of that copy. The first sale
doctrine permits the operation of lending libraries and second-hand bookstores,
notwithstanding the copyright owner's exclusive distribution right. Cases clarified that the
first sale doctrine terminated the copyright owner's distribution right concerning a particular
copy. In the 1908 case of Bobbs-Merrill Co. v. Straus, the Court held that:
"The exclusive right to vend a copyrighted book given by the copyright law
did not give to the owner of the copyright and book the right to sell for a
price satisfactory to him and by a notice placed in the book fix a price below
which it should not be sold by all those who might subsequently acquire it;
and that, as such a right was not secured by the copyright law or the
remedies which it afforded, a court of the United States had no jurisdiction
to afford relief on the contrary theory.”
As a result, the first sale doctrine was embodied in the 1909 Act. According to this,
“the copyright owner lost any right to display a particular copy in public along with the
distribution right, but retained the rights of reproduction, adaptation, and public
performance for profit."
C. Authorship in copyright laws
Id.
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Given that the discussion over copyrights springs mainly from the role of copyrights in
promoting creativity, it should also focus on the author. Creativity and knowledge that lead
to public welfare, through the lens of copyright laws, cannot be just mere products that
enjoy some protection. Instead, the human factor in this creation requires the author's
centralization in the creative work, especially its moral claims. Hence, an author is "the
heart of copyright." who “succeeds in exercising minimal personal autonomy." in
“fashioning of the work.". Nonetheless, few copyright laws define who an author is or what
authorship is. The complexities of defining the author are increasing when the creator is
non-human, such as in the case of computer-generated programs. This opens the door for
interpretation of what is meant by an author. Attempts to compile the authorities from
various jurisdictions have resulted in constructing the "Six Principles in Search of an
Author." to frame authorship in copyright laws. These principles are subsequent and
complementary in terms of authorship.
1. Intellectual work overrides physical work.
This principle suggests that authorship is attributed to the development, synthesizing, and
directing the creation of a particular work rather than the execution of this work. According
to this, a person who merely executes the work is not considered, as per most national
copyright laws, an author.123 Thus, authorship requires intellectual labor and not mere labor
to grant
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123
copyrights on the work. This criterion is what distinguishes a human author from a
machinegenerated work.
2. Human controls machinery.
In terms of the human control over machinery, the machine assistance is consistent with the
status of authorship as long as the human role in producing intellectual labor prevails over
the work's production over the machine's role. The type of the machine ranges from tools
such as pens to processing programs such as Word. Whatever the type of the machine is, it
should only supply the creation of a particular work and should not integrate the resulting
work. Accordingly, an author is "the person who drives the pen.". In this regard, changing
the machine that generates the work does not count as machine-generated work despite
being generated by machine assistance as long as no changes occur in its content.128 For
example, pictorial images are generated by cameras, and they can be scanned as well. In
this case, they exist independently, and scanning does not change their content; thus, it does
not amount to creating them. In other words, "mindless implementation of mechanical
means of production does not make one an "author," but subjective, or personalized
manipulation of those means does.".
3. Originality is the core concept of authorship.
Although the concept of copyright is essential, there is no uniform definition of originality
in this context. Generally, it is attached to the individuality of the author of the work.
Id.
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Besides, it requires minimal creativity to put into the work. In Feist Publications, Inc. v.
Rural Telephone Service, the Court established two elements of originality: the independent
creation and minimal creativity. The first refers to a work created independently and not
copied from another, and the latter requires the work to "possess some creative spark, no
matter how crude, humble, or obvious it might be."133. Accordingly, the Yellow Pages
cannot be copyrightable because of the lack of creativity in this work. So, a personal stamp
should be added to the sweat of the brow for the work to be original.134
4. Quality reproduction qualifies creativity.
This criterion tackles the midst area of authorship between the mere copying of a work and
the inherently original one. According to this, adding sweat and effort to an existing work
could amount to a copyright protection claim for the resulting work, even if it has no
creativity. This is what is also known as reproduction of work. Unlike copying, quality
reproductions “require [e] great talent and technical skill may qualify as protectable works
of authorship, even if they are copies of preexisting works.". Accordingly, “the more
technology makes it possible for us to make quality reproductions, the less the copyist's
skill should be equated with authorship."136. In addition, the author reproducing a
preexisting work should have the intent
136
of authorship over the created work. This means that an author should intend to create a
work and be entitled to authorship of this work.
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5. Intent to be an author.
An author should have the intent to create the resulting work. This applies whether the
author is a sole person or in the case of joint authorship. As such, derivative works entitle
their creators to be authors because they put their effort and creativity into their work and
meant to own authorship. This element of authorship requires an act of will that
differentiates intellectual work from mere coincidental creativity; the former is protected
under copyright laws, whereas the latter cannot be protected because of the lack of
intention.
6. Fixation
Some Anglo-Saxon laws require fixation as a prerequisite for copyright protection. A
literary or artistic work has to be fixed in a tangible medium that is relatively permanent and
stable. The fixation criterion is a condition for obtaining copyright protection over a
particular work, usually required for proofing purposes. It takes many forms, such as
writing, audio recording, and pictorial recording, and may also be on a computer RAM.
Artistic works can be fixed on a sustainable surface, such as cloth, glass, wood, and plastic.
In this meaning, performance cannot be considered fixation.
Id.
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D. The philosophical justifications of the copyrightability of creativity in virtual
worlds.
The copyrightability of virtual creation in virtual spaces finds its justification in the
traditional theories of intellectual property rights: the utilitarian view, the Lockean view, and
the Hegelian view.
1. The Utilitarian Incentive-Based justification
The first theoretical approach in justifying intellectual property is Utilitarianism.
Utilitarianism is the most familiar argument, in terms of justification of intellectual
property, that aims at “the maximization of net social welfare.". The utilitarian incentives-
based argument prevails in modern Anglo-American systems.144 Most systems do not
acknowledge intellectual property rights as natural rights; instead, they are mainly attributed
to their utilitarian nature. The United States Constitution grants intellectual property rights
"to promote the Progress of Science and useful Arts.". Before that, several states' laws
adopted a combination of natural rights and a utilitarian perspective until a turning point in
American IP rights occurred. In Wheaton v. Peters, the US Supreme Court announced the
“prevention of information monopolization using copyright law." stating that “the statutory
criteria to secure copyright must be strictly adhered to and that copyright itself existed to
progress society and not only the creator.". Similarly, Thomas Jefferson justified intellectual
property rights away from natural rights, stating, "The patent monopoly was not designed to
secure the inventor's natural right in his discoveries. Rather, it was a reward, and
inducement, to bring forth new knowledge.". According to the utilitarian justification,
systemizing intellectual property “leads to an optimal amount of intellectual works being
produced and a corresponding optimal amount of social utility." In other words, minimal
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ownership rights have to be ensured to creators and innovators as “a necessary condition for
promoting the creation of valuable intellectual works”, otherwise, inventors and authors
would refrain from intellectual work.At the same time, maximal social utility “in the form
of scientific and cultural progress" should be embedded in intellectual production to
incentivize innovators to proceed. This requires lawmakers, regarding intellectual property,
to balance "between, on the one hand, the power of exclusive rights to stimulate the creation
of inventions and works of art and, on the other, the partially offsetting tendency of such
rights to curtail widespread public enjoyment of those creations." In other words, “by
slowing down the diffusion of technical progress…it ensures that there will be more
progress to diffuse.".
This is because the intellectual products are “easily replicated and that enjoyment of them
by one person does not prevent enjoyment of them by others." In this way, the consumer
will bear only the "costs of production." 161 and eventually the creator cannot recoup the
"costs of expression" and may seize their creative work. So, it is more valuable to grant the
creator an exclusive right to replicate their products and charge consumers for the price of
"access to those works substantially greater than they could in a competitive market." Thus,
“the government grants rights as an incentive for the production of intellectual works, and
production of this sort, in turn, maximizes social progress." Consequently, the utilitarian
approach is established on the "incentive" justification, which construes the core argument
of granting innovators intellectual property rights.
Under the utilitarian view, the copyrightability of the virtual creation is justified by
the financial consideration. According to this view, the protection of copyrights lies in the
financial incentive which encourages creativity within the virtual world.165 Without the
incentive to create, people tend to exert less effort and time on creativity. In the same vein,
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without compensation for participation in virtual worlds, such as artistic and literary works,
people would have little incentive to create. In this context, the compensation takes the form
of granting copyrights or ownership of the created items in the virtual world.
It could be argued that the users may not be interested in creating, and they could be
only interested in playing within the virtual space. In this case, they pay for the developers
to allow them to participate, collaborating with them in constructing the space. For
example, players should create their avatars and reconstruct in-game items to play a virtual
game. The developers provide them with the environment and tools of creation, and they
contribute to the construction of the virtual realm with their time and money. Unless their
creativity is copyrighted, they would lack the incentive for more creation and confine
themselves to playing only. Hence, the virtual space would lack their enhancements in
enriching the virtual space.
Overall, the public good in the virtual world shrinks as fewer players contribute to the
virtual environment. This would decrease the overall public benefit of such contributions
and cause harm to the real-world creators befitting from the virtual world creativity. “Such a
result is opposed to the maximization principle of utilitarianism. Thus, utilitarian
conceptions of copyright endorse granting copyright to players' in-game creations.”
2. The Lockean justification (Labor Theory)
The second theoretical approach used to justify intellectual property has its root in the
Labor Theory. This justification of intellectual property rights lies in the Lockean approach
to human labor: "Individuals are entitled to control the fruits of their labor.". For Locke,
labor is a
22
"metaphor for productive activities needed to sustain and promote human flourishing.".
These activities include building, planting, producing, inventing, and thinking.Given that
individuals own their bodies and labor, when labor becomes infused in an unowned object,
they cannot be separated; hence, "there is an expansion of rights.".
According to Locke, “rights are generated when individuals mix their labor with an
unowned object" on condition of the non-waste requirement and the enough and as good
proviso; the non-waste requirement avoids spoilage meanwhile, the enough and as good
condition avoids infringing upon individual appropriation through labor. Further
Explanation, the non-waste condition “prohibits the accumulation of so much property that
some are destroyed without being used" employing "invalidat[ing] a property claim if the
appropriator takes more than she can consume or use without spoilage". The enough and the
excellent condition allow "noncompetitive allocation of goods: each person can get as much
as he is willing to work for without creating meritocratic competition against others." In
terms of intellectual property, the creators are awarded, according to this view, based on the
social value added by their intellectual products; "their contribution to the public good
justifie[s] the reward of property rights." The Court perfectly explained this in Mazer v.
Stein by saying that “the enhancement of the public good through the efforts of intellectual
laborers made the creators of intellectual property worthy of reward”.
The copyrightability of virtual creativity finds its justification in Lock’s labor theory.
The Lockean view of property rights, and in turn IP rights, finds labor “the primary impetus
for producing the work.". According to Locke, the creator's labor is the sole of the creation,
and creators choosing to create are entitled to the fruits of their labor. Consequently, they
possess absolute rights over their creation.182
23
It could be contended that if the authors hold absolute rights over their creation, this
could limit the public access to creativity. In addition, Locke's limitation is that "property
rights attach only where the labor makes the far greatest part of the value of the asset"
would hinder granting copyrights in case the creator's labor is not "the primary impetus for
producing the work"184.
However, creativity in the virtual world mostly depends on computer coding, whose
nature is "essentially limitless". Moreover, the authors can claim copyrights “the virtual
world's storyline and themes as a backdrop or inspiration for a creative work”. Thus, the
Lockean justification of intellectual property rights could support copyrights in the virtual
world.
3. The Hegelian Justification (Personality-based theory)
After the Utilitarian and the Lockean approaches of the property rights, we come to the
personality justification. It is also known as the Hegelian theory of property. According to
personality theorists, individuals are "self-owners" of their personality; thus, they "have
moral claims to their talents, feelings, character traits, and experiences” . In other words,
since we have control over our physical existence, we can extend intangibles, mix them
with tangibles, and, consequently, obtain property rights over them. This is what Hegel
called "external actualization".
For Hegel, the individual's existence depends on the will to "constantly seek
actuality (Wirklichkeit) and effectiveness in the world" where “thought and impulse, mind,
and heart, are combined in freedom” in the sense of “realized self-determination”. Hegel
finds “immediate freedom of an individual” is the main focus, in a hierarchical order of the
said freedom; “an animal is freer than a physical object, a man freer than an animal, the
24
family freer than the individual, the State freer than the family, World-History freer than the
State”. In such a system, “property is a genre of freedom”195 and “self-actualization”196 is the
ultimate goal of the will’s interaction with the external world.197 Regarding intellectual
property, Hegel refuses the analogy between physical property and personal talents.198
Rather, he finds that “Intellectual property provides a way out of this problem, by
"materializing" these personal traits"199 by turning them from something internal to
something external in one way or another of expression.200 He refuses to “alienate or
surrender any universal element of one's self”201. In this regard, a question arises: “what
justifies the author in alienating copies of his work while retaining the exclusive right to
reproduce further copies of that work?”202. Hegel suggests that “such reproduction is one of
the “universal ways and means of expression which belongs to the author”203.
According to Hegel, personality is a core existence from which springs other rights
as an extension of personality. Applying this view to virtual worlds, avatars become
extensions of their real people. In the virtual world, an avatar completely incorporates the
personality of its user; emotions, gestures, and actions “blurring the distinction between real
and virtual desires”204. Thus, it is considered as the extension of a real-world person, and its
creation is also an extension of personality, and as such, copyrightable.
It could be argued that the concept of personhood is not identified clearly and is "too
abstract and thin to provide answers to many specific questions."205. On the one hand, it is
Supra note 157.
195 Id. at 332.
196 Id. at 333. 197 Id.
198 Id. at 337.
199 Id.
200 Supra note 189, at 43.
25
201 Supra note 157, at 338.
202 Id.
203 Supra note 189. 204 Supra note 234, at 278 205 Supra note 143, at 17.
agreed that "our feelings, character traits, and experiences."are our own; however, we need
“to establish the relevant moral claims.". On the other hand, moral claims are not
automatically “expanded when personalities become infused in tangible or intangible
works” and still lacks “an argument justifying property rights.".
Notwithstanding, acknowledging ethical concerns of innovation, such as consent to
economic use and the reputation and community standing of the creator, extends the moral
string to the work meant by the proception of IP rights.210 Moreover, “the best way to protect
personality-based claims to intangible works is to adopt a more comprehensive system
designed to promote progress and social utility” .
III. Copyrights and Metaverse
A. Defining Metaverse
26
Metaverse, in its simplest definition, is a three-dimensional virtual space for interaction
among users on the internet. The term 'metaverse' comes from the fusion of the word 'meta',
which means transcending, and the word 'verse', which means world or universe.
Accordingly, the Metaverse has two categories depending on its connection with the real
world: the complete virtual world, which is established “independently from the physical
space we inhabit”, and the augmented virtual world, which “coexists with the real world”.
The first type is the most prevailing one in the virtual spaces.216 Examples of Metaverse are
various; Second Life, Meta Horizon, Fortnite, Decentraland, Nvidia Omniverse, Roblox,
Sandbox, and Otherside are the most highlighted ones and vary from games to marketplaces
and businesses.
In this regard, seven elements are identified to form the Metaverse:
1- “be permanent
2- be synchronous
3- Have an infinite number of concurrent users
4- The existence of a fully functioning economy. No revision is needed, as this is
already a natural sentence that a native English speaker would use in a business
setting.
5- Lack of physical barriers to the outside world.
6- be interoperable
7- Contributions from a wide range of people”218.
As such, the Metaverse can be an environment for new creations as well as invite the
existing creations to it.
B. Metaverse and Intellectual Property Rights
IPR and copyrights, in particular, acquire significant importance in the Metaverse as well as
in real life. Meanwhile, copyright laws are “commonly associated with protecting creative
27
expression in such fields as music, literature, and film” software as a type of creative
expression is also protected under these laws. In this regard, it is argued that, on the one
hand, “copyright and trademark law violations will be the most frequently litigated
[lawsuits] in virtual worlds and cause the greatest problems for players and platform
owners”. On the other hand, copyright laws are becoming precarious, coping with rapidly
progressive technology. One challenge is “reconciling software's utilitarian nature with its
copyrightability” in terms of “ensuring public access to software's uncopyrightable
functional elements”. Another challenge lies in the users’ interference with the software.
The virtual environment allows the users to interact within by creating an “interactive
audience”. For example, players can produce and modify items in video games. They can
create their avatars, which “express the emotions and thoughts of the users, by making use
of artificial intelligence (AI)”224. They may also “attributes of a cartoon character, adorn
themselves in virtual attire or branded accessories, or include preexisting works including
textual, music and artistic works into the background or provide the requisite context in the
virtual
28
environment”. The avatars “may be used for profit‐making by commercializing characters,
or they may be used as entertainment products”. Users can create their virtual avatars and
build, add, and move content in virtual spaces “which they can experience and allow others
to experience”227. In this context, “Some authors discuss the concept of “prosumer” which is
a hybrid concept combining a producer and a consumer, enabled by digital immersive
technology”229.
C. The legal implications of the Metaverse on copyrights
As a result of the progressive virtual worlds, the legal implications on copyright are also
growing. The following discusses copyright legal issues from the perspective of two
hypotheses: using copyrighted items from the real world within the virtual worlds and
copying software that one player created by another player.
1- The use of copyrighted items (fair use)
The first and straightforward case of copyright issues in the virtual world is the mere
copying of items protected under copyrights, no matter whether the copying process takes
the whole or substantial part of those items. This includes “transmission of the material to
others” and transforming the form of the work from 2D to 3D, for instance, as these cases
"would be a breach of the copyright owner’s right of reproduction or the right of
communication to the public."233 Similarly, copyright exceptions such as the freedom of
panorama, the non-expert defense, or the use of an 'industrially-applied' artistic work or its
designs also apply here.234
Id.
Id.
29
233
234
a. Sony Computer Entertainment America, Inc. v Bleem
In this case, the plaintiff is Sony Computer Entertainment America, Inc., and the defendant
is Bleem, LLC. While Sony created PlayStation videogames that can only be played via the
Sony console and its attachments, Bleem also developed software to enable them on PCs,
using screenshots of Sony's production in advertising. Bleem was sued for copyright
infringement and was asked to seize those screenshots until the case was decided. The court
held that the advertisement could not be enrolled under fair use. On the contrary, the appeal
court found that “the use of the screenshots for comparative advertising weighed in favor of
fair use because it provided information to the public and would likely encourage
innovation”. The court also found that although the “defendants' use of screenshots took an
insignificant portion of the work”, “there was not a market for the screenshots”.
Furthermore, added the court, “even if there were a market for screenshots, defendants' use
of "a handful" of screenshots would have no noticeable effect on the plaintiff's ability to "do
with its screenshots what it chooses" and “such uses represented a source of important
information to consumers by assisting them in making rational purchase decisions”.
b. United Feature Syndicate, Inc. v. Koons
In this case, the Plaintiff is Sony Computer Entertainment, Inc.. The defendant is Connectix
Corporation. Sony produced the PlayStation videogame console as well as the software
operating system for PlayStation, BIOS. At the same time, Connectix Corporation made and
sold a software program called "Virtual Game Station" that copied the function of the
PlayStation console on the computer to enable regular computer users to play PlayStation
video games on their PCs. Technically, this is called the ‘reverse engineered’ process in
30
which “Connectix made several intermediate copies of the BIOS program." Sony sued
Connectix for copyright infringement. The district court ruled in favor of Sony, holding that
“Connectix’s “intermediate copying” was not a protected fair use” and outlawed Connectix
for “selling the Virtual Game Station and copying or using Sony's BIOS program in
developing other Virtual Game Station products." Getting appealed, the circuit court, on the
contrary, found that “the intermediate copies Connectix made and used during the course of
its reverse engineering of the BIOS program were protected fair use”245 based on the
availability of three of four fair use factors: "the purpose and character of the use of the
copyrighted work, and the effect of the use upon the potential market for the work." 246
Despite copying the entire BIOS program, the court concluded that “this factor warranted
‘very little weight’ in cases of
245
246
Id.
Id.
31
‘intermediate infringement’ where the final product does not itself contain infringing
material."
c. Google, LC .v Oracle America Inc.
Google v. Oracle is one of the Supreme Court's leading cases, which was hailed as a "huge
win for developers and consumers." In this case, the court introduced the transformative use
as “virtually dispositive of fair use findings”.
The roots of this case go back to 2005, when the plaintiff, Google, LC, “acquired
Android, Inc., invading a new horizon of software development in the mobile device
market.” Being familiar with programming, the Java programming language was used by
Google, which “copied about 11,500 lines of code from the Java API”, which was
developed by Sun Microsystems”. In 2010, “Oracle acquired Sun and the copyright to the
Java computing platform, which includes the Java API”. Oracle sued Google for copyright
and patent infringement. The court found the copied part as a ‘declaring code’ and it held
that “the API portion it had copied was an unprotected method of operation under the
Copyright Act”. Getting appealed, the Federal Circuit stated the copyrightability of the
declaring code because “Google was not bound to the naming conventions and structure of
the Java API”256 and “could have written its own declaring code”257. Consequently, the court
excluded Google’s
Id.
Id.
32
256
257
use of the Java API from fair use as a matter of law. On the contrary, the Supreme Court
held that Google’s copying was fair use as a matter of law and “weighed in favor of fair
use” in four factors. Firstly, for “expository purposes”, the declaring code, unlike standalone
software, is encompassed under “uncopyrightable ideas and creative expression of users”
and derives its value from “the community of programmers taking the time to learn the
API”. Secondly, the purpose and character of the use, Google’s use of unauthorized
copyright computer program “will necessarily be functional” in terms of reimplementing
the API and, consequently, Android. Thirdly, regarding the amount and substantiality of the
use, Google's declaring code uses a preexisting “knowledge of the Java API to create new
programs for Android” and is considered the ‘key’ to unlock the programmers’ creative
energies”. Lastly, assessing the potential market harm from copying is not a matter of “the
potential loss of revenue”, rather, “the source of the loss” in addition to any “public benefits
the copying” would matter.
Commentators praise Google's decision on two points. First, the Google Court
“correctly adopted an expansive view of transformative use”, differentiating between
“Google's end goal of enabling future creative works by third-party developers” and “the
particular function for which Google reimplemented the Java API”271. Second, it held that
the fair use factors are applicable even if the copies “serv[e] the same purpose as the
original”272
Id.
Id.
33
271
272
and the fair uses “occur in sufficiently different contexts, in this case, a distinct and different
computing environment."
However, the Google case is “less helpful in evaluating the scope of copyright
protection in the metaverse context”. Although declaring code is considered an interface, it
“did not explicitly determine whether copyright protection extends to software
interfaces”275. Some276 finds the court decided based upon “the majority and dissent's
presumptions that copyright protection would apply to these interfaces”. Meanwhile, in “the
virtual worlds and metaverses, a ruling in favor of copyright protection could mean the
wholesale exclusion of certain languages, codes, and messages that programs use to
communicate with each other and to the hardware, at least for users and metaverse
companies who do not own the rights”277.
2- One player copies the software of another player (avatar suing avatar)
a. Second Life
With millions of users, Second Life is considered one of the most well-known virtual
worlds on the internet. 27 Because of its stance as a potential source of profit, Second Life
has become one of the most popular virtual worlds on the internet, encouraged by its policy
regarding intellectual property rights. It was first launched by Linden Lab in 2003 as “a
threedimensional Internet-based virtual world.". Second Life is an MMORPG that supplies
its players with the chance for a "second life" to their real one; its players can “bring to life
34
whatever they dream of being in their real life.” Its players, referred to as 'residents,' use
their 'avatars' to "maneuver through Second Life”. Avatars “can walk, chat, fly, have sex,
and buy and sell virtual stuff for real money”. As its products have started to have a real-
world-like marketplace, Second Life has grown into a complicated economy both virtually
and physically284. In November 2003, an unprecedented policy change was made in the
realm of online games, granting residents complete ownership rights over all of their virtual
creations.
This means users also retain intellectual property rights over their creations, which
induces them to create more creations in virtual worlds286. For this purpose, “Second Life
provides its residents with the equivalent of atoms - small elements of virtual matter called
'primitives' - so that they can build things from scratch”. Any resident of Second Life who
creates an object can opt to label it as 'no copy', preventing others from copying the object,
'no modification', preventing others from modifying the object's characteristics, or 'no
transfer', preventing the current owner from transferring the object to another. In this regard,
IPRs "have spawned chaos," determining who is the rightful owner of any virtual property
obtained in the game, as well as the ownership of software that is usually developed,
purchased, and sold during the game to change the themes of each avatar. Moreover, virtual
items and services can be traded for real money. This can be done by converting Linden
Dollars to real-world dollars. In short, it can be said that “Second Life has created a new
platform for business opportunities, spawning the creation of virtual business moguls”.
b. John Doe order
A John Doe order is an injunction requested against unidentified infringers in
anticipation of potential harm. As such, It is not required for this order to have been an
35
infringement beforehand. Since the infringement occurs after such an order is requested, it
is not feasible to foresee every potential infringer.
In the online context, internet service providers (ISPs), who will be responsible for
removing the infringing content, are also parties to these injunction applications. The
plaintiff must notify the ISP as soon as a link to a copyright infringement becomes active
and a John Doe order is granted. Thus, a John Doe order is an anti-infringement injunction
meant to safeguard the creators of creative works such as songs, movies, and other
intellectual property works. In the United Kingdom, the concept John Doe order had been
judicially developed by the Court of Queen's Bench as an “extraordinary equitable remedy
where an injunction order is issued against the unknown defendant” to prevent the loss of
the potential evidence of the infringement. Throughout history, the idea of the John Doe
order has changed to accommodate increasingly complex situations.
c. Eros v. John Doe
Eros v. John Doe is a case fully integrated within the virtual environment. It was the
first case of a player accusing another player of violating copyright and trademark
infringement for a product entirely made in and for the Second Life virtual world. This case
dates back to July 2007, when the plaintiff, Eros, LLC, produced adult-themed
entertainment products and traded them within the Second Life virtual platform for Linden
Dollars that can be exchanged for US Dollars. The defendants, Robert Leatherwood and
John Does, were sued for copyright and trademark violation “by the reproduction, sale,
marketing, distribution, or display of unauthorized, illegal copies of plaintiffs' motion
pictures” alleging that “an avatar named ‘Volkov Cattaneo’ made and sold unauthorized
copies of Eros’ Items”.
Id
Id
36
In order to obtain information about the identity of the anonymous defendant from
Linden Lab, the company that runs Second Life, and PayPal, the company that processed
the
Catteneo's payment, Eros filed an ex parte motion requesting permission to issue subpoenas.
In a Reuters interview, Avatar "Volkov Cattaneo" admitted selling copies of the
items. However, he asserted that Alderman, the CEO of Eros, LLC, would not be able to
reveal his real identity. Robert Leatherwood was identified as "Volkov Catteneo" based on
IP information obtained through subpoenas.
To establish its copyright infringement claim, Eros must demonstrate that it has the
copyrights of the allegedly infringed items and that Robert Leatherwood, the defendant,
violated at least one of the exclusive rights granted to Eros by the Copyright Act. However,
a copyright claim may collide with an ownership claim in the virtual worlds because most
virtual worlds retain the intellectual property rights of all items created by their players
through their terms of service agreements. So, Eros would have difficulty proving
ownership.
The Eros lawsuit may have significantly impacted virtual world platform providers,
with implications that went well beyond other participants. Due to its ‘online service
provider’ status, Linden Labs is protected from copyright and trademark infringements by
its player under the Digital Millennium Copyright Act (DMCA). However, suppose a court
does not consider online virtual world providers to be service providers. In that case, the
owners of Second Life and numerous other virtual world platforms may face a plethora of
lawsuits. As a result, players would be held liable for their infringement not only to one
another but also to Linden Labs, which might be held jointly or indirectly liable for the
infringements of its players.
37
Platform developers must consider several factors depending on the case's outcome,
such as “whether to continue to allow the retention of intellectual property rights, whether
they are, in fact, online service providers under the DMCA, and whether property rights
exist”.
D. Legal issues of copyright in virtual worlds
Only in virtual worlds one can imagine the following scenario: a subpoena is received in the
email inbox requesting a person to attend before the court and containing a URL for the
court's location; it contains a claim that his digital trees block his neighbor's virtual view of
the sea, and he is warned of terminating his virtual neighborhood because of the repeated
overgrowth of his trees. This is an oversight of the future of lawsuits in the Metaverse;
virtual laws and courts with virtual repercussions may be the future of Second Life, and best
for everyone involved.321
Similarly, virtual worlds are usually perceived as just games despite their unique
features and opportunities for one-of-a-kind interaction. Moreover, there is a binary
perception of the real and virtual worlds. This leads to a dichotomy and insulation between
them. On the contrary, although virtual worlds are stereotyped as game-featured, they
transcend mere gaming to a more sophisticated real-world-like environment. People reside
in virtual worlds and spend substantial amounts of their time, energy, and money every day,
not only exploring them but also developing and participating in the creation of the virtual
components of the emerging world. Virtual spaces are growing into a complementary social,
economic, and legal environment. Gradually, the gap between the real and virtual world
gets narrower, and more interaction happens between them. The integration between real
and virtual worlds leads to question the sufficiency of the current legal system to include the
Id
Id
38
emerging legal issues and disputes that may arise in virtual worlds, particularly the
applicability of copyright laws within the virtual realm. Even though copyright protection is
mainly discussed in-game component creativity, it gives an impression and prediction of
how the client-based creation would be recognized regarding copyrights.
Given that the ultimate goal of the utilitarian view of copyright laws is to promote
creativity and public welfare, authors are granted exclusive rights to profit from their works;
as such, they have incentives to produce more works. This process eventually results in the
progress of the society and public welfare. The scope of the protection of the creative works
extends to “original works of authorship fixed in any tangible medium of expression, now
known, or later developed, from which they can be perceived, reproduced, or otherwise
communicated, either directly or with the aid of a machine or device”. According to this
text, the authorship of a copyrightable work requires it to be original and fixed in a medium
of expression. Virtual works of authorship specifically involve both elements of copyright
protection.
In this regard, the arising “thorny issues of copyright law” , of authorship, fixation,
and ownership are discussed closely. These elements of copyright protection are
interrelated, intersected, and inseparable from each other.
1. Authorship
In the virtual realm, the author of the creative work is usually its copyright owner.
Accordingly, the author can only transfer his copyrights totally or partially to others by
licensing them to use his works.
In the first case, total transferring the copyright ownership, the platform's owners
effectively control all intellectual property created on it and maintain their right to decide
how it will be used in the end, both inside and outside the platform. The second scenario of
39
transferring copyright ownership is licensure; in this pattern, users mandate intellectual
property rights of their creation on the platform to its providers. Accordingly, the “users
retain full rights in their works and aim to secure nonexclusive rights to use those creations
as they appear in the virtual world”.
“Both options, transfer of ownership and licensure, offer protection for virtual-world
providers, and both have drawbacks that threaten to stifle in-world creativity”. They
jeopardize copyrights on two sides. On the one hand, users are deprived of the fiscal
benefits of their creation in the platform, and consequently, they lose the incentive for
creativity. On the other hand, it rules the potential disputes out of the courtyard of
intellectual property laws in favor of contract laws.
2. Joint authorship
An author is the creator of the work. According to the federal copyright law, “Creative
works can be singularly created, jointly created by two or more authors, or made for hire”.
In virtual worlds, joint authorship has been “seriously challenged by the
‘malleability of hypermedia’”. The interplay between the developers and the gamers
(players) is smooth, continuous, and has no rigid boundaries. While players are encouraged
to generate new content incorporated into the game environment, developers frequently
only create the framework of the virtual world, leaving a vast space for the players' creation.
In such an environment, neither the developer nor the player could solely claim exclusive
creative ownership of the new and developing elements produced by this collaborative
cycle. Other than the players' direct creation, virtual worlds also know the player's avatar
creation, which is comparable to the notion that copyright law has already been well
developed as animated characters.332 Nonetheless, the copyright laws require for a work to
Id
Id
40
be jointly authored by both participant parties: “(1) made the requisite creative contribution
and (2) intended to be joint authors”333. This means that the creative contributions in the
virtual world cannot always be copyrightable under joint authorship because the players do
not always intend to share their copyrights on
41
their avatars with the game developers. In this regard, a distinction between scripted and
unscripted virtual worlds is essential. While the players in the scripted world accept
beforehand the co-authorship by confining themselves to the developers' restrictions, they
have more space to create from scratch in an unscripted world with less oversight from the
developers. Thus, co-author intent is less likely to be achieved. The joint authorship
becomes more complicated, in terms of the intent, regarding the co-authorship among
multiple users.336
It becomes clear that collaborative authorship, common in virtual worlds, is
challenging to define and recognize under the current copyright laws. However,
incorporating issues with virtual-world authorship into the conventional definitions of
copyright laws will help to enable a meaningful analysis in the absence of reform.
3. Fixation
According to the federal copyright law, “A work is "fixed" in a tangible medium of
expression when its embodiment in a copy or phonorecord, by or under the authority of the
author, is sufficiently permanent or stable to permit it to be perceived, reproduced, or
otherwise communicated for a period of more than transitory duration. A work consisting of
sounds, images, or both that are being transmitted is "fixed" for purposes of this title if a
fixation of the work is being made simultaneously with its transmission”.
For virtual worlds, although the visual or aural data is received on screens, these
visual and auditory representations are merely fragments of code kept on the server
belonging to the game developer.338 The audiovisual work in the code is transmitted to the
player's computer by the server when the player logs in to his game.339 No matter what
external inputs players
Id.
42
339
traverse the game space, the developer's source code stays unchanged in the game
developer's server. This type of code, and the same for the memory and storage device,
satisfy the fixation and tangibility requirement of copyright law and hence are eligible to be
protected audiovisual works. However, the user's creative inputs are at stake because they
are “not actually fixed in the game”.
The fixation inquiry suggests that game designers should be granted broad copyright
attribution, effectively giving them credit for any part of the game. Conversely, the more
freedom a user has during gameplay, the more limits are imposed on the amount of
copyright credited to the game designers. Here, again, in considering the portion of
copyrighted contribution to the game, we refer to the intention of the authorship. For
example, some developers allow the users to complete the game and create their add-on; in
such cases, joint authorship may apply because both parties have mutual intent and consent
to create the virtual product. Furthermore, some developers give the players their own
separate space within the virtual world, leveling their work up to “writing a game rather
than playing it”.
According to the current law, the fixation requirement should be embedded in this
ingame creation to be eligible for the protection of copyright law. This is not always the
case for the user's creative participation in the virtual world. The relationship between the
developer and the user is usually regulated under the contractual basis of EULA or TOS. In
this regard, the developers prioritize their interests by stipulating that “intellectual property
rights to works created within the virtual world are licensed or wholly transferred to them
for royalty-free use”346. The apparent imbalance between the parties prevailing in the
.
43
interaction outside a regulatory system hinders the ultimate goal of copyright protection,
which is to promote creativity and public welfare.
Other issues are raised in the virtual world; the freedom of expression and the
author's moral rights are also at stake. Authors' moral rights may be violated when a legally
obtained work is presented differently, when a work is transposed from one medium to
another, or when even minor, reversible alterations are made to the way it is presented.
Architects may object to their buildings being replicated and altered for use in digital
environments, as well as to decorations such as stickers, lenses, filters, and other tools that
can be used to improve the appearance of digital objects in the Metaverse. In this regard, it
is essential to keep “a balance between the subjectively held moral rights of the author and
her genuine expressions of personality” from one side, and “the freedom of expression of
the adapters and the fact that adapters may infuse their own personality into the transformed
work”350 from the other side.
Id.
44
350
.
45
IV. Copyrights and NFTs
A. Defining NFTs
NFTs stand for non-fungible tokens. NFTs are “unique digital assets that are recorded on a
blockchain ledger”.
To define NFTs, we should first dismantle the word and define each term separately,
then mention the meaning of it. Fungible tokens mean items that have equal values and,
thus, can be exchanged with one another. These items are of the same quantity and type
when interchanged or traded.353 Similarly, non-fungible tokens mean items that do not have
equivalent values and cannot be exchanged with one another. 354 Items are non-fungible
because they are unique and cannot be interchanged. If cryptocurrencies are an example of
fungible tokens, unique cards are examples of non-fungible tokens. However, this should
not lead us to the dichotomy between cryptocurrencies and NFTs. They go parallelly in the
virtual world; people can buy and sell NFTs using cryptocurrencies, and both are encrypted
and verified on the blockchain. Items encoded to be published via blockchain are called
'tokens'. Thus, NFTs are unique digital assets that create ownership by a record on the
blockchain technology and cannot be copied, interchanged, or replaced directly. They can
be understood as “a digital certificate of ownership” of a myriad of things, such as any piece
of art, music, painting, and so on. Blockchain technology is used to store these items in a
“permanent record that cannot be tampered with” and facilitate their circulation. It can be
seen as “a distributed ledger” “to store and record data on the internet”364. It is also “a
database that keeps track of the transfer of virtual currency”.
Another definition of NFTs suggests that an NFT is “a cryptographic tool using a
suitable blockchain, most commonly Ethereum, to create a unique, non-fungible digital
asset”. The Ethereum protocol is a set of rules that governs a network of computers
46
worldwide.367 Communities, applications, organizations, and digital assets can be built and
used through the Ethereum network.368 Creating an Ethereum account is accessible anytime,
anywhere, in order to explore a world of apps or create one’s own.369 The blockchain is
different from other databases and registries in that it is decentralized, meaning no central
authority controls the information. This is a breakthrough because one can do all this
“without trusting a central authority that could change the rules or restrict your access”.
1. The significance of NFTs in both real and virtual worlds
The importance of NFTs lies in “its ability to prove ownership and authenticity of
the asset which it represents”372. They constitute a medium “for digital artists and other
creators to monetize their work”. Integrating the art industry with cryptocurrency
investments has caused NFTs to bloom. “NFTs are easy to buy and sell on an online
marketplace such as OpenSea”, Rareable, or SuperRare375. They “derive value primarily
from their uniqueness, scarcity, and demand”. It is essential to refer to the “misconception
that purchasing an NFT gives the buyer a proprietary right to every copy or version of the
underlying work”. Rather, it is “a cryptographically signed receipt that you own a unique
version of a work”.
NTFs are used to represent a myriad of items within both physical and virtual
worlds. In the physical realm, NFTs are used to ensure that physical assets are authentic.
They are also used “to prove ownership and originality, which are independent of how
many copies of an object exist in the world”. In the digital realm, NFTs are used to
represent “digital assets such as digital artworks, videogames, photos, and videos”. Both
physical or digital assets are “stored on a blockchain or off-chain, such as on a website” 383.
The difference between onchain and off-chain is that while on-chain NFTs “contain all the
Id.
47
instructions for viewing or accessing the item it represents”, off-chain NFTs use another
database to host the digital files and provide instructions to it.
In the Metaverse, NFTs provide a more secure method for asset ownership and
virtual trade. Employing blockchain, the transaction is wholly recorded to avoid fraud and
theft.387
Moreover, the use of NFTs helps create scarcity upon which the value of digital assets is
387
built. Those assets can be monetized, which induces developers and creators to invest their
creativity. As a consequence, virtual business streams could be created and sustained.
2. The creation of NFTs
The creation of NFTs goes through a process called 'minting'. Minting means to
publish an NFT on a blockchain to be traded. It needs to have a crypto wallet to pay ‘gas
fees’ and create an account. The wallet funds the required payments and fees for NFT
creation, and the account creates one's profile. After creating the account, the required files
are uploaded for the ‘minting’ of an NFT.394 Once created, it can be traded. NFTs can be
sold by the creators and bought by other users in a market where users are linked to the
creator on a blockchain “to keep track of transactions and ownership”; “the transaction
48
occurs with the use of a smart contract”. The smart contracts are only “certificates of
authenticity”, thus, they do not “transfer copyright ownership or control of the underlying
asset”.
A smart contract is a code created by the artist on the blockchain in a language
called ‘Solidity’. The function of the smart contract is to “follow the NFT as it transfers
ownership from one account to another” and “allow[] the blockchain to keep track of the
unique identification of each NFT. By a smart contract, an NFT owner can control its
transactions and transference and charge fees for these processes.
Id.
49
3. NFTs and ownership
The question of the owner of the right to create and commercially exploit virtual
digital assets constitutes a vital concern in the metaverse. Physical assets are tokenized
using blockchain technology to create NFTs, which are now a popular investment
option.Besides, the question of the intellectual property rights that branch from ownership
of NFTs has yet to be answered. The linking inquiry between both is this: does the owner of
an NFT also have I.P. rights on it?
The NFTs are items to be owned by themselves. However, “ownership of the NFT
does not equal ownership of the underlying item”. It creates “cryptographic records that are
enabled through blockchain technology and are connected or associated with a
corresponding digital file or asset”. Consequently, understanding the blockchain, the ledger
technology upon which NFTs are built, is a prerequisite to figuring out how NFTs create
ownership.
NFTs can be sold on the secondary market for a profit by their owners, no matter
whether they are the creators or purchasers. Multiple parties, the creator, the purchaser, and
the blockchain service, are involved in every NFT transaction due to the minting process,
including maintaining, selling, and reselling them. They all, in turn, benefit from the
transaction. Blockchain recording of the whole process facilitates tracking every single step
of NFT circulation.412
50
412
4. NFTs and blockchains
Blockchain is the technology that “offers the infrastructure for online platforms
which store information and digital assets.” It is “generally associated with virtual
currencies and the storage of information on distributed ledgers”. Nonetheless, its potential
“goes well beyond the mere storage of information”. Moreover, intellectual property rights
can also be protected via blockchains and artificial intelligence “by concluding licensing
agreements online for downloads and policing breaches”. It can be understood as “subsets
of distributed ledger technology where data are recorded and authenticated across multiple
stores”. The data are recorded, stored, and “maintained by an algorithm which ensures that
each computer participating in the network disposes of the same degree of verified
information”. The networks of the blockchain are joinable on “peer-to-peer structures”. The
data are stored in groups called 'blocks'; each has “an electronic ‘fingerprint’ and a time-
stamp”. Blockchain networks are credible because they use the participating computers
concurrently for storage on the basis of “the so-called consensus protocol which generates
the current status quo of the ledger”. A human interference-free process gains credibility to
generate smart contracts. Once created, “algorithms and artificial intelligence have
completely taken over”423.
Cryptocurrency transactions are possible due to the existence of NFTs in
Blockchain, a type of distributed ledger technology. The network of computers is called
nodes, and a ledger that records transactions is accessible to each node in the network of
computers. Algorithms link between transaction records or blocks and connect each block to
previous blocks “as timestamped “chains” through an encrypted ‘hash’”. The hash cannot
be changed without detection when a block has been verified and added to the blockchain.
Supra
Id.
51
Moreover, all members of the peer-to-peer network would be given access to the entire
ledger. There is also a link between cryptocurrencies and blockchains; cryptocurrencies, or
digital currencies, are used to run transactions conducted via blockchains, such as Bitcoin.
Although bitcoins do not have physical existence, they have the same value as the dollar
and can be interchanged and exchanged for other currencies. Consequently, a digital Bitcoin
wallet with an account and password can be created to finalize transactions recorded on the
blockchain.
B. NFTs and the first sale doctrine
A work's owner in the United States has the exclusive right to “reproduce the work, prepare
derivative works, distribute copies of the work by sale or other transfer of ownership, and
perform or display the work publicly”. Owners of copyrights may also assign their rights to
others. The first sale doctrine is another limitation for the exclusive right, just like the fair
use doctrine. While the fair use doctrine allows for the use in non-commercial purposes
such as education and scientific research, the first sale doctrine permits someone possessing
a previously sold copyrighted work to sell or exhibit it in public without the original
copyright owner's consent. Nonetheless, the first sale doctrine does not include other forms
of right's transfer such as loan, lease, or rental.433 Most computer programs are distributed
and sold under
433
52
licensing without transferring ownership. Therefore, the first sale doctrine cannot be used to
defend a licensee's later sale of a copyrighted work. The cryptocurrency community also
raised the question of whether an NFT buyer obtains any exclusive rights to the underlying
work, which has become crucial, especially with the widespread use of NFTs. It is now well
accepted that the response is "no". Rather, just as before minting the NFT, the creator still
has the authority to regulate the distribution and duplication of the original work.
The copyright holder's exclusive right is thus maintained when someone purchases
an NFT copy of a work. Just like when someone purchases a physical piece of art, the artist
is still the only one with the exclusive right to copy, distribute, create derivative works, and
publicly display the artwork. According to the first sale doctrine, acquiring physical works
typically also grants the buyer the ability to “sell, distribute, and transfer” the physical work
to a later owner. Notwithstanding, in a valid NFT transaction, a creator usually has to
depend on the structure and language of the contract to safeguard and enforce copyrights.
Therefore, contract law is vital to NFT transactions for putting copyrights into force. In this
regard, blockchain allows for programming contracts made directly between the artist and
the buyer and suits the use of the purchased work. Maintaining their terms and conditions,
NFTs are open for purchases in third-party marketplaces. Various marketplaces can be
categorized under three main types. Online marketplace constitutes the first category, where
buyers and sellers are connected to form communities. However, it does not independently
vouch for the work's authorship attached to an NFT. The second category levels up with
verifying the works and their creators. The third kind, like NBA Top Shot, allows users to
purchase and trade digital collectibles of iconic NBA moments; it features work from a
single rights holder. Notably, marketplaces do not guarantee royalties, even though many
NFT marketplaces allow artists to receive royalties for upcoming sales. Further explanation:
.
53
the buyer might transfer the NFT to another market after purchasing an NFT from an artist
in one market. In this case, the original seller cannot redeem the royalties. Thus,
marketplaces are supposed to have cross-functional options. Smart contract standards have
to be considered to create a uniform code for programming royalties.
C. Copyright implications of NFTs
Creating NFTs is a complex process that combines creativity, technical experience, and
strategic design. Since the standards for deciding whether an NFT constitutes a copy of the
underlying work have yet to be established by case precedent, the cases about digital
technology and copyright could offer valuable insights and guidance for upcoming litigation
on NFTs and copyrights. The potential discussion on copyright implementations on NFTs
aims to find an answer to whether NFTs are copies of the underlying works or derived from
them. The answer will determine who has the right to mint NFTs.
1. Are NFTs reproduction of copyrighted works?
Given that determining whether copying a copyrighted item constitutes an infringement of
copyright laws requires unauthorized copying.452 Reproducing the original or copyrighted
452
work is the action that constitutes an unauthorized "copy" in this context. Accordingly, the
illicit copy has to 'embody' the original work or at least “the copyrightable aspects of the
original work”. According to the American Copyright Law, copies are defined as “material
Id.
54
objects, other than phonorecords, in which a work is fixed by any method now known or
later developed, and from which the work can be perceived, reproduced, or otherwise
communicated, either directly or with the aid of a machine or device”457. Besides, “the term
"copies" includes the material object, other than a phonorecord, in which the work is first
fixed”. Thus, the term “machine” extends to include computer programs and hyperlinks, the
most relevant examples to NFTs for analogy.
In the case of NFTs, the digital ledger's encrypted data only serves to identify the
artwork's owner and certify its authenticity. They replicate only some of the work, even
with a machine's assistance. Rather, they record NFTs as assets on the blockchain, and
therefore, NFTs are not mere copies of material objects, though they represent the
underlying work. In other words, NFTs are neither copies nor copiable; therefore, they
derive their value from rarity, and this is what induces an NFT purchaser to buy it knowing
that this will not grant ownership of the underlying item. The process of minting NFT
results in developing a smart contract, which is a "unique digital file" and exists on the
blockchain.465 Once identified, “it
465
Supra
Id.
55
is too expensive to place and maintain anything larger than a string of code on the
blockchain”. This is how this argument concludes that “the underlying work (or any images
associated with it) is not the NFT itself”467. This drives the discussion to another face of
analogy: hyperlinking.
An NFT resembles hyperlinking in many aspects468; both can “associate letters,
numbers, and words, allows a consumer to find the underlying work on another platform”.
However, they differ in the existence of copying; hyperlinking does not invoke a copying
argument, as is the case of NFTs. Instead, they constitute a transfer tool to a particular web
page. So, the infringement can be envisaged on the web page rather than the hyperlink. On
the contrary, an NFT does not connect to the underlying work even though it represents it
and contains a link to the original work, which is insufficient to constitute a copyright
infringement.
As a result, the reproduction of work as an infringement of copyrights does not
apply to NFTs. In other words, “NFTs themselves are not “copies” and thus not subject to
copyright infringement”.
2. Are NFTS derivative from copyrighted works?
There is a common convergence between the exclusive right to prepare derivative works
and the exclusive right to reproduce.475 According to the American Copyright Law, a
derivative work is defined as “a work based upon one or more preexisting works, such as a
translation, musical arrangement, dramatization, fictionalization, motion picture version,
sound recording,
Id.
56
475
art reproduction, abridgment, condensation, or any other form in which a work may be
recast, transformed, or adapted”. As such, there must be a preexisting work on which
variations are performed to produce the derivative work, whether digital or physical.
Derivation infringes the copyright of the underlying work when the derivative work
“contains a substantial amount of material from a preexisting work.” Therefore, a mere
connection between them cannot be considered a copyright infringement.
In the case of NFTs, the transaction between the purchaser and the seller “does not
incorporate or embody the underlying work”. Moreover, “the token itself is merely a set of
metadata validating the authenticity and ownership of a particular work”, and therefore, the
minting process cannot be perceived as “a translation of the work itself from representation
to computer code”. The underlying work cannot be recognized or described via the
metadata. Moreover, it “does not add, transform, or recast any of the underlying work”. For
that reason, the content that could be linked to the NFT, not the token on the blockchain, is
the only work that can be considered a 'derivative.'
3. Who has the right of minting copyrighted works into NFTs?
NFTs are rapidly expanding and opening a new market driven by cryptocurrencies and
blockchain technology applications. Concerns about NFTs' copyright implications regarding
the owner of digital assets have been raised. The preliminary question is who holds the
copyrights of NFTs in the market. A prima facie answer is that the copyright holder is the
original creator of the underlying digital work. Nonetheless, NFT proponents consider the
minting process in allocating the copyright holder of NFTs and contend that, even in cases
where NFTs are based on works of art, they are only ever created at the time of minting. As
such, they are copyrighted by their minter. Since the former interpretation is more in line
.
57
with the fundamental principles of copyright law, such as the exclusive rights in
copyrighted works and the First Sale Doctrine, lawmakers are likelier to adopt it than the
latter. This stance provides more protection for artistic work, but it will result in filing more
cases before the court. On the flip side, should the latter perspective be recognized, the
minter holding the copyright deprives the creators of their products, renders their artworks
unprotected drafts, and exposes them to illegal replication.
In addition, the question of who has the right to mint an asset protected by
copyrights as an NFT is also controversial. The general rule is that copyrights can be
exercised over the copyrighted items, whether physically or virtually. Creative work can be
minted into NFTs by owners who can also trade and reproduce their intellectual products.
Moreover, a third party can be granted a license to use their creations or assigned to use
specific rights. In the case of the licensed user, there are additional complications. Whether
or not the license permits the creator and user to mint the work into NFTs will depend on
the terms of their agreement that transfer the meant right as well as how the court interprets
its terms.498
The copyright underlying NFTs will have the chance to be defined in federal court
for the first time in a case between Quentin Tarantino and Miramax stating these issues.
However, NFTs will probably be covered by copyright laws, which means that the
copyright belongs exclusively to the owner of the original underlying asset. As a result,
buyers of NFTs will need to pay attention when entering the market and make sure they
give due care to avoid unintentionally violating the copyright of others.
D. The Miramax-Tarantino dispute
This dispute addresses the question of the stage when copyrights are assigned to NFTs on a
blockchain: before or after the creation of an NFT.
58
1. Tarantino v. Miramax
In Miramax v. Tarantino, Miramax alleged copyright and trademark infringement for
Tarantino's sale of scenes of Pulp Fiction movie as NFT and they asked for damages in
return. The parties of the dispute are the American filmmaker Quentin Tarantino ‘Tarantino,'
the defender, and entertainment studio Miramax, LLC ‘Miramax,' the plaintiff. Several
agreements concerning the creation and funding of the 1994 film PULP FICTION were
made in 1993 by Tarantino, Miramax, and Tarantino's production company Visiona
Romantica, Inc. 'Visiona’. These agreements granted Miramax “all rights in and to the Film
now or hereafter known including without limitation the right to distribute the Film in all
media now or hereafter known”. Meanwhile, Tarantino retained rights to “soundtrack
album, music publishing, live
.
59
performance, print publication, interactive media, theatrical and television sequel and
remake rights, and television series and spinoff rights”. Tarantino released a collection of
NFTs that included digital scans of handwritten screenplay excerpts from PULP FICTION
in conjunction with the NFT bloom in late 2021. It was not until NFTs were traded in an
auction called OpenSea when Miramax filed the case against Tarantino for “breach of
contract, copyright infringement, trademark infringement, and unfair competition”. The
plaintiff contended that the defendant exceeded his limited rights to the right to reproduce
derivative works of the film without permission, and hence, infringed on the exclusive
copyrights of the plaintiff.513 Miramax argued that according to their agreements, all
intellectual property rights related to the movie are preserved to the studio, and Tarantino
retains only a few limited rights, including the right to screenplay publication, that do not
license him to trade NFTs of Pulp Fiction. Accordingly, Tarantino's conduct relating to
NFTs, such as developing and selling them, infringes on Miramax's exclusive rights to the
film. Conversely, Tarantino sticks to his right to screenplay publications, including digital
ones. The parties declared that they “put the matter behind them and look forward to future
collaborations, including possible NFT projects”leaving the case pending. Unless the
parties' settlement happened, the court would have said its word, for the first time, about the
underlying assets behind NFTs and related transactions. The outcome would have been
enlightening regarding creating and trading NFTs. Meanwhile, it is significant to alert the
parties of NFT transactions to give careful consideration to avoid infringement on the
author's copyrights. Notwithstanding, this case opened the door for rich discussions on the
future of NFTs as to the copyrights.
2. Commentary on Miramax Tarantino's dispute
60
The Miramax disputes questions the exact time when copyrights are attached to NFTs. As
mentioned before, lawmakers advocate that “copyrights are not created until NFTs are
minted”. However, “apply existing copyright regulations to the underlying assets behind
NFTs” should be considered for many reasons. This stance shows that copyright constitutes
a safeguard for artists and the NFT marketplace. Besides, vulnerable artists and creators will
be shielded from fraud by implementing copyright laws surrounding NFTs. That is because
Fraudulent digital art reproduction is likely to happen due to a lack of legal clarity in this
emerging market.525 Thus, the owners of the original underlying asset own the copyright.
That asset can only be created with their consent through a license, according to legislators'
definition of copyright laws pertaining to NFTs. The fundamental goal of copyright law will
be reflected in this clarification: “to promote the progress of science and useful arts”. As a
result, copyrights will encourage innovators to create original works in a rapidly expanding
field with room for more innovation. There is also an economic rationale for this
interpretation of NFT copyright law. Given the uniqueness of NFTs, they can “create a
market of exclusivity”. Similarly, copyrights function by creating exclusivity around an
artist's creations. Copyrights are arguably more valuable to work than NFTs because NFTs
only record who "owns" the code on the blockchain; they do not prevent access to the
underlying work, unlike what copyrights do.
The court will most likely determine that Tarantino violated Miramax's copyrights if
the aforementioned policy argument is applied to the Tarantino lawsuit. Even though the
dispute may come down to how Tarantino and Miramax interpret their contract, the court
can classify this case under copyright law and offer guidelines for similar disputes involving
NFTs in the future. Should this happen, a flood of parties with comparable publication
rights will sell NFTs in case the court rules that Tarantino's reserved rights were retained in
61
selling the NFTs. However, this will not address the issue of who owns the NFT copyright
and will induce more fraud in the NFT market.
On the other hand, a decision in Miramax's favor will show that copyrights are
attached to the underlying assets of NFTs rather than at the time of NFT minting. When
engaging in NFT transactions, NFT creators and buyers must give due care to prevent
unintentional copyright violations. Though proponents of NFTs might object to ongoing
copyright checks, establishing legal clarity will encourage innovation in the NFT market in
the long run. If artists believe their works are protected, they will be more inclined to
produce NFTs. Additionally, copyright laws will encourage the creation of more digital
assets as NFTs, which aligns with the overall goal of copyright laws.
In conclusion, NFTs are incompatible with current fictions of copyright laws; they
are neither copies nor derivatives of a preexisting work. Consequently, they cannot be
considered as unauthorized work. The fact that NFTs go “beyond the confines of copyright
law”become clearer. Thus, all possibilities of legal rationale ought to be investigated to
come up with an answer to the questioned matters. In addition, the court's interpretation of
the contract will determine whether minting NFTs is permissible under the terms of the
agreement. This could also determine whether the current copyright regulations are
sufficiently adaptable to handle new technologies. A comprehensive legal framework of
NFTs copyrights induces digital assets to thrive within the framework of the copyright law
objectives.
62
V. Virtual world implication on the Egyptian Copyright Law
A. The traditional notion of copyrights and the future challenges of the virtual world
The difference between the Civil law school and the Anglo-American one is reflected in the
copyright protection system. While the Latin school opens the way for human passions and
emotions in copyright aspects and maintains a clear distinction between merchandise and
intellectual works, the Anglo-Saxon school pays great attention to the literary work itself
regardless of the spiritual and psychological impulses underpinning it. Further explanation,
the Latin school set out of the concept that the author has his creative work after exerting
intellectual effort, and thus, it is considered an extension of his personality. Accordingly, the
legal protection is more for the author's personality than the literary work. It recognizes the
fiscal right of an author over his work.
On the contrary, the Anglo-American School does not differentiate between material
and intellectual work so long as both aim at pecuniary profit. Accordingly, the literary work
is treated as good. This has led to attempts to reconcile the philosophical disparity between
the two primary law schools, with a lot of confusion and hesitation in determining the legal
63
nature of the copyright considering the current rapid technological changes. The digital
revolution has resulted in a significant development of the industrial part of copyright over
its intellectual and cultural parts, especially with the interference of artificial intelligence in
the intellectual industry.
In this regard, the legislative gap in the texts opens the door to various
interpretations of copyright principles, leaving uncertainty behind the implementation.
Thus, it is essential to analyze to what extent the current rules are applicable and then to
expand the general concepts of copyright to accommodate the emerging legal aspects of the
rapidly changing world or to take an alternative path in anticipation of comprehensive legal
processing for the legal issues of the emerging artificial intelligence applications. Over
time, technological changes have proved successful in creating legal changes. As previously
explained in chapter two, two major copyright principles were born in the cradle of
technological changes: the fair use doctrine and the first sale doctrine. In the same way, they
could upend the established copyright principles to cope with the virtual realm. In this
context, the heaviest burden lies on jurisdiction through the courts' trials to reconcile the
current legislation with the cases brought forward until the contours of a concrete opinion
juris forms that could be legislatively adopted.
Nonetheless, this lengthy process needs to cope with the vigorous technological
change. Therefore, we must be one step ahead by scrutinizing and examining the standing
texts to the potential cases. This allows for predicting the legal issues of the uprising worlds
and suggesting solutions for them.
In tackling the situation in Egyptian copyright law, one begins with the current
challenges, then the aspired suggestions for a future vision of copyright protection in virtual
worlds.
64
1. An author must be a natural person.
The Egyptian law presupposes the author to be a natural person to whom the literal
work is attributed. It defines the author as "the person who creates a workbook.". In
addition, the notion of originality is associated with the intellectual activity and personality
of the author.
The legal protection of artistic and literary works requires the human creativity element.
Moreover, Egyptian law acknowledges joint authorship by defining collaborative work as
“the work produced by more than an author, directed by natural or legal person…where
their work is combined so that any can be separated or distinguished”.
2. Originality
The Egyptian law defines innovation as “The creative characteristic that attributes
originality to the creative works”. Accordingly, Egyptian jurisprudence interprets innovation
as the personal thump of the author over the workbook, which is the outcome of intellectual
work and distinguishes it from the work of others. They usually associate originality with
modernism in introducing a particular notion or idea. In the same vein, the judicial rulings
went that an author should only obtain rights over his work if it is intellectually innovated
or a result of a personal effort that imbues it with innovation. The Court of Cassation
asserted that "the literary work is not enclosed to books only; rather, it includes innovation
in all forms of works. The terminological connotation of the term 'innovation' is capturing
the first fruits of the work, meaning the work to be the brainchild of oneself, personalized,
and characterized by modernity and creativity.".
B. The dilemma of non-human creativity
65
The stable and proven concepts of intellectual property rights are being confronted
by rapidly developing challenges imposed by the world entering its new era of
virtualization. Similarly, the traditional conception of literal and artistic property shall not
escape the virtual forms of creativity spreading widely in the digital world. This requires
full regulation and adaptation of the classic notions of copyrights in the virtual world. This
matter becomes crucial, considering that the process is more technical than legal and
considering the intersection between the different branches of law that revolve in the same
track.
In this regard, both law schools Civil and Anglo-American law schools agree on
excluding non-human creation from copyright protection despite the persistent attempts to
transcend the human nature of creativity recently. One example is the case known as Naruto
v.
Slater. that dates back to 2011. When an English photographer, David Slater, traveled to
Indonesia to take wildlife photos, a monkey called Naruto took his camera, tampered with
it, and captured many portraits published on National Geographic Magazine's interface.
Afterward, in 2014, Wikimedia Commons published these photos with a sign of public
domain. Slater asked the site to remove the photos and claimed rights to them. Meanwhile,
in 2015, an association for animal protection came into the conflict and sought the monkey's
rights on the photos taken by 'him' and sued Slater for claiming them. The case was rejected
in 2016 on the basis that even though Naruto was the one who took the photos
independently, animals are not justiciable. Thus, they cannot claim property rights. In 2018,
the opinion was affirmed by the Ninth Circuit of Appeal. Since then, creativity produced by
nature, animals, or plants cannot be attributed to them.
66
In the same vein of human centralization, the European Parliament differentiates
between the AI quantitative processing innovation, such as algorithms and data mass, and
the qualitative processing innovation, such as innovation and emotions. It determines that
while AI can simulate human intelligence, it cannot simulate thinking, at least so far.
Accordingly,
AI should not be considered an innovator but rather an assistant to a human innovator.
Likewise, in 2012, the European Court of Justice confirmed that copyright law applies only
to original works that reflect their authors' creative contributions and personal
characteristics.
A more recent example is Thaler v. Comptroller-General of Patents, Designs and
Trademarks, known as the DABUS case. Although this case grapples with patents, it sheds
light on how non-human generated products are dealt with regarding intellectual property
rights. This case dates back to 2018, when Dr. Stephen, an AI researcher, invented an AI
machine that can perform inventions named DABUS (Device for the Autonomous
Bootstrapping of Unified Sentience). Stephen claimed the IP rights over the inventions of
his machine based on his ownership of it, and he applied for patents. The patents were
rejected because a machine could not be autonomously an inventor. In December 2023, the
patent office's decision was judicially affirmed according to the Patents Act, which required
an inventor to be a natural person.
The previous examples raise not only the question of whether non-human creativity
is protected under intellectual property rights regulation but also the intervention of the
machine in creating innovation. For example, in 2016, The New Rembrandt was reproduced
by artificial intelligence technology just in the same way that Rembrandt, the famous Dutch
painter, had painted the original one by analyzing a myriad of his works.554. In this example,
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the machine has not yet been able to improvise or initiate creativity like humans. Rather, it
is still humancontrolled and prevailed. Nonetheless, human intervention has been
shorthanded to the extent that brings up the issue of machine autonomy in creating
innovation. In this context, the virtual worlds constitute a fertile breeding ground for the
legal issues around originality and the correlation between humans and creativity. Besides,
it raises the question of the copyrights of the produced works; the answer is not as
spontaneously clear as it seems, considering the long process of computing creativity. In
this regard, copyright protection is discussed on three levels: the copyrightability of the
computer programs and applications used for creativity, the copyrightability of the original
work from which the derivative work is derived, and the copyrightability of the final
resulting work.
1. The copyrightability of the computer programs
The question of the first proposition is almost settled. Copyright protection extends to the
computer programs that are used for innovation. The same applies to AI applications used
for creation in the virtual worlds. The notion of originality encompasses these programs,
considering that they are often the outcome of collaborative efforts, and hence, they are
classified as joint works.
2. The copyrightability of the original work from which the derivative work is
derived.
The second hypnosis is controversial. It tackles the copyright of the underpinning work. On
the one hand, a work created depending on a preexisting work is called a derivative work,
and it does not constitute an infringement of the original work's copyright. Rather, it lies
under the fair use criteria to determine its copyrightability. On the other hand, in the virtual
world, AI plays a significant role in this derivative process. The intelligent process of
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creativity requires human interference with the creative action. Besides, the personal notion
of copyright is also achieved with human centralization of feeding the creating program or
machine with data; this presupposes preexisting creative works.
Moreover, it must include intellectual human participation in the produced work to
satisfy the originality criteria. Hence, the current regulation of copyrights is more suitable
for protecting the original work than the derivative work. This could be hazardous to
innovation and creativity in virtual worlds as long as the product would only be protected,
at its best, as an exception to the general rules of copyrights.
3. The copyrightability of the resulting work.
The third premise concerns the copyrightability of the produced work. As previously seen,
the creative process in virtual worlds is the product of cooperation among several actors.
For example, in the case of producing Beeple's "Everydays: The First 5000 days",
preexisting photos were used by a processing computer program and may be modified later
by its user to a new derivative work. In this regard, the question is, among all those, who
have the copyrights of this photo? The simple answer is that it is the author who has the
copyright. Furthermore, again, this redirects us to a series of questions around originality
and the personal characteristics of authorship to determine the amount of the creative
participation of each actor, and consequently, authorship, that amounts to claiming
copyright of the meant work.
In this regard, and in light of the decline of human intervention, a suggestion of
granting juridical personality to the AI technology as a virtual artist or author depending on
the amount of the machine participation in the product. In the case of creating the work
using a medium in a limited causative relationship, this medium's designer should be
admitted as an author. On the contrary, if the relationship between the final creativity and
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the initial design is less consistent, and the medium's user can intervene in the final product,
this user could claim authorship, too. Finally, if there is no connection between the first
designer of a deep AI system and the work it produces, we should admit that the system
itself, not the medium’s designer nor its user, is the author.
Applying the current legal regulation to copyright in the virtual world, as a part of
AI copyright discussion, contravenes the personal dimension of copyright in Egypt
according to the Latin school notion centralized around the author and considers him the
source of all granted copyrights. This stance seems unacceptable in the computational and
informational world in a technology era. The matter becomes crucial considering the
increasing AI creativity and the decreasing of human intervention in it. Meanwhile,
copyright legislation should deal, in one way or another, with non-human works. Otherwise,
a lot of creative works would be marginalized concerning copyright. This works against the
ultimate goal of copyright protection, promoting creativity, and public welfare. Accordingly,
the calls for the copyrightability of the works designed by intelligent systems would be
multiplied. Therefore, the modern vision of copyright will impose itself. It will come out of
the reformulation of judicial decisions and by broadening the notions of originality,
innovation, and creativity.
The absence of legal basis that allows for stability of the juridical positions of AI
applications, with their specificity and unpretentiousness, reveals the incapacity of the
existing legislation to encompass the consequences of the AI usage, with the fear of the
uncontrolled use of it. Consequently, the need has become urgent to lay down a legal regime
that copes with the accompanying developments to the AI systems and is able to encounter
their legal implications. The mentioned legal regime must include a comprehensive legal
regulation that controls the usage of the different aspects of AI applications and considers
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its uniqueness among the technological developments. This is to avoid the impact resulting
from the legal ambiguity in such a vital domain that covers all modern life aspects. In
addition to the legal system, a code of ethics of AI should be adopted. Both the legislative
body and ethical charter should connect the various legal specialties with the aim of
embedding the AI existence in the positive law. In the same vein, recognizing the
uniqueness of AI entities leads them to enjoying the legal personhood.
The mechanism of the juridical personality should be revisited. Given the AI
applications have the ability of independent self-thinking, conferring the virtual legal
personality to AI entities facilitates applying the legal rulings and provisions to these
uprising entities. This also allows for admitting independent financial assets for these
entities. Notably, the virtual legal personality that is call for is different from the moral
personality. While the moral person is a juridical person that is distinguished from the
people who operate or administrate it, the virtual personhood does not lead to a real person
in the end. That is because AI applications have the ability of self-thinking that works
independently from human thinking.
Also, a suggestion of a system designed for virtual creativity that is analogous to the
Databases Producer Protection Law is applauded. In this special system, a balance between
the public and private interests should be made in terms of the restricting conditions of
copyright protection and the author's exclusive rights. Such a law allows for exercising
fiscal rights over creativity and obtaining the potential investment outcome. In this regard, it
is necessary to define the protection subject of creativity, whether it amounts to being totally
AI-created or just considered a helping work. Also, it is necessary to define the exclusive
right meant by the protection, the monetary exploitation right, the domain of the protection,
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and the duration of the right. Broadly, it will also be important to pay attention to the other
branches of intellectual property rights considering virtual technology.
In conclusion, the legal nature of AI entities should be legally and ethically regulated
for the purpose of AI entrenchment in the positive law.
VI. Conclusion
The technological changes have thrown their shadows all over our modern life aspects.
They have been also reflected in the legal arena, especially the intellectual property laws. In
this regard, although AI is usually introduced as a revolutionary solution that makes our
lives simple, its application complicates intellectual property and, particularly, copyrights.
On the one hand, copyright, due to its nature, is not able to protect a non-human work. Even
if the creative work is human made, its application to non-humans seems to contradict the
spirit of the copyright. On the other hand, protecting the creative works under the common
fund renders them free transacted, which impacts their values. The peak of the tension
between the traditional view of copyrights and virtual creativity lies in the originality
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criterion. At this point, the potential non-human creators constitute the breakout point of
the traditional mindset and soul of copyright. As a result of non-compatibility with the
current copyright legislation, the need for regulating creativity in virtual worlds requires
urgent attention to develop legislation for creativity in the virtual world.
Most legislation mentions the applications of virtual creativity, or generally, AI products,
avoiding a direct and detailed definition of them. Moreover, the copyrightability of
creativity in the virtual world finds its legal protection, mainly, in contracts. However, this
solution does not allow for the compensation of the innovation that is not covered by
copyrights. Due to the lack of originality, it can be limitlessly reproduced. Hence, the
contractual solution can only reduce the conflicts with the author, but it does not guarantee
intellectual property as well as materialistic property. In this situation, a comprehensive
legal mechanism is necessary for the protection of creativity.
The fact is that, everyday, AI reveals new horizons in the legal thinking and
comparative studies. It engages together the legalists and the technology developers in one
bowl to come to the best response for the dilemmas aroused by AI in the near future.
Moreover,
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