June 2020
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Also in this issue:
3 Strategy Guide
3 Side Quests
Recent holdings
in video game and
related lawsuits
5 Patch Notes
Updates on litigation,
regulation and
legislation impacting
the industry
7 Contacts
The California Consumer Privacy Act (CCPA) is the first broad-based state statute aimed
at enhancing personal privacy rights for consumers. Following the example set by the
European Union’s General Data Protection Regulation (GDPR), the CCPA expands the rights
of California residents to know about the collection, sale and sharing of their personal
data, and enables them to object to the retention or sale of such data. Although the CCPA
was enacted on June 28, 2018, it only took effect on January 1, 2020, and enforcement by
the state’s attorney general began on July 1, 2020. Although the statute applies only to
California residents, the law is not limited to California companies; rather, any company
that does business in California may fall under its scope. Accordingly, companies that may
be impacted by the CCPA — which includes many companies in the video game industry
— are well advised to understand the requirements of the CCPA and evaluate their internal
procedures to ensure compliance.
Relevant Provisions of the CCPAI
The CCPA applies to any business that (a) collects consumers’ personal data, (b) does busi-
ness in California (even if situated outside the state), and (c) satisfies one of the following
conditions: (i) has annual gross revenues exceeding $25 million; (ii) buys, receives or sells
personal information of 50,000 or more consumers or households; or (iii) earns more than
half of its annual revenue from selling consumers’ personal information.
The CCPA allows California residents to request that businesses meeting these criteria
identify the “personal information” that those businesses collect, as well as to demand that
those businesses delete and/or not sell such personal information.
“Personal information” is defined very broadly in the statute to include not only traditional
forms of personal information (e.g., names, email and physical addresses, etc.) but also a
broader set of data, including IP addresses, browsing histories, geolocation data, physical
data, professional or employment-related data, education information and even biometric
data, provided that such data can be used to identify an individual, household or particular
device. Moreover, the CCPA’s definition of “personal information” encompasses inferences
that can be drawn from any other information collected by the businesses (such as brand
preferences, viewing habits, etc.) and used to create profiles about a consumer’s behavior,
trends, characteristics, preferences and more.
Does My Video Game Violate
Consumers’ Privacy Rights?
Main Quest
2 Skadden, Arps, Slate, Meagher & Flom LLP and Affiliates
June 2020
The CCPA also requires businesses to (a) provide notice of
data sharing/sale opt-out rights to consumers, and (b) obtain
affirmative consent to the sale of information from users under
16 years of age (and consent from a parent/guardian for users
under 13). In other words, while the default scheme is implied
consent with users affirmatively opting out of data sharing,
for users under 16 the default is that sale and sharing are not
permitted unless the user (or his or her parent/guardian, if the
user is under 13) opts in.
In the event a company fails to comply with these requirements,
the CCPA provides for both government enforcement as well
as a limited private right of action in the case of data breaches.
The California attorney general may seek civil penalties of up
to $2,500 for each CCPA violation (measured by each instance
of any specific provision or requirement being violated), or
up to $7,500 for intentional violations.
1
Additionally, California
consumers may bring a private right of action for data breaches
involving nonencrypted and nonredacted personal information,
where the company failed to implement reasonable security
procedures. Under such private actions, impacted consumers
may seek either their actual damages or statutory damages of
between $100 and $750, whichever is greater. Thus, because
of the availability of statutory damages, consumers who have
been impacted by a data breach may recover from noncompliant
companies even without a showing of harm.
CCPAs Impact on the Video Game Industry
Beyond the general impact of the CCPA — requiring all compa-
nies to ensure that their data collection, retention and sale/
sharing policies meet the CCPAs requirements — companies
involved in the video game industry are likely to experience
more specific consequences in at least three ways.
First, the CCPAs requirement of obtaining affirmative consent
for the sale of data from any user under 16 will likely have a
disproportionate impact on the video game industry, given
the popularity of video games with younger audiences. And
while many companies already take steps to limit their data
collection practices for users under 13 (as required under
the Children’s Online Privacy Protection Act, or COPPA), the
strategies employed to do so may not be feasible or desirable
for users in the 13-16 age bracket. For example, an online game
may age-gate its service so only users who are 13 years of age
1
It should be noted that the CCPA provides a 30-day cure period before the
attorney general may seek such fines against a company.
or older can play; doing so restricts the player base to some
degree, but the company is able to collect the same data from
all players, without concern of violating COPPA. However, this
same strategy of age-gating may not be feasible with respect
to players 13-16, as such players may (depending on the game)
represent a large percentage of the player base. While compa-
nies may be able to avoid the need to age-gate by segregating
the data collected from users ages 13 to 16 — thus ensuring
that such data is not mistakenly sold without consent — these
additional steps may not be feasible or cost-effective.
Second, the CCPA’s broad definition of “personal information
implicates certain activities that video game companies might
not typically associate with the collection of personal data,
particularly in the esports and streaming contexts. For example,
biometric information about a game’s player, such as keystroke
patterns, recognition and click speeds, and logon/logoff times,
could all fall under the CCPA definition of “personal informa-
tion” if they can be uniquely identifiable. Esports companies
may be interested in collecting and storing such data for
purposes completely separate from their typical data collection
practices — for example, as a means to identify and root out
cheating. Similarly, streaming services may be interested in
collecting information about a user’s preferred channels or
time spent watching a particular stream to better tailor their
service to the user. Indeed, even a company hosting an esports
tournament or gaming event may inadvertently collect personal
data by recording who is watching the event, or who is inter-
acting with the company’s social media posts regarding the
event. While the mere collection of this information does not
in itself violate the CCPA, the fact that a company is collecting,
storing and potentially sharing this information would require
that company to comply with the CCPA and be aware that such
information is subject to the CCPAs regulations.
Finally, the effects of the CCPA may be particularly acute for
companies in the mobile and free-to-play gaming space, which
often rely heavily on consumers’ data as a source of revenue.
It is worth remembering that the CCPA is specifically directed
to any company that earns more than half its annual revenue
from selling customers’ personal data, or collects information
from more than 50,000 consumers or household. Thus, a free-
to-play or mobile game developer that supports itself with ad
revenue tied to consumer data may need to be CCPA-compliant
even if its annual revenue is relatively low.
3 Skadden, Arps, Slate, Meagher & Flom LLP and Affiliates
June 2020
Recent judicial decisions and enacted statutes or regulations that are likely to impact the video game industry
Ubisoft Entertainment SA v. Yousician Oy, No. 19-2399
(Fed. Cir. June 11, 2020)
On June 11, 2020, the U.S. Court of Appeals for the Federal
Circuit, in a nonprecedential opinion, affirmed the decision of
the U.S. District Court for the Eastern District of North Carolina
invalidating claims from a Ubisoft patent covering an “interac-
tive game designed for learning to play guitar.
The panel agreed with the district court’s analysis that under
the Federal Circuits jurisprudence concerning patentable
subject matter, as well as under the U.S. Supreme Courts
decision in Alice Corp. v. CLS Bank International, 573 U.S. 208
(2014), the claims in the Ubisoft patent were directed to an
abstract idea and did not include an inventive concept, and thus
were not eligible for patent protection.
The patent at issue relates to a video game that teaches users
how to play the guitar by assessing the users performance,
determining what the user needs to improve by changing the
difficulty level of the game and then creating mini-games to
improve skills.
The panel found that rather than describing a particular way of
programming or designing software, the claims merely recited
an abstract process in five steps: (1) presenting notations;
(2) receiving input; (3) assessing performance; (4) determin-
ing weakness; and (5) changing the difficulty or generating
mini-games.
The panel further agreed with the district court that there was
no inventive concept in the claims of the patent, as the claims
merely applied the abstract process using conventional and
well-known techniques.
Side Quests
Strategy Guide
There are a number of best practices video game companies can employ in order to minimize the risks
associated with the CCPA:
- It is vital that companies review their data collection,
retention and selling practices, and ensure they are in
compliance with the CCPA, most notably by including
an appropriate “opt-out” option for all users over 16
years of age and obtaining affirmative consent to sell
data from users under 16 (or their parent/guardian,
where appropriate).
In connection with this review, companies should insti-
tute compliance programs so they are able to respond
to claims of CCPA violations within the statutory time
period and thereby avoid liability.
Additionally, companies should review and update
their privacy policies as necessary to comply with
the CCPA requirements.
While ensuring compliance will likely require some upfront
investment, such expenditures are likely far less than
the penalties a company could incur for noncompliance,
particularly given the CCPA’s statutory damages provision.
- Companies should examine the types of data they collect
and ensure that they are collecting only what is necessary.
For example, while it may seem beneficial to ask for a
user’s phone number as part of a registration process, if
the company has no plans to use that information, it may
consider forgoing the collection and storage of such data.
- Where feasible, companies should take steps to anonymize
and de-identify any information collected and stored in the
aggregate. The CCPA covers only personal information that
can be linked with an individual; anonymous data does not
pose any risks from a CCPA perspective.
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June 2020
Fortnite Emote Lawsuits
As we have reported in this newsletter, Epic Games, Inc.
(Epic), the makers of the popular battle royale game Fortnite,
have been hit with a slew of lawsuits in recent years related to
various dance moves as depicted in emotes that Fortnite char-
acters can perform. Many of these lawsuits were dismissed
following the U.S. Supreme Courts decision in Fourth Estate
Public Benefit Corp. v. Wall-Street.com, 586 U.S. 2019),
which requires plaintiffs to obtain a copyright registration
before bringing a lawsuit for copyright infringement. However,
plaintiffs have recently switched tactics to allege noncopyright
claims, and in the past three months, two courts have weighed
in on the viability of these alternate theories:
- Brantley v. Epic Games, Inc., No. 8:19-cv-594-PWG
(D. Md. May 29, 2020)
On May 29, 2020, the U.S. District Court for the District of
Maryland granted Epic’s motion to dismiss with prejudice
eight counts alleging various violations of the Lanham Act
and plaintiffs’ common law trademark and publicity rights.
Plaintiffs Jaylen Brantley and Jared Nickens were two
University of Maryland basketball players who alleged that
they created, named and popularized a dance move they
dubbed the “Running Man,” which they accused Epic of
copying for one of its emotes.
In addition to a copyright claim (which was dropped following
the Fourth Estate decision), the plaintiffs asserted claims
alleging violation of their rights of publicity, trademark infringe-
ment under both the common law and the Lanham Act, unfair
competition, unjust enrichment and trademark dilution.
The court sided with Epic, finding that claims alleging viola-
tion of the right of publicity, common law unfair competition,
Lanham Act unfair competition, unjust enrichment and false
designation of origin were all preempted by the Copyright
Act, and that the claims alleging trademark infringement and
dilution were insufficiently pled, as the plaintiffs could not
establish their ownership of a valid trademark.
Further, because the plaintiffs had already amended once,
the court dismissed all claims with prejudice.
- Pellegrino v. Epic Games, Inc., No. 19-cv-1806
(E.D.P.A. Mar. 31, 2020)
On March 31, 2020, the U.S. District Court for the Eastern
District of Pennsylvania partially granted a motion to dismiss
right of publicity and trademark claims alleging that Epic
unlawfully copied the plaintiffs dance moves in the game.
As with the plaintiffs above, in this suit, Leo Pellegrino — a
saxophone player known as “Leo P” — alleged that Epic
misappropriated his right of publicity, and infringed and diluted
his trademarks by copying his signature move into an emote.
The court dismissed the majority of Pellegrino’s claims,
including his right of publicity, unjust enrichment, unfair
competition and trademark dilution claims.
The court also dismissed Pellegrino’s Lanham Act false
designation of origin claims as preempted by copyright law
under Dastar Corporation v. Twentieth Century Fox Film
Corporation, 539 U.S. 23 (2003).
In Dastar, the U.S. Supreme Court found that the term
origin” for purposes of Lanham Act claims covers the
producer of commercial goods but does not extend to the
author of any idea or concept embodied in those goods.
The latter is exclusively covered by the Copyright Act.
In the instant case, the court found that Pellegrino’s allega-
tions establish that his signature move is the creative idea
underlying Epic’s emote. Thus, Pellegrino’s false designa-
tion of origin claim is governed by copyright law, not the
Lanham Act.
However, the court sided with Pellegrino and did not dismiss
his Lanham Act false endorsement claims, noting that the
Supreme Court did not consider false endorsement in Dastar.
The court found that Pellegrino’s false endorsement claims are
related to Epic’s use of his likeness to create the false impres-
sion that Pellegrino endorses Fortnite, which are distinct from
his claims relating to the origin of Fortnites emote.
AM General v. Activision Blizzard, No. 17-cv-08644
(S.D.N.Y. Mar. 31, 2020)
On March 31, 2020, the U.S. District Court for the Southern
District of New York granted a motion for summary judgment
filed by Activision Blizzard — the developer of the Call of Duty
video game franchise — to dismiss a trademark infringement
suit filed by AM General, the maker of Humvees.
The lawsuit alleged that Activision infringed AM General’s trade-
marks by depicting Humvees in Call of Duty games. Activision
argued that its use was protected by the First Amendment.
The court applied the two-part analysis for use of trademarks
in artistic works, drawn from the U.S. Court of Appeals for the
Second Circuits decision in Rogers v. Grimaldi, 875 F.2d 994
(2d Cir. 1989).
5 Skadden, Arps, Slate, Meagher & Flom LLP and Affiliates
June 2020
- Under the Grimaldi test, the court must determine: (1) if the
use of the trademark has any artistic value to the underlying
work, and if so, (2) whether the trademark use “explicitly
misleads” as to the source of the work.
The court agreed with Activision and found that the use of
Humvees had artistic relevance because it increased the real-
ism of Call of Duty’s depiction of war, and that Activision’s use
was not explicitly misleading.
The court further noted that having some commercial motiva-
tion for using a trademark does not preclude a defendants First
Amendment interest. Rather, a plaintiff must present evidence
that the defendant’s interests were “solely” commercial, and
that its First Amendment defense was purely pretextual.
Solid Oak Sketches, LLC v. 2K Games, Inc. et al.,
No. 16-cv-724 (S.D.N.Y. Mar. 26, 2020)
On March 26, 2020, the Southern District of New York granted
the motion for summary judgment of Take-Two Interactive —
the developer of the NBA 2K video game series — to dismiss a
copyright infringement suit filed by Solid Oak Sketches.
The lawsuit alleged that Take-Two infringed Solid Oak’s copy-
rights by displaying tattoos that are depicted on several NBA
players, including LeBron James, in NBA 2K video games. Solid
Oak acquired the copyrights to the tattoos from the artists who
tattooed the players. Take-Two counterclaimed, arguing that its
uses were fair and de minimis.
Take-Two filed a motion for summary judgment to dismiss the
copyright claims and for an entry of declaratory judgment on its
counterclaims.
The court granted Take-Two’s motion for summary judgment
for three separate reasons:
1. Take-Two’s use of the tattoos was de minimis;
2. The tattoo artists had given the NBA players implied, nonex-
clusive licenses to use the works in connection with their
own likenesses when the artists tattooed the players; and
3. Take-Two’s use of the tattoos to identify and depict
the NBA players was transformative and thus constituted
fair use. Take-Two’s display of the tattoos added new
meaning to the works by enhancing the realism of the video
game experience.
New litigation filings and proposed legislation and regulations that may lead to important legal developments
in the video game industry
FTC Levies $4 Million Penalty Against App Developer
for Kids’ Privacy Violation
On June 4, 2020, the Federal Trade Commission (FTC)
announced that, in connection with a settlement with mobile
app developer HyperBeard, Inc., it was authorizing the Depart-
ment of Justice (DOJ) to file a complaint and stipulated final
order in the U.S. District Court for the Northern District of
California, seeking a $4 million penalty against HyperBeard
for violations of the Children’s Online Privacy Protection Act
(COPPA).
The FTC alleges that HyperBeard allowed advertisers to collect
personal information from children under 13 without notifying
parents or obtaining verifiable consent. Specifically, the FTC
alleges that users of HyperBeards apps are subject to third-
party app networks gathering persistent identifiers to track and
serve targeted ads, and that HyperBeard was aware that a large
number of its app users were children under 13.
Although HyperBeard disagreed with the FTC’s position that
its apps were directed at children under the age of 13, the
complaint highlights a number of factors the FTC and DOJ
allege demonstrate that HyperBeard knew (or should have
known) its apps were appealing to children, including:
- The use of words like “cute,” “adorable” and “silly” in
marketing the apps;
- The use of brightly colored cartoon characters, and in
particular animals, as the playable characters in the apps;
- The focus on kid-friendly activities, such as baking, coin
collecting, shopping and science experiments as the subject
matter of the apps; and
- The fact that HyperBeard had licensed the characters from
some of the apps to be included in childrens books, stuffed
animals and toys.
Patch Notes
6 Skadden, Arps, Slate, Meagher & Flom LLP and Affiliates
June 2020
While the settlement includes a $4 million penalty, the FTC
stated in a press release that HyperBeard will be required to
pay only $150,000 due to its “inability to pay the full amount.
However, the full penalty will be due if the FTC determines that
HyperBeard or its CEO misrepresented their finances.
FTC Commissioner Noah Phillips disagreed with the amount of
the penalty, describing it as disproportionate to the harm caused
by HyperBeard’s violation of COPPA. In particular, Commissioner
Phillips noted that unlike in other recent high-profile FTC actions,
HyperBeard has not been accused of sharing or publicizing the
information it obtained from children, or exposing children to
unauthorized contact from strangers.
FTC Chairman Joseph Simons responded to Commissioner Phil-
lips, emphasizing that while harm is an important consideration,
penalties under COPPA are primarily intended to deter harmful
and dangerous practices directed toward children.
The FTC is currently conducting an in-depth review of its
COPPA rule, and several commissioners are pushing for more
oversight and scrutiny of potential offenders. For example,
Commissioner Rohit Chopra recently expressed concerns
about third-party privacy policing programs that are designed
to shield their participants from COPPA liability, after the FTC
announced a settlement with another app developer, Miniclip
SA, that allegedly misrepresented its membership in one of
these programs.
Given the string of high-profile — and high-penalty — FTC
actions, Chairman Simons’ statements regarding deterrence
and the ongoing FTC COPPA review, any company with
consumers who likely include children under 13 would be
well-advised to ensure they remain COPPA-compliant.
Putative Class Actions Claim Loot Boxes Encourage
Gambling — Coffee v. Google LLC, 5:20-cv-3901 (N.D. Cal.
June 12, 2020); Taylor v. Apple, Inc., 5:20-cv-3906
(N.D. Cal. June 12, 2020)
In a pair of putative class action lawsuits filed on June 12,
2020, parents of children who have spent money on loot boxes
in apps downloaded from either the Google Play Store or the
Apple App Store allege that the presence of loot boxes in
games is akin to “Las Vegas-style slot machine[s]” and entices
children to gamble.
The complaints each allege violations of California’s Unfair
Competition Law and Consumers Legal Remedies Act, and
accuse Apple and Google of being unjustly enriched by the
practice of marketing and selling loot boxes in games that can be
downloaded from their respective platforms.
While neither Apple nor Google develops the games referenced
in the complaints, the plaintiffs allege that those companies
market and distribute the games, and act as “agents” for the
developers, taking a 30% commission in the process, and are
thus liable for the deceptive practices alleged.
The complaints also highlight actions that have been taken to
either ban or regulate the use of loot boxes in other countries,
including Belgium, the Netherlands, Japan and Austria, and
recount domestic efforts to address perceived problems with
loot boxes in games.
Ubisoft Files Lawsuit Against Alleged ‘Carbon Copy’ of
Rainbow Six Siege — Ubisoft Entertainment v. Ejoy.com
Ltd., No. 2:20-cv-4419 (C.D. Cal. May 15, 2020)
Ubisoft Entertainment, publisher of competitive multiplayer
close quarters battle game Tom Clancy’s Rainbow Six Siege
(R6S) filed a lawsuit for copyright infringement against game
developer Ejoy.com Ltd, which is owned by Alibaba Group,
alleging that Ejoy’s game Area 52 (Area F2) is a “near carbon
copy” of R6S.
In its complaint, Ubisoft highlighted alleged similarities in
the games’ respective map designs, weapons loadouts,
character options, sound effects, user interfaces and scorekeep-
ing elements.
Ubisoft also pointed to numerous consumer comments and
reviews comparing the two games, and describing Area F2 as
essentially a mobile port of R6S.
In addition to Ejoy, the complaint included claims against
Google and Apple related to their continued distribution of Area
F2 through the Google Play and Apple App stores, despite
Ubisoft’s requests to remove the app.
On May 19, 2020, Ejoy announced that it would be terminating
the current version of Area F2 in order to “carry out improve-
ments” and “deliver a better experience to players.
On May 22, 2020, Ubisoft voluntarily dismissed its action
without prejudice.
7 Skadden, Arps, Slate, Meagher & Flom LLP and Affiliates
June 2020
Putative Class Action Complaint Alleges Design Defect in
Xbox One Controllers — McFadden v. Microsoft Corp.,
2:20-cv-640 (W.D. Wash. Apr. 28, 2020)
On April 28, 2020, Donald McFadden filed a putative class
action alleging that Microsoft Corporation’s Xbox One control-
lers contain a design flaw that can cause the controllers’
joysticks to register “phantom inputs” (also known as “stick
drift”) and thus thwart accurate gameplay.
McFadden alleges that Microsoft has been aware of this
design defect since at least 2014, pointing to numerous online
reviews and complaints, as well as warranty requests made by
consumers to Microsoft. Nevertheless, despite this knowledge,
McFadden alleges that Microsoft continued to not only produce
the defective controllers but touted the controllers’ precision
and capabilities in advertising.
In particular, McFadden highlighted Microsofts advertising for
its Elite controllers, which McFadden alleged he purchased in
order to improve his ability to play first-person shooters, his
favorite type of game.
McFadden also criticized Microsofts controller warranty, which
lasts 90 days (as opposed to a year for the console itself),
and alleged that Microsoft inappropriately refused to repair or
replace defective controllers.
The complaint contains a single cause of action for violation of
Washington’s Consumer Protection Act.
Microsoft has yet to appear in the action.
This memorandum is provided by Skadden, Arps, Slate, Meagher & Flom LLP and its affiliates for
educational and informational purposes only and is not intended and should not be construed as
legal advice. This memorandum is considered advertising under applicable state laws.
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Counsel / Palo Alto
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Partner / New York
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Counsel / New York
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Contacts