Hofstra Law Review Hofstra Law Review
Volume 52 Issue 3 Article 9
3-1-2024
The Quest to Quell the Let's Play Controversy: A Strategy Guide on The Quest to Quell the Let's Play Controversy: A Strategy Guide on
Resolving Tensions Between Developers and Gamers Resolving Tensions Between Developers and Gamers
Gina Aliberti
Maurice A. Deane School of Law at Hofstra University
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Tensions Between Developers and Gamers,"
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717
NOTE
THE QUEST TO QUELL THE LET’S PLAY
CONTROVERSY: A STRATEGY GUIDE ON
RESOLVING TENSIONS BETWEEN DEVELOPERS
AND GAMERS
I. INTRODUCTION
Click. With a sigh of relief, you sit back in your chair.
1
After days
of recording, editing, and quality assurance, you finally uploaded the
next video in the installment of your Let’s Play
2
series.
3
It has not been
easy, but your fanbase has been collecting momentum.
4
Your relief is
short-lived, however.
5
Without question or investigation,
6
YouTube
7
1. See Kaya Yurieff, YouTube Burnout Is Real. Creators Are Struggling to Cope, CNN,
https://www.cnn.com/2019/12/18/tech/youtube-creator-burnout/index.html [https://perma.cc/A3Y4-
9P96] (Dec. 19, 2019, 9:35 AM) (explaining that the cycle of creating content can be very over-
whelming for creators because there is a constant pressure for creators to continue to post frequent-
ly). “Over the past few years, creators have started openly discussing feeling burnt out, which often
comes from the pressure to constantly churn out new videos for their thousandssometimes mil-
lionsof fans.” Id.
2. Lets Play, BULBAGARDEN: BULBAPEDIA,
https://bulbapedia.bulbagarden.net/wiki/Let%27s_Play [https://perma.cc/24MF-EX84] (Dec. 2,
2022, 8:05 AM) (“A Lets Play video . . . is a type of user-created video often posted on
video-sharing sites such as YouTube. Lets Play videos offer recorded walkthroughs of gameplay
for various video games, including commentary by the videos creator(s).”).
3. Vidya Narayanan, How Long Does It Take to Create a YouTube Video?, MEDIUM (Sept.
25, 2019), https://medium.com/rizzle/how-long-does-it-take-to-create-a-youtube-video-
266ae3496bf3 [https://perma.cc/N7XP-KCWK]. There are many steps to creating a YouTube video,
including research, scripting, recording, editing, audio mixing, thumbnail creation, and uploading.
Id. For some particularly passionate perfectionists, this process can take anywhere from days to
weeks. Id. On average, roughly seven hours of work is needed to create one to five minutes of video
content. Id.
4. See Nick Statt, YouTube Gaming Had Its Best Year Ever with More Than 100 Billion
Hours Watched, V
ERGE (Dec. 8, 2020, 2:43 PM),
https://www.theverge.com/2020/12/8/22163728/youtube-viewers-100-billion-hours-gaming-videos-
2020 [https://perma.cc/NE3C-LN5T] (showing a YouTuber whose follower base increased expo-
nentially in a few short years).
5. See Katharine Trendacosta, Unfiltered: How YouTubes Content ID Discourages Fair Use
and Dictates What We See Online, E
LEC. FRONTIER FOUND. (Dec. 10, 2020),
https://www.eff.org/wp/unfiltered-how-youtubes-content-id-discourages-fair-use-and-dictates-what-
we-see-online [https://perma.cc/CFZ4-BHQN], for a discussion on how YouTubes Content ID
system invokes fear within content creators and discourages them from challenging copyright
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decided that your video violated copyright through its automated screen-
ing system.
8
Within mere hours, your video is taken downall of that
hard work, now futile.
9
To make matters worse, YouTube, the platform
that houses all of your content, has decided to impose a “copyright
strike”
10
against your channel.
11
You reach out to the website to fight this copyright infringement
claim, only to be met with radio silence.
12
Instead, it is the copyright
holder who steps in, leaving the same entity that filed a claim against
strikes. Going a step further, Trendacosta also discusses how YouTube has leveraged fear of the law
to discourage video creators from challenging Content ID. Id.
6. See Julia Alexander, YouTubers and Record Labels Are Fighting, and Record Labels
Keep Winning, V
ERGE (May 24, 2019, 10:37 AM),
https://www.theverge.com/2019/5/24/18635904/copyright-youtube-creators-dmca-takedown-fair-
use-music-cover [https://perma.cc/QYW3-QGB6] (“YouTube is obligated to take down copyrighted
content thats been uploaded by users, with little incentive to question ambiguous cases once
theyve been identified by a label.”); see also Lindsay Dodgson, YouTube Channels Are Being Held
Hostage with False Copyright Claims, but the Platforms Hands Are Tied, BUS. INSIDER (June 2,
2020, 11:16 AM), https://www.insider.com/youtubers-channels-are-being-held-hostage-with-fake-
copyright-claims-2020-6 [https://perma.cc/XS95-MRLY] (“YouTube assumes the party receiving
the incoming strike is in the wrong.”).
7. What Is YouTube?, GCFGLOBAL, https://edu.gcfglobal.org/en/youtube/what-is-youtube/1
[https://perma.cc/A387-EG3F] (last visited Apr. 15, 2024). YouTube is a popular free-to-use
video-sharing platform where individuals can both create and watch videos. Id.
8. See Peter Balonon-Rosen & Kimberly Adams, YouTube and Content Creators Clash Over
the Platforms Automated Copyright Tool, M
ARKETPLACE (Nov. 22, 2022),
https://www.marketplace.org/shows/marketplace-tech/youtube-and-content-creators-clash-over-the-
platforms-automated-copyright-tool [https://perma.cc/Q6YY-QST3] (“YouTube, and its owner,
Google, have an automated technology called Content ID that regularly scans for copyrighted mate-
rialincluding musicand flags it for copyright holders.”); see also Trendacosta, supra note 5
(“[V]ideos uploaded to YouTube are scanned against a database of files that have been submitted by
rightsholders. . . . A Content ID claim occurs when the automated algorithm that powers Content ID
detects a match between a YouTubers video and the database of material submitted by rightshold-
ers.”).
9. Alejandro Medellin, Why Did YouTube Take Down My Video?, VIDEVO (June 21, 2022),
https://www.videvo.net/blog/why-did-youtube-take-down-my-video [https://perma.cc/V3HG-
MKB7] (“[The Digital Millennium Copyright Act of 1998 (“DMCA”)] gives copyright owners the
power to request YouTube to remove videos that infringe on their intellectual property rights.
YouTubers know this process as a DMCA takedown.”).
10. Copyright Strike Basics, YOUTUBE HELP,
https://support.google.com/youtube/answer/2814000 [https://perma.cc/TT48-P3BD] (last visited
Apr. 15, 2024) (“If you get a copyright strike, it means that a copyright owner submitted a legal
copyright removal request for using their copyright-protected content. When a copyright removal
request is submitted to [YouTube], it reviews the request. If the removal request is valid, [YouTube]
has to remove your video . . . to comply with copyright law.”); Trendacosta, supra note 5.
11. Trendacosta, supra note 5 (expounding on how “getting three copyright strikes . . . within
[ninety] days will lead to a creator losing their account, having all their videos removed, and losing
the ability to make new channels”).
12. Dodgson, supra note 6 (presenting an anecdote from an interviewee who said: “I reached
out to YouTube about [their copyright strike] and they said theyd look into it and I never heard
anything again”).
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you to decide whether your work is fair use.
13
Realizing that your liveli-
hood rests on less stable grounds than initially thought, you begin to
wonder if you are willing to continue down this path without protec-
tion.
14
After conducting research into ways to protect your future work,
you hit a wall: there is no binding authority on the intersection between
Let’s Play videos and copyright.
15
All that is left are questions and un-
certainty . . . . Now what?
16
Many YouTubers have found a career through streaming or record-
ing gameplay of video games while providing entertaining or insightful
commentary.
17
It is an incredibly popular video format, dubbed “Let’s
Play.”
18
Most video game developers know better than to dismiss the
power of Let’s Play videos, as they draw in millions of viewers from
around the world.
19
One of the most popular Let’s Players, known as
PewDiePie, has surpassed 111 million subscribers and has an estimated
cumulative total of over twenty-nine billion video views.
20
Wary of their
power, video game developers sit on the fence when it comes to their
13. See Trendacosta, supra note 5 (“A big problem . . . is the appeals process. Where if you
say, No, this is fair use,the person who holds the copyright gets to decide if it is fair use . . . .”).
14. See Julia Alexander, YouTube CEO Addresses Top Creator Issues Including Copyright
Claims and Trending Section, V
ERGE (Apr. 30, 2019, 5:00 PM),
https://www.theverge.com/2019/4/30/18524426/youtube-ceo-creators-copyright-claims-
infringement-trending-section-comments [https://perma.cc/GK4J-RL7B]. The most forefront con-
cern for the content creator community on YouTube is the copyright claims system. Id.; Patrick
Klepek, YouTubes Approach to Copyright Claims Could Scare Off Streamers, K
OTAKU (Aug. 26,
2015), https://kotaku.com/youtubes-approach-to-copyright-claims-could-scare-off-s-1726757133
[https://perma.cc/KC3Y-VTR7].
15. Howard S. Chen, Note, Gameplay Videos and Fair Use in the Age of Tricks, Glitches and
Gamer Creativity, 25
B.U. J. SCI. & TECH. L. 675, 679 (2019) (“Currently, there is no case law on
copyright and gameplay videos, which only increases their uncertain legal status.”); Jonathan Ore,
Is Playing Video Games on YouTube a Copyright Infringement? No One Wants to Find Out, CBC
NEWS (Oct. 7, 2017, 5:00 AM), https://www.cbc.ca/news/entertainment/youtube-gaming-
pewdiepie-fair-use-1.4309312 [https://perma.cc/JH42-XZAG].
16. See Dodgson, supra note 6 (quoting an interviewee who stated, “Im very grateful to
YouTube for being the platform thats given me my career . . . . But being a creator, even after
growing a sizeable audience, is a constant guessing game”).
17. See Christopher Zoia, This Guy Makes Millions Playing Video Games on YouTube,
A
TLANTIC (Mar. 14, 2014), https://www.theatlantic.com/business/archive/2014/03/this-guy-makes-
millions-playing-video-games-on-youtube/284402 [https://perma.cc/M4EQ-ZFNV] (showing ex-
amples of how successful a content creator of this genre can be).
18. See id.
19. See Laura Hudson, Using YouTube as an Accelerant for Video Games, N.Y. TIMES (Aug.
16, 2017), https://www.nytimes.com/2017/08/16/technology/personaltech/using-youtube-as-an-
accelerant-for-video-games.html [https://perma.cc/GBM2-U55G].
20. Chen, supra note 15, at 676 n.3 (“Felix Kjellberg, known online as PewDiePie, is . . . one
of YouTubes most popular content creators . . . .”); PewDiePie, Y
OUTUBE,
https://www.youtube.com/user/pewdiepie [http://perma.cc/X75T-5NZ5] (last visited Apr. 15, 2024)
(showing that PewDiePie has over 111 million subscribers and over twenty-nine billion views on
YouTube as of April 2024).
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general tolerance toward Let’s Play videos, which blatantly post or
stream their allegedly copyrighted content.
21
If game developers perse-
cute content creators too harshly, there is a huge community backlash.
22
If they are too lenient, they fear suffering monetary losses.
23
Currently, content creators are offered very little protection for their
work.
24
The average YouTube Let’s Player is held at the whims of these
developers, and their content is only offered protection from
takedowns
25
when those same companies feel benevolent enough to
grant it.
26
Whether a Let’s Players content stays up or comes down
hinges largely on the developers preferences.
27
For example, Nintendo
has been incredibly strict with its copyrighted games, subjecting Let’s
Play videos featuring their products to intense scrutiny.
28
On the other
hand, developers like Microsoft and Ubisoft are more lenient, as long as
Let’s Play creators follow their outlined restrictions for game usage.
29
However, little protection exists outside the grants of the developers, and
the fair use doctrine is ill-equipped to handle YouTube as it stands.
30
Content creators need the tools to protect their own work, and it is
high time for the fair use doctrine to catch up and accommodate them.
31
21. Megan Carriker, Are Lets Play Videos Legal?, ODIN L. & MEDIA (Jan. 31, 2018),
https://odinlaw.com/are-lets-play-videos-legal [https://perma.cc/2B7W-JRZD].
22. See Andy Chalk, Firewatch Is Getting Review-Bombed on Steam, PC GAMER (Sept. 12,
2017), https://www.pcgamer.com/firewatch-is-getting-review-bombed-on-steam
[https://perma.cc/V5Y3-ZBAT] (“Firewatch developer Campo Santo . . . disassociate[d] itself with
[a] streamer by filing a DMCA takedown notice against all of his Firewatch content. . . . [T]hat in
turn has resulted in a thorough and ongoing review-bombing campaign against the game on
Steam.”); see also Deconstructing Lets Play, Copyright, and YouTube Content ID Claim System: A
Legal Perspective, IE
L. GRP. (July 14, 2020), http://ielawgroup.net/lets-play
[https://perma.cc/58AZ-FBNJ] (“Nintendo for instance, after receiving backlash on their [Creators]
Program, has reexamined their official stance regarding the matter to allow for more flexibility
amongst the streaming community . . . and have even gone as far as to allow their content in Lets
Play videos as supported by their updated Content Guidelines.”).
23. See Hudson, supra note 19.
24. See Trendacosta, supra note 5; Carriker, supra note 21.
25. Learn About Scheduled Copyright Takedown Removal Requests, YOUTUBE HELP,
https://support.google.com/youtube/answer/9167045?hl=en [https://perma.cc/U6WC-6ADP] (last
visited Apr. 15, 2024). Defining a takedown, YouTube explains:
If a copyright owner finds their copyright-protected content on YouTube without their
permission, they can submit a copyright removal request. As part of this process, they
may select the option to schedule the removal of the copyright-protected content. This
means, after YouTube validates the removal request, the uploader is given [seven] days
to take action before a copyright strike is applied to their channel.
Id.
26. Carriker, supra note 21.
27. See id.
28. See id.
29. See id.
30. See infra Part II.E.
31. See infra Part II.E.
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However, content creators and game developers cannot be left to sit in
ambiguity waiting for that day to come.
32
A reasonable and feasible
remedy rests within a blanket licensing scheme.
33
By implementing such
a scheme, content creators, such as Let’s Players, will hopefully add a
tool to their arsenal when it comes to protecting both their content and
themselves.
34
A Let’s Player will usually add content of their own to the video
game footage they post, whether it be editing, scripted dialogue, narra-
tion, or general walkthrough strategies.
35
Many of them believe that min-
imal commentary and the addition of their personal content will shield
them from allegations of copyright infringement under the fair use doc-
trine.
36
It is a widely but falsely held notion because Let’s Play videos
are most likely not protected under the fair use doctrine.
37
Generally speaking, the fair use doctrine is an affirmative legal de-
fense “that promotes freedom of expression by permitting the unlicensed
use of copyright-protected works in certain circumstances.
38
However,
there is no set formula for determining whether the fair use doctrine ap-
plies to a given use of copyrighted material.
39
Instead, a court must bal-
ance four factors: (1) purpose and character of the use; (2) nature of the
work; (3) amount copied; and (4) market effects.
40
Because each case
turns on an analysis of the specific facts involved, there is neither a set
nor predetermined amount of usage that will guarantee a “fair use” de-
termination by courts.
41
Although flexible in nature, the fair use doctrine
was established in 1976, well before everyday computer technology and
32. Ore, supra note 15.
33. See infra Part IV.B.
34. See infra Part IV.B.
35. Elizabeth Brusa, Comment, Professional Video Gaming: Piracy That Pays, 49 J.
MARSHALL L. REV. 217, 220 (2015) (“[V]ideo gamers . . . add[] voice overs, transpos[e] the video
gameplay onto a new medium, and uniquely edit[] the content to create walk-throughs and tutori-
als.”).
36. See Zoia, supra note 17 (“Players often face such threats of legal action. Although their
videos help promote companies like Nintendo, and Lets Players argue that theyre protected by fair
use, the gaming industry isnt thrilled about Lets Players siphoning ad dollars from its intellectual
property. . . . [P]layers believe that because they repurpose an original work, they should be allowed
to continue.”).
37. See id.
38. U.S. Copyright Office Fair Use Index, U.S. COPYRIGHT OFF.,
https://www.copyright.gov/fair-use [https://perma.cc/Y2RD-ABH9] (Nov. 2023).
39. See id. (“Courts evaluate fair use claims on a [case-by-case] basis, and the outcome of any
given case depends on a fact-specific inquiry. This means that there is no formula . . . .”).
40. 17 U.S.C. § 107.
41. U.S. Copyright Office Fair Use Index, supra note 38 (explaining that “there is no formula
to ensure that a predetermined percentage or amount of a workor specific number of words, lines,
pages, copiesmay be used without permission”).
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the internet.
42
Like many other legal doctrines before it, it has fallen vic-
tim to the passage of time.
43
Technology has rapidly evolved at an
alarming rate, and now the fair use doctrine exists in a technological era
that surpasses even what its drafters could surmise.
44
As it was codified,
and currently stands, the fair use doctrine cannot meet modern problems
presented by internet platforms like YouTube.
45
To start, the purpose, character, and nature of Let’s Play videos are
all indicative of copyright infringement as opposed to fair use.
46
These
videos display the full breadth of games to large audiences who have not
paid the developer for entertainment; simultaneously, the Let’s Player
can generate advertising proceeds as well as revenue from potential
sponsors.
47
As to the amount of copyrighted material used, typically, it is
a full game from start to finish.
48
Many viewers develop a sense of in-
vestment and prefer YouTube channels that feature entire games as op-
posed to parts of one.
49
Recording and publicly posting such large seg-
ments of copyrighted material most likely goes beyond what any court
has found to constitute fair use so far.
50
However, no exact threshold ex-
ists because courts tend to reject categorical rules regarding the amount
42. § 107 (original version at Pub. L. No. 94-553, § 107, 90 Stat. 2541, 2546 (1976)); U.S.
Copyright Office Fair Use Index, supra note 38 (“Fair use is a judge-created doctrine dating back to
the nineteenth century and codified in the 1976 Copyright Act.”).
43. See Kevin Davis, Comment, Fair Use on the Internet: A Fine Line Between Fair and
Foul, 34 U.S.F.
L. REV. 129, 132 (1999).
44. See id.
45. See infra Part II.E.
46. § 107. Because the factors of section 107 seem to weigh against Let’s Plays, they are most
likely not protected by fair use. Id.; see also Chen, supra note 15, at 686-89; Conrad Postel, “Lets
Play”: YouTube and Twitchs Video Game Footage and a New Approach to Fair Use, 68
H
ASTINGS L.J. 1169, 1173 (2017).
47. Alexander Lee, Everything You Need to Know About PewDiePie, G FUEL (Jan. 15, 2021),
https://perma.cc/G8QW-TYHT (highlighting and listing several sponsorships for the famous Lets
Player PewDiePie). The list includes many well-known brands, such as Razer, and even YouTube
itself. Id.
48. See Markiplier, Superliminal (FULL GAME), YOUTUBE (Nov. 18, 2020),
https://www.youtube.com/watch?v=F8jIP5SX5Kg&ab_channel=Markiplier
[https://perma.cc/P67G-UJZT]. This is one of Markipliers many videos that cover the full length of
a game. Id.
49. See Postel, supra note 46, at 1173-74.
50. Video Game Story Time, Why YouTube Lets Plays Are Technically Illegal, YOUTUBE, at
02:47 (Nov. 13, 2020),
https://www.youtube.com/watch?v=iSWgdhIKX1I&ab_channel=VideoGameStoryTime
[https://perma.cc/WP3G-WBWP]; Fox News Network, LLC v. TVEyes, Inc., 883 F.3d 169, 179 (2d
Cir. 2018) (“While courts have rejected any categorical rule that a copying of the entirety cannot be
a fair use,a finding of fair use is [less] likely . . . when the copying is extensive, or encompasses
the most important parts of the original.”) (quoting Authors Guild v. Google, Inc., 804 F.3d 202,
221 (2d Cir. 2015)).
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of copyrighted work used.
51
To further complicate matters, there is cur-
rently no case law analyzing the intersection between copyright law and
gameplay videos.
52
Lastly, market effects, which vary across different
game types, deserve consideration alongside other circumstances.
53
Be-
cause of these factors, this Note will argue that Let’s Plays currently do
not fall under the fair use doctrine.
54
Part II explores what makes Let’s Plays popular and successful, as
well as the circumstances in which they exist.
55
This includes back-
ground information on YouTube as a platform,
56
what constitutes a Let’s
Play,
57
and what has led to its prosperity.
58
This Part also examines game
developers and their dynamics with Let’s Players.
59
Finally, Part II pro-
vides historical and present-day information about the fair use doctrine.
60
Part III begins with an analysis of how the Supreme Court would most
likely analyze Let’s Plays under the fair use doctrine.
61
After considering
each factor of the fair use doctrine, this Note concludes that the Court
would look unfavorably upon Let’s Plays.
62
However, this ultimately
highlights the issue at hand.
63
It demonstrates the need for alternative
methods outside the fair use doctrine, so that new forms of media are not
analyzed under a dated doctrine that is not equipped to handle them.
64
Part IV proposes a solutionadopting a blanket licensing scheme.
65
That Part also explains how implementing a blanket license will help
66
and addresses counterarguments to those anticipated outcomes.
67
Part V
51. Fox News Network, 883 F.3d at 179 (quoting Authors Guild, 804 F.3d at 221).
52. Chen, supra note 15, at 679 (“Currently, there is no case law on copyright and gameplay
videos, which only increases their uncertain legal status.”); Ore, supra note 15.
53. Hudson, supra note 19 (“[V]ideos featuring a complete play-through of a game . . . can
potentially hurt sales, especially if the game is focused on a linear story.”).
54. See infra Part III.
55. See infra Part II. This Part covers external and contributory factors that created the ideal
environment for Let’s Play to gain the popularity it did. See infra Part II. While the content itself is
praiseworthy and deserving of the prosperity it enjoys, such prosperity is not gained through merit
alone. See infra Part II. Without the presence of outside considerations and other factors, Let’s Play
might never have gained the traction it did. See infra Part II.
56. See infra Part II.A.
57. See infra Part II.B.
58. See infra Part II.C.
59. See infra Part II.D.
60. See infra Part II.E.
61. See infra Part III.
62. See infra Part III.A–E.
63. See infra Part III.
64. See infra Part III.
65. See infra Part IV.
66. See infra Part IV.B.
67. See infra Part IV.C.
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concludes with a general recapitulation of the key considerations and re-
iterates the need for a solution in light of the pressing issue.
68
II.
LETS PLAY LORE: UNVEILING THE ORIGIN STORY
Part II hones in on the media in question, Let’s Plays.
69
A Let’s
Play is a relatively new form of media, so understanding its impact and
cultural hold depends on understanding the circumstances that created its
seedbed.
70
Subpart A presents information about the platform that hosts
the most Let’s Plays, YouTube.
71
Subpart B focuses on what a Let’s
Play encompasses.
72
Subpart C then examines Let’s Plays and their rela-
tionship to YouTube.
73
Subpart D analyzes a different dynamic, looking
specifically at the history between game developers and Let’s Players.
74
Then, the focus shifts to the fair use doctrine.
75
Subpart E generally ad-
dresses the fair use doctrine,
76
its limits and shortcomings,
77
and how it
exists in an internet-centric era.
78
A. YouTube and the Extent of Its Popularity
YouTube is a wildly popular platform that, as of 2023, houses 2.5
billion active users worldwide,
79
who spend an aggregated amount of
one billion hours watching videos on the platform every single day.
80
With so many users spending so much time on the platform, YouTube
offers an incredible reach over large global audiences.
81
Thus, there is
68. See infra Part V.
69. See infra Part II.B–E.
70. See infra Part II.AD. This Part is divided into two overarching topics for background
information purposes: Let’s Plays in general and the fair use doctrine. See infra Part II.AD.
71. See infra Part II.A.
72. See infra Part II.B.
73. See infra Part II.C.
74. See infra Part II.D.
75. See infra Part II.E.
76. See infra Part II.E.
77. See infra Part II.E.1.
78. See infra Part II.E.2.
79. Maryam Mohsin, 10 YouTube Stats Every Marketer Should Know in 2022, OBERLO (June
20, 2023), https://www.oberlo.com/blog/youtube-statistics [https://perma.cc/SEQ6-UX2F] (defining
“[a]ctive YouTube [u]sersas viewers who log in [at least once] each month”).
80. Id.
81. Id. (“YouTube is not only available but also localized in over 100 countries.”) (citation
omitted).
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plenty of room for new creators and great opportunities to earn advertis-
ing revenue from posted content.
82
All these factors ultimately attract new YouTube personalities with
a passion for their projects;
83
they often create fresh and unique content
that is unfettered by corporate strains.
84
They can speak freely without
scripted dialogue or major network censorship and have full control over
the direction of their content from start to finish.
85
These creators answer
solely to themselves and their audiences, while other personalities stuck
in the mainstream listen to agencies and managers.
86
Furthermore, tradi-
tional celebrities tend to act in accordance with public relations strate-
gies rather than free will, only driving home the beloved authenticity of
YouTube personalities.
87
As a result, YouTube personalities have earned
a special place in the publics heart, while mainstream celebrities have
seen their hold slipping away.
88
As it stands, YouTube, and the content
creators it houses on its platform, have an ever-growing power over me-
dia as a whole.
89
YouTube is a service provider protected by the Digital Millennium
Copyright Act (“DMCA”) safe harbor provisions.
90
The safe harbor pro-
visions were codified by Congress as part of the DMCA.
91
They
82. See Zoia, supra note 17 (discussing several content creators on YouTube who receive ad
revenue, such as Matthew Varrone, who makes between $600 and $1,000 a month in ad revenue
from his videosat the young age of twenty).
83. See id. Let’s Players are driven to create their content based on several factors, including
their love of gaming. Id.
84. See Andrew Arnold, Why YouTube Stars Influence Millennials More Than Traditional
Celebrities, F
ORBES (June 20, 2017, 3:16 PM),
https://www.forbes.com/sites/under30network/2017/06/20/why-youtube-stars-influence-
millennials-more-than-traditional-celebrities [https://perma.cc/K7KM-N4G8]. There are key differ-
ences between traditional celebrities and YouTube celebrities, namely, the way that traditional ce-
lebrities are more beholden to being widely palatable. Id. Conversely, YouTube stars are not backed
by a corporate agenda, allowing them to be “goofy, funny, weird,” or outspoken on “touchy and
personal matters such as sex, divorce, domestic violence and racism.” Id.
85. See id.
86. See id.
87. Id. (“Traditional celebrities always seem to act according to their PR strategies rather than
free will, and people dont relate to them. It can feel hard to understand where a carefully staged
image ends and the real person starts. . . . YouTube personalities, on the contrary, connect better
with people by being approachable and building intimate experiences with their viewers.”).
88. See id. (“Millennials are currently the largest consumer demographic with about $1.3 tril-
lion in buying power as at the end of 2015. This powerful demographic is a choice target for brands,
but millennials in large part dont watch TV and dont care much what mainstream celebrities have
to say about products or services.”).
89. See id.
90. Viacom Intl, Inc. v. YouTube, Inc., 940 F. Supp. 2d 110, 123 (S.D.N.Y. 2013).
91. Handbook on Multiple Listing Policy, NATL ASSN OF REALTORS (Jan. 1, 2024),
https://www.nar.realtor/handbook-on-multiple-listing-policy/participants-rights-section-16-digital-
millennium-copyright-act-safe-harbor-policy-statement-7-99 [https://perma.cc/R9UE-LJ8P]; see
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essentially grant copyright infringement exemptions to service providers
who ultimately transmit or store copyrighted data.
92
Specifically, 17
U.S.C. § 512 protects online service providers
93
in certain situations
where their users transmit or store copyrighted material through their
system or network.
94
If the criteria in the statute are met, then immunity
to actions for monetary relief is granted.
95
YouTube meets the statutory
criteria by “providing a notice and takedown remedy if a copyright own-
er alleges that the content in question was used without its authoriza-
tion.”
96
As long as it does this, it washes its hands relatively clean from
any contributory copyright infringement claims.
97
B. What Is a Let’s Play?
Some YouTube personalities have developed a following by post-
ing a genre of video known as “Let’s Plays.”
98
In these videos, a
YouTuber will usually record themselves playing a video game, and pair
it alongside footage of their actual gameplay.
99
Many of these creators
will incorporate their personal commentary and editing skills into their
uploaded videos.
100
The commentary is usually funny, insightful, witty,
or informative.
101
More often than not, the creator will also feature foot-
age of themselves in the corner of the screen, allowing the viewer to see
their real-time reactions to in-game stimuli.
102
The composition of these
videos is meant to recreate the feeling of playing a video game alongside
a friend, giving rise to the name of the genre.
103
also Davis, supra note 43, at 164-65 (“The Digital Millennium Copyright Act . . . is the most recent
legislation intended to modify copyright law in the face of new technologies.”).
92. Davis, supra note 43, at 165.
93. Handbook on Multiple Listing Policy, supra note 91 (explaining that “[c]ourts construe
the definition of online service providerbroadly”).
94. 17 U.S.C. § 512.
95. Id.
96. Jessica A. Magaldi et al., Alls Fair in Love and War but Nothings Fair Use on YouTube:
How YouTube Policies Favor Copyright Owners and Hinder Legal Fair Use, 27
J.L. BUS. & ETH.
51, 58 (2020).
97. Id.
98. See Jessica Vogele, Wheres the Fair Use? The Takedown of Lets Play and Reaction
Videos on YouTube and the Need for Comprehensive DMCA Reform, 33
TOURO L. REV. 589, 592
(2017).
99. See id. at 591.
100. See Vogele, supra note 98, at 592; see also Dan Hagen, Fair Use, Fair Play: Video Game
Performances and “Lets Plays” as Transformative Use, 13 W
ASH. J.L. TECH. & ARTS 245, 253
(2018).
101. Vogele, supra note 98, at 591.
102. Id.
103. Hagen, supra note 100, at 252.
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The genre “Let’s Play” is an unofficial one, and therefore what con-
stitutes a Let’s Play is somewhat unclear.
104
However, some distinguish-
ing characteristics set Let’s Plays apart from other video game con-
tent.
105
Let’s Play videos differ from live-streamed gameplay
performances like those on Twitch because Let’s Play videos are curat-
ed.”
106
They are crafted with more intention and are even scripted on oc-
casion.
107
A “live stream,”
108
on the other hand, is completely unedited
and performed in front of a virtual audience.
109
Some content creators upload footage of just gameplay alone, with
neither edits nor commentary, known as a “long play.”
110
These videos
lack any real input from the content creator and therefore lack any modi-
fication that the fair use doctrine seeks out.
111
Others add commentary
solely to explain certain video game mechanics or instruct others on how
to complete parts of a game, often called a “walkthrough.”
112
Occasion-
ally, a walkthrough video shows how to complete the entirety of a
game.
113
These videos tend to have an educational quality to them, as
104. See id. at 250-54 (describing different types of videos showcasing gameplay experiences,
including conventional Lets Plays and streams).
105. See id. at 247 (“Though the lines are not defined with perfect clarity, a Lets Play video is
typically understood as a recording of a gameplay performance, in contrast to a gameplay stream
which is a live transmission of a that [sic] performance as it is happening.”).
106. Carriker, supra note 21; What Is Curated Content and the Best Practices to Follow?,
R
OCK CONTENT (Jan. 29, 2022), https://rockcontent.com/blog/what-is-curated-content
[https://perma.cc/ANR3-LY7D] (defining curated content as the process of selecting content from
other sources to share on your channels . . . includ[ing] the process of searching, discovering, gath-
ering, organizing, and presenting that content to your audiences”).
107. Carriker, supra note 21.
108. Live Streaming, PARENT ZONE (Nov. 15, 2023), https://parentzone.org.uk/article/live-
streaming [https://perma.cc/T28P-G5RR] (“Live streaming is the broadcasting of real-time, live
video to an audience over the internet. . . . [T]here is no editing process and viewers can follow
along and comment in real-time.”).
109. Carriker, supra note 21.
110. See Hagen, supra note 100, at 250-51; e.g., Loopy Longplays, The Elder Scrolls IV:
OblivionLongplay (Main Quest) Walkthrough (No Commentary), Y
OUTUBE (May 29, 2019),
https://www.youtube.com/watch?v=LM1IwZdpL2Y&ab_channel=LoopyLongplays
[https://perma.cc/VC9L-CZGA] (showing an example of an eight-hour-long “long play” video fea-
turing only gameplay and no commentary).
111. See Hagen, supra note 100, at 250-51; see also U.S. Copyright Office Fair Use Index,
supra note 38 (explaining that the fair use doctrine favors modifications that constitute transform-
ativeuses,” namely “those that add something new, with a further purpose or different character,
and do not substitute for the original use of the work”).
112. See Vogele, supra note 98, at 591; see also Hagen, supra note 100, at 251.
113. See, e.g., Hopezera Gaming, Cult of the LambFull Game Walkthrough Gameplay,
Y
OUTUBE (Aug. 14, 2022),
https://www.youtube.com/watch?v=D_OKB0STc0Y&ab_channel=HopezeraGaming
[https://perma.cc/6TEK-ZZY8]. This video shows how to complete most, if not all, in-game activi-
ties. Id. This includes demonstrations on how to acquire some in-game items, how to defeat certain
in-game enemies, and how to complete certain in-game tasks. Id.
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their main purpose is to teach.
114
However, both of these video types are
usually accepted as separate from Let’s Plays within the YouTube com-
munity.
115
Unlike “long plays” and “walkthroughs,” Let’s Plays are
more subjective in nature and differ according to each creators individ-
uality and creativity.
116
C. The Prominence of Let’s Plays and Their Hold on YouTube
Let’s Plays have been a dominant and stable genre on YouTube for
many years now,
117
becoming a multi-million dollar industry on the vid-
eo platform since its inception.
118
By some estimates, fifteen percent of
all videos posted to YouTube concern video games.
119
Viewers watched
over 100 billion hours of this type of content in 2020 alone.
120
This was
a roughly 100% increase in viewership from 2018, indicating that the
Let’s Play genre is growing.
121
One such example of viewership growth
comes from the Let’s Player Dream, who saw channel subscriptions
surge from one million to over thirteen million in just ten months.
122
Video game content creators are some of YouTubes most success-
ful users.
123
In 2020, YouTube reported that it had an astonishing forty
114. Hagen, supra note 100, at 251.
115. See Vogele, supra note 98, at 591-92.
116. See Carriker, supra note 21.
117. See Chen, supra note 15, at 676 (“[R]ecent data shows that these recordings (gameplay
videos) drew more online viewers than HBO, Netflix, and Hulu combined.”); see also Rob Fahey,
Gaming YouTube Must Get Its House in Order, G
AMESINDUSTRY.BIZ (Sept. 15, 2017),
https://www.gamesindustry.biz/gaming-youtube-must-get-its-house-in-order
[https://perma.cc/J9NK-HF2M] (“Some of gaming YouTubes most popular channels can attract
millions if not tens of millions of views for popular videos . . . .”).
118. Natalie Marfo, Playing Fair: YouTube, Nintendo, and the Lost Balance of Online Fair
Use, 13 B
ROOK. J. CORP. FIN. & COM. L. 465, 465-66 (2019) (“Thus, the genre grew on YouTube,
and produced with it a multi-million dollar industry.”); see Zoia, supra note 17; see also Dougie
Gerrard, Lets Play: How YouTubers Are Making Millions Playing Video Games, C
ITY A.M. (July
25, 2019, 7:40 AM), https://www.cityam.com/lets-play-how-youtubers-are-making-millions-
playing-video-games [https://perma.cc/H5Z9-XQL7] (“YouTube funding is less straightforward,
but the most popular creators can become eye-poppingly wealthy, especially once sponsors catch
on. PewDiePie is worth somewhere between [$35 million to $50 million]; Markiplier, only the
[fifty-third] most-subscribed YouTuber, has around [$24 million] to his name.”).
119. Bree Brouwer, 15% of All Videos on YouTube Are About Video Games, TUBEFILTER
(Dec. 19, 2014), https://www.tubefilter.com/2014/12/19/15-percent-youtube-videos-video-game
[https://perma.cc/6MJS-R9P5]. These estimates are based on Tubulars assessments of statistics
released by the YouTube analytics company. Id.
120. Statt, supra note 4.
121. See id.
122. See id.
123. See Caroline Womack, Note, Revenge of the Retaliatory Takedown: Lets Plays, Fair
Use, and an Unstable DMCA, 37 Q
UINNIPIAC L. REV. 757, 758 (2019) (“In 2015, Felix Kjellberg
[PewDiePie] was ranked by Forbes as the highest paid YouTube Starof the year, having earned
fifteen million dollars over the course of 2016.”); see also Madeline Berg, The Highest-Paid
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million active gaming channels.
124
Out of the top five YouTube channels
with the most subscribers worldwide, two are gaming-related.
125
Even
more notable, in 2021, Forbes disclosed that half of the ten
highest-earning creators on YouTube centered their content on video
games, with some of the most popular gamers earning roughly more than
ten million dollars a year.
126
As a result, video game content has become a reliable source of in-
come for YouTube.
127
YouTube allows creators to monetize their con-
tent, from which it takes a cut of the profits.
128
Advertisers typically pay
for placement in a video on a per-view basis.
129
However, video views
are not the same as advertisement views.
130
Because tools like
ad-blockers
131
exist, generally “half of [a creators] views across the
board will be monetized.
132
For popular Let’s Play channels like
PewDiePie, even one dollar per thousand video views can result in a
huge revenue
133
stream when the channels subscriber base exceeds
eighty million people.
134
While fifty-five percent of the net advertise-
ment revenue goes to the content creators, YouTube retains the
YouTube Stars 2016: PewDiePie Remains No. 1 with $15 Million, FORBES (Dec. 5, 2016, 2:20 PM),
https://www.forbes.com/sites/maddieberg/2016/12/05/the-highest-paid-youtube-stars-2016-
pewdiepie-remains-no-1-with-15-million [https://perma.cc/U82K-YAWZ].
124. Statt, supra note 4.
125. Ekaterina Petrova & Netta Gross, 4 Reasons People Watch Gaming Content on YouTube,
T
HINK WITH GOOGLE (June 2017), https://www.thinkwithgoogle.com/marketing-
strategies/video/statistics-youtube-gaming-content [https://perma.cc/U6SV-LGXS].
126. Elad Schulman, How Much Gamers Make on YouTube?, THOUGHT LEADERS (June 5,
2023), https://www.thoughtleaders.io/blog/how-much-gamers-make-on-youtube
[https://perma.cc/37FU-X4DD].
127. See Marfo, supra note 118, at 469 (“YouTube profited from hosting the popular content
on their domain . . . .”).
128. Maddie Martin, How Much Money Do You Get Per View on YouTube? (2024 Stats),
T
HINKIFIC (Dec. 22, 2023), https://www.thinkific.com/blog/youtube-money-per-view
[https://perma.cc/E2CM-XLHV].
129. See id. Martin explains the monetization system on YouTube as follows:
In general, your CPM (cost per thousand views) can range between $4 and $24 (depend-
ing on your region and industry). But remember that 1,000 video views are not the same
as 1,000 ad views. A good rule of thumb is assuming that only half of your views across
the board will be monetized. For example, somewhere around $5-7 per 1,000 views
would be the average across all industries.
Id.
130. See id.
131. How to Detect Ad Blockers, PUBLIFT, https://www.publift.com/blog/ad-blockers
[https://perma.cc/7RWY-2KP9] (Feb. 9, 2024) (“Ad blockers are browser extensions or plugins that
disable ads on specific web pages. An ad blocker works by blocking communications to ad servers
and then hiding the elements of the web page that are designed to display advertising content.”).
132. See Martin, supra note 128.
133. See Zoia, supra note 17 (“PewDiePies estimated monthly revenue from YouTube ads
fluctuates between $140,000 and $1.4 million depending on viewership . . . .”).
134. Womack, supra note 123, at 762.
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remaining forty-five percent.
135
All these factors have led some to say
that “[g]aming is YouTubes bread and butter.”
136
In turn, many have started to wonder whether YouTube is treating
Let’s Plays differently than other videos on its platform, as certain cir-
cumstances suggest.
137
For example, while a video containing a few
minutes of either a copyrighted movie or song can be taken down from
YouTube almost immediately, a Let’s Player can usually post hours of
video game content without facing a take-down.
138
However, this is
more likely the result of what some have called “tacit” permission from
game developers.
139
It is unlikely that this is an act of benevolence to-
ward Let’s Players; instead, this choice probably concerns the benefits
that game developers can also derive from this arrangement, as well as
the disadvantages they might suffer should they shun the Let’s Play
community.
140
D. Video Games and Their Developers
A large majority of the games that Let’s Play YouTubers cover in
their videos are copyrighted.
141
These games are usually produced by
developers that expect consumers to pay for the product they painstak-
ingly created.
142
When this expectation is not met, it leads to disap-
pointment, and eventually, frustration.
143
This feeling only becomes ex-
acerbated when developers realize that millions of people are still
enjoying the games they made, but someone else entirely is profiting
135. Marfo, supra note 118, at 468-69; Martin, supra note 128.
136. Ore, supra note 15; see also Womack, supra note 123, at 762 (“The mass-viewership of
these content creators also serves as a benefit for YouTube.”).
137. See, e.g., Ore, supra note 15 (“Video games are rarely treated the same way as other copy-
righted entertainment media.”). While other copyright holders are quick to protect their intellectual
property, game companies behave differently when it comes to their games. Id.
138. Id.
139. Fahey, supra note 117 (explaining that most game companies “turn[] a blind eye out of
consideration of the promotional value of being featured on high-audience channels”).
140. See id.
141. See Video Game Story Time, supra note 50.
142. See Gabe Carey, Why Pay to Play When You Can Watch for Free? How YouTube Burns
Indie Developers, D
IGIT. TRENDS (Mar. 28, 2016), https://www.digitaltrends.com/gaming/that-
dragon-cancer-and-lets-play-dispute [https://perma.cc/D3ME-M89T]. This article includes an inter-
view with Ryan Green, creator of the indie game That Dragon, Cancer, who stated:
That Dragon, Cancer was created by a studio of eight, and for many of us it was a
full-time effort that involved thousands of hours of work . . . . This huge effort required
taking on investment, and we decided to pay off all our debt as soon as possible.
Id.
143. See Marfo, supra note 118, at 469 (“Game developers became frustrated by the millions
of people watching their game on YouTube.”).
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from it.
144
As a result, some developers have started to harbor resentment
toward Let’s Players, who they feel “make revenue off [developers]
work.”
145
In an act of defiance, some have gone so far as to completely
prohibit any posting of footage of their games by third parties like Let’s
Players.
146
Some companies with stringent policies made it a point to take ac-
tion against content creators who featured their games.
147
Nintendo, for
example, launched a particularly infamous campaign against the Let’s
Play community, asserting that its copyrights were being infringed upon,
and thus, that it was owed compensation.
148
To begin its crusade, Nin-
tendo attempted to claim all advertising revenue from the content that
featured its games, essentially demonetizing it for the Let’s Player.
149
At
the time, game developers still underestimated the power behind the
Let’s Play community.
150
The situation quickly changed following the
massive backlash that ensued shortly after.
151
Nintendo was widely criti-
cized by content creators and fans alike.
152
Nintendo, trying to alleviate
some of the tensions created by its campaign, opted to develop what was
known as the Creators Program.
153
Equally controversial with the gam-
ing community for the strains it put on content creators, Nintendo shut
down the program three short years later.
154
Few foresaw that the mono-
lithic game developer
155
would be sent backtracking by the budding
community.
156
144. Id.
145. Carey, supra note 142.
146. James Puddington, Note, Fair Play: Economic Justifications for Applying Fair Use to the
Online Streaming of Video Games, 21
B.U. J. SCI. & TECH. L. 413, 417 (2015).
147. Carriker, supra note 21 (“Nintendo, for example, has historically asserted that they retain
the copyright on their games and have requested Lets Play videos to be taken down as they violate
their copyright.”).
148. Marfo, supra note 118, at 469.
149. Id. at 469, 483.
150. Id.
151. Emma Kent, Nintendo Scraps Controversial Creators Program, Making Life Easier for
YouTubers, E
UROGAMER (Nov. 29, 2018), https://www.eurogamer.net/nintendo-scraps-creators-
program-making-life-much-easier-for-youtubers [https://perma.cc/AM38-5MFR].
152. See id.
153. Id. (detailing how ineffective the Creators Program was, because “[w]hen it was launched,
approval services were overwhelmed . . . YouTubers who wanted their entire channel approved
were asked to remove any non-Nintendo videos first [and] YouTubers who didnt join the program
had their videos demonetised, while those who did, saw their revenue significantly reduced”).
154. Id.
155. Marfo, supra note 118, at 483 (“Nintendo is one of the worlds oldest, largest and most
well-known video game creators . . . .”).
156. Kent, supra note 151 (“Nintendo is finally shutting down its controversial Creators Pro-
gram after three rocky years packed with criticism from YouTubers.”).
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However, not all game developers feel spurned by the Let’s Play
community.
157
Many developers, especially smaller ones, feel that being
featured on one of these channels brings about great exposure.
158
Fur-
thermore, they recognize that Let’s Play channels provide fertile grounds
for growing a community and a following around their games.
159
In fact,
over fifty percent of gamers who also use YouTube say that they connect
with their gaming communities over the video platform.
160
As a result,
an interesting symbiotic relationship has flourished between video game
developers and Let’s Players.
161
Larger developers, such as Blizzard,
have even granted third parties like Let’s Players express permission to
use gameplay footage.
162
Currently, large developers and small develop-
ers alike agree that being scouted, and eventually featured, by content
creators is one of the easiest and cheapest ways to market a game.
163
Let’s Players not only attract people to begin talking about a particular
game, but they also foster communities that keep talking about it.
164
E. Fair Use Doctrine
A plaintiff seeking to establish copyright infringement must prove
two elements: (1) ownership of a valid copyright, and (2) [that the de-
fendant] cop[ied] . . . constituent elements of the work that are origi-
nal.
165
In contrast, “fair use” is an affirmative defense asserted by de-
fendants who are accused of copyright infringement.
166
It ultimately
prevents a copyright holder from having exclusive and complete control
157. Puddington, supra note 146, at 417.
158. Morgan Shaver, How YouTube Lets Players Help Indie Developers, ALL GAMERS (Sept.
28, 2016), https://ag.hyperxgaming.com/article/1906/how-youtube-lets-players-help-indie-
developers [https://perma.cc/S52E-JF4E] (“[Lets Players provide] a critical form of free promotion
and marketing for an indie developer who may not have the means to put their game in front of an
audience of millions.”).
159. See Petrova & Gross, supra note 125 (“By connecting socially through lets plays,
walk-throughs, reaction videos, and reviews, gamers get the chance to double their love for the ac-
tivity, for their favorite games, and for the gaming scene overall.”).
160. Id.
161. See Alanah Pearce, Developers Say Twitch Is Hurting Single-Player Games, IGN (June
19, 2018), https://www.ign.com/articles/2018/06/19/developers-say-twitch-is-hurting-single-player-
games [https://perma.cc/PM2B-GVC7] (“For those third-party publishers, the relationship between
content creators and game development is an interesting one, in that grabbing the attention of con-
tent creators is one of the easiest, cheapest ways to market games right now, according to two anon-
ymous sources from Ubisoft and three independent developers.”).
162. Puddington, supra note 146, at 417.
163. See Pearce, supra note 161.
164. See id.; see also Petrova & Gross, supra note 125.
165. Vogele, supra note 98, at 601.
166. Brusa, supra note 35, at 231.
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over their copyrighted work.
167
This is achieved by allowing the use of
copyrighted work without permission from the copyright owner for lim-
ited purposes.
168
The legislature, through section 107 of the Copyright
Act, intended to balance the interests of copyright holders with the inter-
ests of the general public.
169
However, the concept of fair use in com-
mon law dates as far back as the eighteenth century.
170
The goal then
was not dissimilar to the goal now: prevent the rigid application of copy-
right law, so that we might avoid the complete suppression of creativity,
while still protecting intellectual property.
171
Even though this goal is historic in nature, the Supreme Court still
issues major decisions clarifying and reaffirming the fair use doctrine,
doing so regularly since its codification in 1976.
172
In 2021, the Court
issued one of its most recent fair use decisions in Google LLC v. Oracle
America, Inc.
173
The Court found that Googles copying of Sun Java
API,
174
a vast library of prewritten code for carrying out complex pro-
gramming, was an instance of fair use.
175
This decision prevented a re-
sult that many experts feared could have had an industry-wide “chilling
effect”
176
on creativity in software development.
177
Ultimately, the Court
maintained a favorable outcome for fair use, reaffirming that it is part of
our law, and also reaffirming that Congress intended it to be so.
178
167. Vogele, supra note 98, at 601.
168. Rich Stim, Measuring Fair Use: The Four Factors, STAN. LIBRS.,
https://fairuse.stanford.edu/overview/fair-use/four-factors [https://perma.cc/VG8C-JN52] (last visit-
ed Apr. 15, 2024).
169. Brusa, supra note 35, at 231.
170. Gyles v. Wilcox (1740) 26 Eng. Rep. 489, 490 (Ch.) (establishing the doctrine of fair
abridgment, which would later become the foundation for the fair use doctrine).
171. Iowa State Univ. Rsch. Found. v. ABC, 621 F.2d 57, 60 (2d Cir. 1980) (“The doctrine of
fair use, originally created and articulated in case law, permits courts to avoid rigid application of
the copyright statute when, on occasion, it would stifle the very creativity which that law is de-
signed to foster.”).
172. 4 MELVILLE B. NIMMER, NIMMER ON COPYRIGHT § 13F.03 (2024).
173. 141 S. Ct. 1183 (2021).
174. Id. at 1191 (explaining that API, as a tool, “allow[s] programmers to use . . . prewritten
code to build certain functions into their own programs, rather than write their own code to perform
those functions from scratch”) (citation omitted).
175. Id. at 1209 (“[I]n this case, where Google reimplemented a user interface, taking only
what was needed to allow users to put their accrued talents to work in a new and transformative
program, Googles copying of the Sun Java API was a fair use of that material as a matter of law.”).
176. Chilling Effect, DICTIONARY.COM, https://www.dictionary.com/browse/chilling-effect
[https://perma.cc/UEV7-HUSL] (last visited Apr. 15, 2024) (defining a chilling effect as “a discour-
aging or deterring effect, especially one resulting from a restrictive law or regulation”).
177. See Google LLC, 141 S. Ct. at 1209; see also Ephrat Livni, US Supreme Court Holds In-
novation in the Balance in Google v. Oracle, Q
UARTZ (Nov. 20, 2019, 12:09 PM),
https://qz.com/1751975/in-google-v-oracle-scotus-holds-innovation-in-the-balance
[https://perma.cc/6XWH-TEHH].
178. Google LLC, 141 S. Ct. at 1208.
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1. Limits to the Fair Use Doctrine Generally
Because the fair use doctrine functions as a balancing test, there is
no cut-and-dry formula to apply, and no guarantee a party will reach
their desired outcome.
179
As a result, courts analyze the application of
the doctrine on a case-by-case basis.
180
This often creates feelings of un-
ease for parties seeking legal remedies because they cannot truly predict
with sufficient certainty how a court will rule on the issue.
181
Addressing
recent uncertainties concerning the fair use doctrine, the Court recog-
nized that it has become increasingly “difficult to apply traditional copy-
right concepts in [this] technological world.”
182
It has taken a rather re-
signed position on this problem, admitting that many of the issues
cannot be addressed in a satisfactory matter until Congress chooses to
act.
183
This resignation occasionally works, like in Sony Corp. of Ameri-
ca v. Universal City Studios, Inc.
184
Following that case, Congress took
action, and the resulting legislation overruled its undesirable holding.
185
However, those who are already litigating in court cannot afford to sit
and wait for such legislation.
186
The fair use doctrines shortcomings are not limited to one field.
187
In the music industry, for example, juries must determine if there is a
transformative use or “substantial similarity” to already existing copy-
righted elements.
188
Jurors’ untrained ears may hear similarities between
musical works, even when forensic musicologists insist that no
179. U.S. Copyright Office Fair Use Index, supra note 38.
180. Id.
181. Stim, supra note 168.
182. Google LLC, 141 S. Ct. at 1208.
183. Sony Corp. of Am. v. Universal City Studios, Inc., 464 U.S. 417, 500 (1984) (Blackmun,
J., dissenting) (“Like so many other problems created by the interaction of copyright law with a new
technology, [t]here can be no really satisfactory solution to the problem presented here, until Con-
gress acts.”) (quoting Twentieth Century Music Corp. v. Aiken, 422 U.S. 151, 167 (Burger, C.J.,
dissenting)).
184. 464 U.S. 417 (1984).
185. Realnetworks, Inc. v. DVD Copy Control Assn, 641 F. Supp. 2d 913, 941 (N.D. Cal.
2009) (citing Universal City Studio, Inc. v. Reimerdes, 111 F. Supp. 2d 294, 323-24 (S.D.N.Y.
2000)) (explaining that the DMCAs enactment resolved the copyright law deficiencies that the
Sony Court refused to address).
186. See Sony Corp. of Am., 464 U.S. at 500 (Blackmun, J., dissenting). While Congress later
remedied, through the DMCA, the copyright law deficiencies that the Court refused to address, this
was fourteen years after the Sony Court handed down its decision against the respondents. Womack,
supra note 123, at 763. For fourteen years, the respondents were left with the ramifications of the
unfavorable decision. Id.; Sony Corp. of Am., 464 U.S. at 500 (Blackmun, J., dissenting).
187. See Kristin Bateman, Note, “Distinctive Sounds”: A Critique of the Transformative Fair
Use Test in Practice and the Need for a New Music Fair Use Exception, 41 S
EATTLE U. L. REV.
1169, 1178-79 (2018) (highlighting current issues with fair use and the music industry).
188. Id. at 1181.
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infringement has occurred.
189
This has presented itself as an issue for
music-centered communities, which feel the transformative use approach
is notoriously unpredictable.
190
In the world of art, community members
find that courts have offered inconsistent outcomes, leaving the commu-
nity not only confused but also frustrated.
191
This has become a particu-
larly large problem because conflicting rulings tend to chill artistic ex-
pression.
192
Many had hoped that the Court would grant new guidance in
deciding the recent case of Andy Warhol Foundation for the Visual Arts,
Inc. v. Goldsmith.
193
Decided in May 2023, the case addressed artwork
produced by artist Andy Warhol, who based his creations on copyrighted
photos of the musician Prince.
194
The Court ruled against the Andy War-
hol Foundation and its fair use defense, as it intensely scrutinized the
commercial aspect of Warhols artwork.
195
The majority found that the
first factor weighed against the Andy Warhol Foundation primarily be-
cause Warhol licensed his work.
196
In her dissent, Justice Kagan stated
that this approach “leaves [the] first-factor inquiry in shambles.”
197
She
added that under the majoritys decision, all the creativity and transfor-
mation in the world cannot save a derivative piece from copyright in-
fringement if there is a commercial purpose involved.
198
This bright-line
rule is a stark contrast to the nuance that is typically employed during
these analyses.
199
Interestingly enough, however, the Court still stated
that a use of commercial nature . . . is not dispositive.”
200
The Courts
opinion has evoked mixed reactions, with experts stating that there is “a
189. Id. (“Armed only with the testimony of experts, it is unlikely that juries with no other mu-
sical training will be able to make a fair and reliable determination of whether outright copying has
actually occurred . . . .”).
190. Id. at 1179 (“[T]he transformative fair use test is too inexact in the hands of any given
fact-finder without the required music education to make reliably fair determinations that both max-
imize artistic freedom and protect the legitimate rights of music copyright owners.”).
191. Azmina Jasani & Emelyne Peticca, The Tension Between Copyright Law and Appropria-
tion Art: Where Is the Line Between Artistic Innovation and Stealing?, A
RT NEWSPAPER (Sept. 29,
2021), https://www.theartnewspaper.com/2021/09/29/the-tension-between-copyright-law-and-
appropriation-art-where-is-the-line-between-artistic-innovation-and-stealing
[https://perma.cc/8XK3-TCRK].
192. See id. Many artists are inspired by and even derive pieces of their work from others. Id.
Artists who do not know whether they will be held liable for such practices will hesitate to create
art; this will ultimately result in the chilling of artistic expression, and a lull in the production of art.
Id.
193. 598 U.S. 508 (2023).
194. Id. at 514-16.
195. Id. at 545-50.
196. Id. at 546-47.
197. Id. at 559 (Kagan, J., dissenting).
198. See id. at 559-60.
199. See id.
200. Id. at 531 (majority opinion).
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lot of room for conflicting interpretations, thus failing to provide any
clearer guidance.
201
“[I]nexact and inconsistent,” the fair use doctrine
has a long way to go to appease the many who look forward to its re-
form.
202
2. Fair Use Doctrine in Light of Let’s Plays
The fair use doctrine does not provide a cut-and-dry formula to ap-
ply, especially when it comes to modern technology.
203
This becomes
more concerning when considering the internet-centric era we live in.
204
This issue is muddled even further when analyzed under the lens of cop-
yright and gameplay videos, as there is currently no case law on the mat-
ter.
205
Even lawyers who specialize in intellectual property law find the
intersection of fair use and video game footage to be a legal quagmire.
206
Many have come forward to offer advice to those seeking answers,
207
but the truth is that this advice will remain conjecture at best until there
is case law or further legislation to look to.
208
III.
CALL OF DUTY: MODERN MEDIA AND HOW CURRENT FAIR USE
PRACTICES FAIL TO MEET ITS NEEDS
This Part analyzes the legal issues at hand, namely how the fair use
doctrine fails to adapt to forms of media like Let’s Plays.
209
Because the
201. Christopher Parker, Supreme Court Rules That Andy Warhol Violated a Photographers
Copyright, S
MITHSONIAN MAG. (May 24, 2023), https://www.smithsonianmag.com/smart-
news/andy-warhol-copyright-prince-fair-use-180982230 [https://perma.cc/K55P-B6YT]; see also
Peter Balonon-Rosen, When Is “Fair Use” Fair? In Warhol Copyright Case, Supreme Court Could
Offer New Answers,
MARKETPLACE (Oct. 7, 2022), https://www.marketplace.org/2022/10/07/when-
is-fair-use-fair-in-warhol-copyright-case-supreme-court-could-offer-new-answers
[https://perma.cc/95U7-9LMU].
202. Bateman, supra note 187, at 1176.
203. U.S. Copyright Office Fair Use Index, supra note 38.
204. See generally Davis, supra note 43 (analyzing the trajectory of widespread internet usage
in conjunction with judicial responses).
205. Chen, supra note 15, at 679 (“Currently, there is no case law on copyright and gameplay
videos, which only increases their uncertain legal status.”); Ore, supra note 15.
206. Ore, supra note 15.
207. See Ian Corzine, How to Follow the Doctrine of Fair Use in Copyright Law with Video
Games, I
AN CORZINE (Sept. 25, 2020), https://perma.cc/JLA4-59FG (showing an example of a blog
that explains how to conform ones video game content to the fair use doctrine); see also Simon
Pulman & Mikaela Gross, Fair Use in Gaming ContentFAQS for Creators, CDAS (Jan. 24,
2020), https://cdas.com/fair-use-in-gaming-content-faqs-for-creators [https://perma.cc/NG3C-
WYBP] (showing another example of an informative blog post concerning fair use of gaming con-
tent).
208. See Chen, supra note 15, at 679 (“Currently, there is no case law on copyright and game-
play videos, which only increases their uncertain legal status.”); Ore, supra note 15.
209. See infra Part III.E.
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fair use doctrine has not yet been adapted to protect transformative
works like Let’s Plays, they are most likely a form of copyright in-
fringement.
210
We must find a tool for Let’s Players to use to protect
their works in light of the failures and shortcomings of the fair use
doctrine.
211
In this Part, each factor of the fair use doctrine is applied to Let’s
Play videos.
212
Subpart A concerns the purpose and character of the use
of copyrighted materials.
213
It analyzes how Let’s Plays use copyrighted
video games and for what purpose they use them.
214
Subpart B concerns
the nature of the copyrighted material and what purpose it serves.
215
Here, the nature of copyrighted video games will be called into ques-
tion.
216
Subpart C discusses the amount or substantiality of the portion
used
217
by considering how much a Let’s Play takes from a copyrighted
video game.
218
Subpart D analyzes the market effects of a Let’s Play.
219
Because these factors are weighed in a balancing test, Subpart E will
consider all four in tandem and contemplate whether Let’s Plays can be
considered fair use.
220
From there, Subpart E identifies the main issue at
hand: the fact that fair use does not protect Let’s Plays, and content crea-
tors are currently left without any legal protection.
221
A. Choose Your Character: Analyzing the Purpose and Character of
the Use
One of the first factors the Court considers is the purpose and char-
acter of the use.
222
When doing so, the Court will look at how a party as-
serting a fair use defense used the copyrighted work.
223
210. Video Game Story Time, supra note 50.
211. See Davis, supra note 43, at 149, 151-52, 161-63.
212. See infra Part III.AD.
213. See infra Part III.A.
214. See infra Part III.A.
215. See infra Part III.B.
216. See infra Part III.B.
217. See infra Part III.C.
218. See infra Part III.C.
219. See infra Part III.D.
220. See infra Part III.E.
221. See infra Part III.E.
222. 17 U.S.C. § 107(1); NIMMER, supra note 181, at § 13F.05.
223. See § 107 note (General Background of the Problem).
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1. To Be or Not to Be Enumerated
The statute itself enumerates several uses that are amenable to fair
use.
224
These uses include, but are not limited to: “criticism, comment,
news reporting, teaching (including multiple copies for classroom use),
scholarship, or research . . . .”
225
It is important to note that these are not
the only uses that will merit a fair use defense.
226
The Court has empha-
sized that unenumerated uses must be considered alongside enumerated
ones, claiming it would be an error to fail to apply the fair use doctrine
simply because a type of use is unenumerated.
227
The statute also re-
quires considering whether the purpose of the use was commercial in na-
ture, or instead for a nonprofit, educational purpose.
228
The Court recog-
nizes that nonprofit and educational uses are more likely to be instances
of fair use than commercial uses.
229
While the dichotomy between the
two is significant in a fair use application, one cannot prevail against a
copyright infringement claim just by having a nonprofit educational pur-
pose.
230
On the other hand, one whose use is commercial in nature can
still prevail.
231
This consideration is not dispositive.
232
Courts must still
consider the purpose in tandem with the other following factors.
233
224. Id. § 107(1); NIMMER, supra note 181, at § 13F.05[A]. But see Kenneth D. Crews, Fair
Use, C
OLUM. UNIV. LIBRS., https://copyright.columbia.edu/basics/fair-use.html
[https://perma.cc/R89H-FV6P] (last visited Apr. 15, 2024) (“A finding of fair use depends on appli-
cation of all four factors, not merely the purpose. However, limiting your purpose to some of these
[enumerated] activities will be an important part of claiming fair use.”).
225. § 107; U.S. Copyright Office Fair Use Index, supra note 38 (“Section 107 of the Copy-
right Act provides the statutory framework for determining whether something is a fair use and
identifies certain types of usessuch as criticism, comment, news reporting, teaching, scholarship,
and researchas examples of activities that may qualify as fair use.”).
226. NIMMER, supra note 181, at § 13F.05[A][1].
227. Id. NIMMER ON COPYRIGHT explains the importance of enumerated uses:
It is important to stress that these purposes should be considered [by courts] among oth-
ers that are not specifically enumerated; it has been held to be an error for the trial court
to refrain from considering the four fair use factors on the ground that the use did not fall
within the preambular enumeration.
Id. (footnotes omitted).
228. § 107(1) (enumerating “the purpose and character of the use, including whether such use
is of a commercial nature or is for nonprofit educational purposes” as a factor to be considered when
determining fair use).
229. U.S. Copyright Office Fair Use Index, supra note 38.
230. Id. (“This does not mean, however, that all nonprofit education and noncommercial uses
are fair and all commercial uses are not fair . . . .”); Crews, supra note 224 (“[B]e careful: Not all
nonprofit educational uses are fair.”).
231. Crews, supra note 224 (“[D]o not jump to a conclusion based simply on whether your use
is educational or commercial.”).
232. NXIVM Corp. v. Ross Inst., 364 F.3d 471, 477 (2d Cir. 2004). The Second Circuit here
explains:
The Supreme Court in Campbell rejected the notion that the commercial nature of the
use could by itself be a dispositive consideration. The Campbell opinion observes that
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2. Inspiration or Imitation
The Supreme Court has emphasized that this factor is incredibly
important for determining fair use because it fosters a helpful analysis of
whether the copyrighted material was used to create something new and
“transformative” or merely copied another work.
234
Courts tend to favor
uses that are transformative in nature, as opposed to pure reproduc-
tions.
235
This means that a fair use defense is more likely to succeed
when the copyrighted work has been transformedinto something new
or of new utility or meaning,” and can thus be described as having a dif-
ferent purpose or character.
236
Measuring how transformative a new
work is will ultimately affect how heavily other fair use factors are
weighed.
237
In instances of great transformation, other factors will be
less significant.
238
For example, in Blanch v. Koons,
239
the Court found
that the new work in question was “substantially transformative” enough
to disqualify its commercial nature.
240
3. Applying the First Factor to Let’s Plays
Using video game footage for online postings is not a use enumer-
ated in the statute.
241
However, even though it is not an enumerated use,
courts can still apply the fair use doctrine.
242
In their analyses, courts
will decide the purpose and character of the use, as well as whether the
“nearly all of the illustrative uses listed in the preamble paragraph of § 107, including
news reporting, comment, criticism, teaching, scholarship, and research . . .are general-
ly conducted for profit . . . .”
Id. (quoting Campbell v. Acuff-Rose Music, Inc., 510 U.S. 569, 584 (1994)) (citation omitted).
233. U.S. Copyright Office Fair Use Index, supra note 38 (“[C]ourts will balance the purpose
and character of the use against the other factors . . . .”); Crews, supra note 224 (“You still need to
evaluate, apply, and weigh in the balance the nature of the copyrighted work, the amount or substan-
tiality of the portion used, and the potential impact of the use on the market or value of the work.”).
234. Stim, supra note 168.
235. Crews, supra note 224; U.S. Copyright Office Fair Use Index, supra note 38.
236. Crews, supra note 224; U.S. Copyright Office Fair Use Index, supra note 38.
237. See Campbell, 510 U.S. at 569.
238. Id. (“[T]he more transformative the new work, the less will be the significance of other
factors, like commercialism, that may weigh against a finding of fair use.”).
239. 467 F.3d 244 (2d Cir. 2006).
240. Id. at 254. In this case, an artist was commissioned to create several pieces of work. Id. at
247. To do so, he scanned several copyrighted advertisements and digitally superimposed them to-
gether. Id. Upon these compilations, he based several photos that he then had his assistants use as
templates for billboard-size paintings. Id. The court ultimately found that the artists goals were
sharply different than the copyright holders goals, thus confirm[ing] the transformative nature
of the use.Id. at 252.
241. 17 U.S.C. § 107.
242. See NIMMER, supra note 181, at § 13F.05[A][1].
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use was commercial or noncommercial in nature.
243
Courts do not look
favorably upon a purpose or character of use that aims to merely substi-
tute what the original copyrighted material offered.
244
A use that only
intends to “supplant[] or substitute[] forthe original copyrighted mate-
rials is unlikely to be protected by fair use.
245
Typically, the main purpose of a Let’s Play video is to entertain.
246
This infringes upon the purpose of video games, which also aim to enter-
tain.
247
However, it should be noted that while entertainment remains the
main intention, the purpose of a Let’s Play is to be watched,
248
as op-
posed to a video game, which is to be played.
249
Therefore, it is not en-
tirely clear whether Let’s Plays usurp the place of playing a video game
when many still choose the latter.
250
Considered in tandem, courts will look to whether or not a Let’s
Play video is commercial in nature.
251
Noncommercial use[s are] more
likely to be deemed fair use than commercial use[s].”
252
That being said,
commercial uses are not intrinsically barred from being fair use.
253
Ulti-
mately, this factor will primarily depend on whether a content creator
monetizes their videos.
254
Monetization methods include accepting ad-
vertising revenue or being sponsored.
255
Generally, content creators on YouTube will choose to monetize
their work because doing so provides some financial security and thus
243. § 107(1).
244. See Copyright and Fair Use, HARV. UNIV. OFF. GEN. COUNS.,
https://ogc.harvard.edu/pages/copyright-and-fair-use [https://perma.cc/S7WT-CAVP] (last visited
Apr. 15, 2024).
245. Id.
246. See James Duffy, What Is a “Lets Play,” and Why Are They So Popular?, SMART
WALLET, https://thesmartwallet.com/what-is-lets-play [https://perma.cc/2UNU-NMKM] (Feb. 10,
2022) (“The point of a lets play is not to demonstrate skill, but rather to simply have fun playing.
Often the commentary is as important as the game footage itself. Lets play creators usually attempt
to be funny or insightful to help draw people to their videos.”).
247. § 107(1); Phil Owen, What Is a Video Game? A Short Explainer, WRAP (Mar. 9, 2016,
9:42 AM), https://www.thewrap.com/what-is-a-video-game-a-short-explainer
[https://perma.cc/2ST9-CBHS] (defining a video game as an interactive digital entertainment that
you playvia a computer, a game console (like the Xbox or PlayStation) or a phone or tablet”).
248. Duffy, supra note 246.
249. Owen, supra note 247.
250. Chen, supra note 15, at 699 (“[I]t seems that the gameplay videoswhich do not permit
the viewer to actually play the game itselfdid not actually serve as a substitute for purchasing the
game.”).
251. Copyright and Fair Use, supra note 244.
252. Id.
253. Fair Use, DIGIT. MEDIA L. PROJECT, https://www.dmlp.org/legal-guide/fair-use
[https://perma.cc/MMA4-ZKXN] (Sept. 10, 2023).
254. Copyright and Fair Use, supra note 244; Martin, supra note 128.
255. Lee, supra note 47.
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makes it easier to keep creating content.
256
Furthermore, if a content cre-
ator can generate enough revenue, they are able to make a living from
creating videos alone.
257
Many creators hope to achieve that very goal.
258
Because this is true, this Note will focus primarily on monetized videos
with some commercial nature behind them.
259
It is not impermissible for a content creator to profit from fair
use.
260
In fact, there are some widely known instances where individuals
have made incredible profits through fair use.
261
Take, for example, the
famous parody artist “Weird Al” Yankovic, who has sold more than
twelve million records.
262
That being said, commercial uses are still gen-
erally disfavored.
263
Taking both aspects of this factor into consideration,
it is clear that Let’s Plays are commercial works that intrude on part of a
video games potential market.
264
While this factor is incredibly im-
portant, it is only one singular part of the analysis.
265
B. The Source’s Spawn Point: Analyzing the Nature of the Original
Material
This factor concerns the original materialthe video game itself.
266
This factor centers on the work being used, and [how] the law allows
256. See Drew Gooden, I Quit My Job to Do YouTube, YOUTUBE (Dec. 29, 2017),
https://www.youtube.com/watch?v=Zt2tusj0IGU&ab_channel=DrewGooden
[https://perma.cc/7QYX-KM2L]. This is an example of a content creator who was able to make
enough income through YouTube that he was able to quit his job to focus on creating videos. Id. In
the description of the video, he states that he is now able to use all of his free time to create videos.
Id.
257. See, e.g., Chris Stokel-Walker, Meet the Workers Who Quit Their Jobs to Become
Full-Time YouTubers, F
AST CO. (Dec. 21, 2022), https://www.fastcompany.com/90828284/meet-
the-workers-who-quit-their-jobs-to-become-full-time-youtubers [https://perma.cc/SB6L-DNP5].
258. See, e.g., Gooden, supra note 256.
259. See infra Part IV.
260. See infra Part IV; Fair Use, supra note 253. The Digital Media Law Project expounds on
the issue of profit:
Courts originally presumed that if your use was commercial it was an unfair exploitation.
They later abandoned that assumption because many of the possible fair uses of a work
listed in section 107s preamble, such as uses for purposes of news reporting, are con-
ducted for profit. Although courts still consider the commercial nature of the use as part
of their analysis, they will not brand a transformative use unfair simply because it makes
a profit.
Fair Use, supra note 253.
261. See Steve Vondran, How Can You Get Rich Off Copyright Licensing?, VONDRAN LEGAL
(May 21, 2022), https://www.vondranlegal.com/how-can-you-get-rich-off-copyright-licensing
[https://perma.cc/25YV-TMQE].
262. Id.
263. Copyright and Fair Use, supra note 244.
264. Id.
265. Id.
266. 17 U.S.C. § 107.
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for a wider or narrower scope of fair use, depending on the characteris-
tics or attributes of the work.”
267
Great consideration is given to whether
a work is original, creative, and imaginative in nature.
268
Courts tend to
be more protective of inventive art such as movies, poetry, and music
more so than they would be of nonfiction or informational works, like a
phonebook.
269
In contrast, courts have applied fair use more broadly to
nonfiction than fiction.
270
Generally speaking, this is because courts be-
lieve that certain factual information is in the public interest.
271
There-
fore, nonfiction work and factual information garner less protection un-
der the fair use doctrine.
272
Each video game is usually a product that was copyrighted for its
creative material and ultimately sells an experience.
273
As a whole, it is
an “original expression” and “has more in common with fiction than
with works based on facts, such as, for example, biographies or tele-
phone directories.”
274
As works that are closer to fiction, video games
are primarily based on and created from the innovation and imagination
of their development teams.
275
Therefore, the nature of video games
greatly limits the application of fair use.
276
While it would be possible
for a content creator to prevail, it is unlikely the Court would find this
factor in a content creator’s favor.
277
267. Crews, supra note 224.
268. Rogers v. Koons, 960 F.2d 301, 310 (2d Cir. 1992).
269. See id.; see also Crews, supra note 224.
270. See Crews, supra note 224.
271. Basic Books, Inc. v. Kinkos Graphics Corp., 758 F. Supp. 1522, 1532-33 (S.D.N.Y.
1991) (“Factual works, such as biographies, reviews, criticism and commentary, are believed to
have a greater public value and, therefore, uses of them may be better tolerated by the copyright
law. Works containing information in the public interest may require less protection.”) (citations
omitted).
272. New Era Publns Intl, ApS v. Carol Publ. Grp., 904 F.2d 152, 157 (2d Cir. 1990) (“[T]he
scope of fair use is greater with respect to factual than non-factual works.” (citing Harper & Row,
Publishers, Inc. v. Nation Enters., 471 U.S. 539, 563 (1985))).
273. 17 U.S.C. § 107; see, e.g., About Tetris, TETRIS, https://tetris.com/about-us
[https://perma.cc/NP43-KRBM] (last visited Apr. 15, 2024).
274. Rogers, 960 F.2d at 310.
275. What Is the Role of Creativity in Game Development?, LINKEDIN,
https://www.linkedin.com/advice/1/what-role-creativity-game-development-skills-game-
development-kc37c [https://perma.cc/ZTJ7-XTS5] (last visited Apr. 15, 2024); see also Marshall
Katheder, What the Gaming Industry Can Teach Us About Creativity, O
GILVY (Sept. 16, 2019),
https://www.ogilvy.com/uk/ideas/what-gaming-industry-can-teach-us-about-creativity
[https://perma.cc/P3LG-U4TF].
276. See Rogers, 960 F.2d at 310.
277. See id.
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C. Copy and Paste: Analyzing the Amount Copied
The third factor concerns the amount and substantiality of the por-
tion used.
278
When considering this, the Court examines “both the
quantity and quality of the copyrighted material that was used.”
279
The
“quality” of the material used refers to its importance and whether it
constitute[s] the heart of the work.
280
The “amount” refers to the
amount of copied material relative to the entirety of the original.
281
Like
many aspects of the fair use doctrine, there is no bright-line rule that sets
out exact quantity limits.
282
However, there is the general guiding prin-
ciple that the more one uses relative to the entirety of the work, the more
likely this factor will weigh against them.
283
This is mere guidance at
best and does not apply in every context.
284
For example, copying an en-
tire work can be acceptable in some instances, such as critique, com-
ment, or parody.
285
In many instances, a Let’s Play will cover the entirety of a game,
from start to finish.
286
There are two primary reasons for this: first, a
goal of Let’s Plays is to mimic playing alongside a friend as if one were
there playing with them.
287
To realistically replicate that feeling, viewers
want to be able to see everything the player does within the game.
288
Second, viewers develop a sense of investment in the plots and game-
play they watch.
289
While these are valid reasons for the content creator
and audience, it is more likely that the general guiding principle will ap-
ply here.
290
Let’s Plays are not really critique, comment, or parody
they are simply entertainment at their core.
291
If a content creator were to
use the entirety of a video game for their Lets Play, this factor would
likely be weighed against them.
292
278. § 107.
279. Benjamin Reiser, Note, Anything You Can Use, I Can Use Better: Examining the Con-
tours of Fair Use as an Affirmative Defense for Theatre Artists, Creators, and Producers, 30
FORDHAM INTELL. PROP., MEDIA & ENT. L.J. 873, 930 (2020).
280. See id. (internal quotations omitted).
281. Crews, supra note 224.
282. Id.
283. Copyright and Fair Use, supra note 244.
284. See Crews, supra note 224.
285. Id.
286. See, e.g., Markiplier, supra note 48.
287. See Hagen, supra note 100, at 252.
288. See id.
289. See Postel, supra note 49, at 1173-74.
290. See Copyright and Fair Use, supra note 244; see also Postel, supra note 46, at 1173-74.
291. Duffy, supra note 246.
292. See Copyright and Fair Use, supra note 244.
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D. Mass Effect: Analyzing the Cumulative Impact on the Market
The fourth factor in the fair use analysis concerns the effect of the
use [on] the potential market.
293
If the use adversely affects the market
for the copyrighted work, then it is less likely to be considered fair
use.
294
Courts often consider this to be one of the two most important
factors in the analysis.
295
When considering this factor, courts focus
heavily on how the market value of the original work is or will be affect-
ed.
296
The concern here is primarily economic harm.
297
This factor will
usually weigh against a user if, in the aggregate, uses like the one in
question would have a substantially adverse impact on the potential
market for the work.
298
In reality, this factor is deeply tied with the first
factor, which considers whether the use “supplants or substitutes for the
copyrighted work.
299
For example, if a use supplants the original work,
then the market for that original is adversely affected.
300
When “the in-
fringers target audience and the nature of the infringing content [are]
the same as the original,” and the copyrighted work suffers economic
harm as a result, an impermissible market supplantation has occurred.
301
Because there are diverse genres of video games, market effects
will vary greatly across game types.
302
Therefore, it is incredibly arduous
to make generalized statements about whether the market effects of a
Let’s Play will be categorically adverse or not.
303
Instead, this needs to
be approached on a case-by-case basis.
304
For example, some video
games offer “linear” experiences.
305
This includes a single route to a
predetermined outcome, and thus all playthroughs and events are
293. 17 U.S.C. § 107; see also Reiser, supra note 279, at 885 (“For years after the 1976 codifi-
cation of 17 U.S.C. § 107, courts widely regarded the fourth statutory factorthe effect of a use on
the marketto be undoubtedly the single most important element of fair use.”) (internal quotations
omitted).
294. Copyright and Fair Use, supra note 244.
295. Id.
296. Id.
297. Id.
298. Id.
299. Copyright and Fair Use, supra note 244.
300. Id.
301. Cariou v. Prince, 714 F.3d 694, 709 (2d Cir. 2013); see also Copyright and Fair Use, su-
pra note 244.
302. Stim, supra note 168; 17 U.S.C. § 107.
303. Stim, supra note 168.
304. U.S. Copyright Office Fair Use Index, supra note 38.
305. Soham De, Whats the Difference Between Linear and Nonlinear Video Games?, MAKE
USE OF (Dec. 13, 2021), https://www.makeuseof.com/linear-non-linear-video-game-differences
[https://perma.cc/CR3K-JG2Z] (“A linear game is one that focuses on guiding the player through a
set path, with largely similar gameplay.”).
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essentially the same.
306
One notable example of a linear game experience
is Super Mario Bros.
307
On the other hand, there are video games with
endless replayability,
308
where no playthrough is the same.
309
Each
non-linear gameplay experience is unique.
310
Some well-known exam-
ples of non-linear games are Tetris,
311
Fortnite,
312
and Minecraft.
313
In
reality, games will fall on a spectrum between these experience types.
314
Games with greater replayability will ultimately be affected less
negatively by the use.
315
Watching another individual play will not de-
tract from the desire to play the game on ones own.
316
The opposite is
true of linear games.
317
Once an individual watches the game from start
to finish, there is nothing particularly new to experience by playing the
game on their own.
318
Therefore, there is a real possibility that viewers
of a Let’s Play featuring a linear game will be less likely to purchase that
game.
319
This would ultimately supplant that game, thus adversely af-
fecting its potential market.
320
However, there is also the strong and
306. Id.
307. Joshua Vu, The Success of the Narrative of Super Mario Bros., NARRATIVES IN VIDEO
GAMES & FILM, https://perma.cc/D5FC-975A (last visited Apr. 15, 2024).
308. John Spacey, What Is Replay Value?, SIMPLICABLE, https://simplicable.com/IT/replay-
value [https://perma.cc/UUP2-73K4] (July 26, 2023) (defining replay value as “the number of times
a game can be played before it becomes tiresome”). To state it more technically, it is the appeal and
capability of a game to be played again after its first completion. See id. The question of replayabil-
ity usually rests on how entertaining the game continues to be after that initial completion, and
whether the game draws players back to continue engaging with it. See id. It also includes whether
or not a game can truly be “completed” at all. See id.
309. See De, supra note 305; see also Spacey, supra note 308.
310. See De, supra note 305; see also Spacey, supra note 308.
311. See, e.g., About Tetris, supra note 273.
312. Fortnite, EPIC GAMES, https://store.epicgames.com/en-US/p/fortnite
[https://perma.cc/P7MH-VFRV] (last visited Apr. 15, 2024).
313. Anastasia Maillot & Gabrielle Huston, Minecraft Complete Guide and Walkthrough,
T
HEGAMER, https://www.thegamer.com/minecraft-complete-guide-walkthrough
[https://perma.cc/5R8P-PFT2] (July 16, 2023).
314. De, supra note 305; see Vu, supra note 307 (providing an example of the linear end of the
spectrum); About Tetris, supra note 273 (providing an example of a game that resides at the oppo-
site end of the spectrum).
315. See Chen, supra note 15, at 700-01 (“[G]ames that are more expansiveor have better
replayability, such as sandbox games, might benefit economically from the Lets Play communi-
ty.”).
316. Id. at 698, 700-01.
317. See Patrick Klepek, Not Every Developer Is Convinced Lets Play Videos Are a Good
Thing, K
OTAKU (Mar. 25, 2016), https://kotaku.com/not-every-developer-is-convinced-let-s-play-
videos-are-1766985440 [https://perma.cc/P9QD-5X64].
318. Puddington, supra note 146, at 430 (“A lengthy Lets Play series spanning multiple
playthroughs or covering several available endings to a particular game may take such a substantial
portion of the work as to negatively impact the potential market for or value of the copyrighted
work,leaving potential purchasers with little remaining game content to explore on their own.”).
319. See, e.g., Carey, supra note 142.
320. Copyright and Fair Use, supra note 244; 17 U.S.C. § 107.
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popular argument that a Let’s Play can work to advertise and promote a
game.
321
Game developers openly admit that being featured by content
creators is currently the cheapest and easiest way to market a game.
322
For example, small developers reaching the audience of a large Let’s
Play channel would gain a monumental boon.
323
Ultimately, it is impos-
sible to make a general determination on which party this factor would
weigh in favor of without considering case-specific facts.
324
E. The Bug in the System
Many Let’s Play content creators believe that their work is covered
under fair use, but this is probably not true.
325
Courts currently refuse to
address whether or not Let’s Plays constitute copyright infringement, but
it is a question that will come knocking sooner or later.
326
When the time
comes, content creators will not have the legal means to protect their
work.
327
The fair use doctrine has failed to adapt to the era of the inter-
net, and thus cannot be relied upon.
328
Until adaptations occur, content
creators and developers alike need and deserve other means to safeguard
the products of their labor.
329
IV.
REWRITING THE CODE: IMPLEMENTING A BLANKET LICENSING
SYSTEM TO ADDRESS CURRENT COPYRIGHT PITFALLS
Subpart A discusses the context of this Note’s proposed solution.
330
Subpart B addresses the solution itselfincorporating a blanket licens-
ing system into platforms like YouTube.
331
Subpart C discusses potential
counterarguments to this Notes solution.
332
A. Who Is the Final Boss?
This Note neither argues that Let’s Players should have free reign
to use whatever copyrighted material they see fit for their channel
321. Brusa, supra note 35, at 260.
322. See Pearce, supra note 161.
323. See Shaver, supra note 158.
324. § 107; U.S. Copyright Office Fair Use Index, supra note 38.
325. See Zoia, supra note 17; see also supra Part III.A–C.
326. Epic Games, Inc. v. Mendes, No. 3:17-cv-06223-LB, 2018 U.S. Dist. LEXIS 98719, at
*22 (N.D. Cal. June 12, 2018).
327. See Zoia, supra note 17; see also supra Part III.A–C.
328. See Davis, supra note 43, at 149, 151-52, 161-63.
329. Narayanan, supra note 3.
330. See infra Part IV.A.
331. See infra Part IV.B.
332. See infra Part IV.C.
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without repercussion, nor that fair use would include Let’s Plays.
333
Vid-
eo game developers invest incredible amounts of resources into their
projects, whether it be time, labor, or money.
334
As such, their work mer-
its protection.
335
This Note acknowledges that while Let’s Play videos do
use copyrighted material, they usually embody the labor and effort of
their creator as well.
336
In a developing world where large digital plat-
forms immediately side with copyright holders, content creators deserve
additional tools to help them protect their own work.
337
To find this tool,
we must stop pitting game developers against content creators.
338
In-
stead, we should shift our attention to the party that always wins the
game: the content platforms.
339
Protected by safe harbor rules, and reap-
ing the benefits of Let’s Play monetization, platforms like YouTube
have long enjoyed the middle ground between these two feuding fac-
tions.
340
To create a truly beneficial and symbiotic relationship between
Let’s Players and game developersthat offers protection to both
YouTube must be pushed to broker that peace.
341
B. The Blanket License
This Note proposes the adoption of a blanket licensing system for
platforms like YouTube, which deal significantly with video game con-
tent.
342
Instead of signing content creators on an individual basis, game
developers can grant platforms like YouTube general access to their
333. See infra Part IV.B.
334. How Much Does It Cost to Make a Game?, AUROCH DIGIT. (Aug. 24, 2021),
https://www.aurochdigital.com/blog/2021/8/19/how-much-does-it-cost-to-make-a-game
[https://perma.cc/7CFC-H7L5] (“The lower $50k amount is the total cost for a solo developer, on
average, to work for a year on a game . . . . When it comes to AAA game development you are gen-
erally talking in the tens of millions of dollars. Most AAA games are made by teams of a few hun-
dred people working for two or more years.”).
335. See Klepek, supra note 317 (“We did not intend to make copyright claims or to force any-
one to take down their videos . . . . [W]e simply intended for Jon [who composed the score of That
Dragon, Cancer] to be able to draw some income from the original soundtrack to our game that he
poured his heart into.”). Without certain protections, the individuals behind video games cannot
reap the benefits of their hard work. Id.
336. Narayanan, supra note 3.
337. See Alexander, supra note 6.
338. See Pearce, supra note 161; see also Klepek, supra note 317.
339. Viacom Intl, Inc. v. YouTube, Inc., 940 F. Supp. 2d 110, 123 (S.D.N.Y. 2013); see Mar-
fo, supra note 118, at 469.
340. Viacom Intl, Inc., 940 F. Supp. 2d at 123 (holding that YouTube is protected by DMCA
safe harbors); see Marfo, supra note 118, at 469 (“YouTube profited from hosting the popular con-
tent on their domain . . . .”).
341. See infra Part IV.B.
342. Brouwer, supra note 119 (estimating that about fifteen percent of all videos on YouTube
concern video games or contain video game content).
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intellectual property for a fee.
343
Blanket licensing would simply be the
most efficient way to grant content creators access to as many game ti-
tles as possible.
344
The licensing fee would come straight from the reve-
nue derived from the monetized video.
345
However, the cost of the fee
would be shared between both YouTube and the content creator.
346
The
financial burden for the blanket license should not be placed entirely on
individual creators while YouTube continues to make unencumbered
profits.
347
The fee itself would be tied to a progressive rate system: vide-
os that attract more viewership and thus generate more revenue will fall
into a higher fee bracket.
348
Alternatively, videos with low viewership
will fall into a lower fee bracket.
349
Incorporating a progressive fee sys-
tem allows for smaller channels to enjoy the benefits of the blanket li-
cense without being required to pay the same fee as a YouTuber who,
for example, earns millions of dollars from their videos each year.
350
This blanket licensing system allows all three parties to simultane-
ously benefit.
351
First, content creators can continue to monetize their
videos while also receiving legal protection they are not currently of-
fered by fair use.
352
Furthermore, under the blanket license, game devel-
opers would be barred from attempting to claim all advertising revenue
from content that features their games, essentially preventing the de-
monetization of the Let’s Player.
353
This system, of course, also benefits
343. See Common Licensing Terms Defined, ASCAP, https://www.ascap.com/help/ascap-
licensing/licensing-terms-defined [https://perma.cc/DU62-EC2U] (last visited Apr. 15, 2024). A
blanket license would provide access to a developers library of work during the term of a license
for a single fee, like how some parts of the music industry already operate. Id.
344. See Liam Duncan, What Is a Blanket License, and How Does It Work with ASCAP, BMI,
SESAC, and PRS?, M
USIC INDUS. HOW TO, https://www.musicindustryhowto.com/what-is-a-
blanket-license-and-how-does-it-work-with-ascap-bmi-sesac-and-prs [https://perma.cc/YXF9-
DANL] (Dec. 29, 2020). Blanket licenses are already an incredibly efficient method of issuing li-
censes to businesses that have many copyrighted works. Id.
345. Martin, supra note 128.
346. Id. The cost would be taken from the advertising revenue but split equally between
YouTube and the content creator. Id.
347. See Marfo, supra note 118, at 469 (“YouTube profited from hosting the popular content
on their domain.”).
348. See Progressive Fee Structure, ORG. BIOLOGICAL FIELD STATION, https://perma.cc/XP74-
X5AY (last visited Apr. 15, 2024) (showing an example of a progressive fee structure).
349. See id.
350. See id. (“The progressive dues structure allows smaller or less-resourced field stations to
join at a lower-than-current rate without compromising OBFS operational revenue.”); Zoia, supra
note 17.
351. See Greg Lastowka, All Your Nintendo Lets Plays Are Belong to Nintendo? [sic], GAME
DEV. (May 17, 2013), https://www.gamedeveloper.com/business/all-your-nintendo-let-s-plays-are-
belong-to-nintendo- [https://perma.cc/B222-9AWE]; see also Gerrard, supra note 118 (showing
how Let’s Players currently benefit); see also Klepek, supra note 317.
352. Gerrard, supra note 118; see supra Part III.E.
353. See Kent, supra note 151.
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game developers, who currently feel scorned by the Let’s Play commu-
nity.
354
They would derive just compensation for videos that feature their
copyrighted content and would continue to also receive “eas[y] [and]
cheap[]advertising.
355
Finally, YouTube can continue to reap the bene-
fits that it already has, the caveat being that some of its profits would go
to the licensing fee.
356
However, there is also another added benefit for
YouTube.
357
If YouTube were able to negotiate a blanket license with
several developers, and essentially offer content creators a more secure
way to use copyrighted material, this would give them an advantage over
their competitors.
358
Content creators would most likely be attracted to
the opportunity to safely use copyrighted material, and would thus post
their videos on YouTube as opposed to rival content platforms like
Twitch.
359
The current system allows YouTube to exploit the conflict between
game developers and Let’s Players.
360
Game developers feel as though
they cannot protect their work, fearing that any copyright infringement
claims against content creators will garner intense backlash.
361
Content
creators feel as though they cannot protect their work, as YouTubes
Content ID system actively works against them and discourages ap-
peals.
362
In the middle of it all, YouTube is profiting.
363
By pushing plat-
forms like YouTube into adopting blanket licenses, both parties can
safeguard the products of their labor.
364
This, however, is more of a re-
medial solution to the larger issue at hand: fair use needs to adapt for
digital purposes.
365
C. Counter-Strike: Addressing Potential Counterarguments
One counterargument is that the fair use doctrine was created with
flexibility in mind, and so it is already suited to adapt to new media
354. See Carey, supra note 142; see also Klepek, supra note 317.
355. Pearce, supra note 161; see also Carey, supra note 142; Klepek, supra note 317.
356. See Marfo, supra note 118, at 469.
357. See Tim Peterson, Twitch, Facebook, YouTube and Mixer Fight Talent Wars for Top
Gamers, D
IGIDAY (Dec. 11, 2019), https://digiday.com/future-of-tv/twitch-facebook-youtube-
mixer-fight-talent-wars-top-gamers [https://perma.cc/GB99-D6WR]. The blanket license system
will give YouTube an edge in the talent war for gamers. See id.
358. See id. (showing a need for content platforms to offer benefits to content creators).
359. See id.
360. Lastowka, supra note 351.
361. See Chalk, supra note 22; see also Kent, supra note 151 (stating that Nintendo faced in-
tense backlash and criticism for trying to assert its rights over its intellectual property).
362. Trendacosta, supra note 5.
363. Marfo, supra note 118, at 469.
364. See Gerrard, supra note 118; see also Carey, supra note 142; Klepek, supra note 317.
365. See Davis, supra note 43, at 132.
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forms.
366
However, this has already been disproven.
367
As it stands, no
legal test exists for determining whether something is a “copy” for copy-
right infringement and fair use purposes.
368
To analyze why this presents
an issue in an internet-centric era, consider how data is transmitted over
the internet.
369
During the transfer, a computer will make a temporary
copy of each piece of data; this has opened the door to the argument that
every work transmitted via the internet is copied and infringed through-
out the entire process.
370
However, common sense assures us this is not
the case, and Congress agrees.
371
Recognizing the need for some change,
Congress passed legislation as part of the DMCA, granting copyright in-
fringement exemptions to service providers that ultimately transmitted
the copyrighted data.
372
This shows that even Congress has recognized
that current copyright and fair use laws need an overhaul to meet today’s
needs, and it is time to continue taking those steps.
373
Another counterargument is that game developers will refuse to en-
gage in blanket licensing, as they already dislike the general concept of
Let’s Plays.
374
This Notes response is that game developers will likely
welcome any new and amenable alternative to their current situation.
375
From their perspective, they are now choosing between two evils: either
endure the Let’s Play community and suffer the purported financial loss-
es, or file copyright claims and suffer immense community backlash.
376
If a third option were to become availableone in which they can derive
revenue and assert their copyrightsit would seem very desirable to
game developers.
377
Furthermore, many game developers dislike Let’s
Plays because of the current system.
378
If a blanket licensing agreement
366. Crews, supra note 224.
367. Davis, supra note 43, at 133-34.
368. 17 U.S.C. § 101 (offering no legal test); id. § 102 note (Fixation in Tangible Form) (“The
definition[] of [copy] in section 101, together with [its] usage in section 102 and throughout the bill,
reflect a fundamental distinction between the original workwhich is the product of authorship
and the multitude of material objects in which it can be embodied.”).
369. Davis, supra note 43, at 133-34.
370. See id.
371. See id.
372. See id. at 165.
373. See id. at 132.
374. Nicholas Ribaudo, YouTube, Video Games, and Fair Use: Nintendos Copyright In-
fringement Battle with YouTubes “Lets Plays” and Its Potential Chilling Effects, 6 B
ERKELEY J.
ENT. & SPORTS L. 114, 134 (2017).
375. See Chalk, supra note 22; see also Kent, supra note 151 (showing that developers current-
ly suffer backlash and criticism when asserting their intellectual property rights).
376. See Chalk, supra note 22; see also Kent, supra note 151.
377. See supra Part IV.B; see also Pearce, supra note 161; Chalk, supra note 22; Kent, supra
note 151.
378. See Pearce, supra note 161; see also Kent, supra note 151.
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2024] THE QUEST TO QUELL THE LET’S PLAY CONTROVERSY 751
were implemented, this would alleviate many of the frustrations that de-
velopers hold against content creators.
379
V.
CONCLUSION
Ultimately, the fair use doctrine is not currently equipped to handle
new forms of media like Let’s Plays.
380
To ensure that content creators
and game developers are still afforded some legal certainty and protec-
tion, measures outside of the fair use doctrine must be taken.
381
An effi-
cient method, for the time being, is a blanket license, which can protect
and benefit all parties involved.
382
Gina Aliberti*
379. See supra Part IV.B.
380. See supra Part III.
381. See supra Part III.E.
382. See supra Part IV.
* J.D. Candidate, 2024, Maurice A. Deane School of Law at Hofstra University; B.A., cum
laude, Philosophy, Politics and Law and Classical Near Eastern Studies, 2020, Binghamton Univer-
sity. I would like to thank everyone in my life who helped bring this Note to life, especially my
partner, Conor Winne. Without your wit and words of encouragement, Im not sure I would have
made it this far . . . if at all! Truly, this Note has been a labor of love, but I did not do it alone. I
would also like to thank those on the Hofstra Law Review for their work and support, including the
Managing Board, as well as Dennis Lind, Robert Saylor, Patricia Bober, and Jason Egielski. To my
parents and brothers, who have never doubted a single step Ive taken along the way, I hope this
reaffirms your unwavering faith in me.
35
Aliberti: The Quest to Quell the Let's Play Controversy: A Strategy Guide o
Published by Scholarship @ Hofstra Law, 2024