Esports licensing.
Video games are not only the result of “new” original content but may also include pre-existing content such as music, famous comic book characters, or even elements from movies that are licensed for inclusion. Examples include Blur’s Song 2, which became iconic in the FIFA EA Sports game launched in 1998, and the recent announcement of LEGO Batman: Legacy of the Dark Knight, a partnership between LEGO, Warner Bros., and TT Games Publishing.
Licenses for community tournaments and professional leagues
Small-scale and community tournament organizers must secure appropriate licenses from game publishers. Many publishers provide standardized agreements for non-commercial events, with specific guidelines on entry fees, prize pools, and sponsorship limitations.
For professional esports leagues, more comprehensive licensing agreements are required. These cover key areas such as broadcasting rights, commercial exploitation, and revenue sharing. They often include exclusivity clauses, territorial restrictions, and terms for using game elements in promotional materials. Some publishers maintain strict control over professional competitions, often organizing top-tier events themselves. Even in these cases, separate licenses may still be required for elements like broadcasting and monetization, though their complexity may be reduced.
Video Games are protected through a combination of different IP rights. With esports activities the growing, professional players, event organizers, sponsors and fans are engaged in an activity that relies on the use of IP rights from video game publishers. These guidelines will help tournament organizes to understand the IP rights related to the uses of video games in esports and provide a step-by-step guide on how to obtain all the necessary rights in order to undertake the tournament and to develop business models in this sector.
WIPO guidelines for esports tournament organizers
Licenses for community tournaments and professional leagues
Small-scale and community tournament organizers must secure appropriate licenses from game publishers. Many publishers provide standardized agreements for non-commercial events, with specific guidelines on entry fees, prize pools, and sponsorship limitations.
For professional esports leagues, more comprehensive licensing agreements are required. These cover key areas such as broadcasting rights, commercial exploitation, and revenue sharing. They often include exclusivity clauses, territorial restrictions, and terms for using game elements in promotional materials. Some publishers maintain strict control over professional competitions, often organizing top-tier events themselves. Even in these cases, separate licenses may still be required for elements like broadcasting and monetization, though their complexity may be reduced.
Video Games are protected through a combination of different IP rights. With esports activities the growing, professional players, event organizers, sponsors and fans are engaged in an activity that relies on the use of IP rights from video game publishers. These guidelines will help tournament organizes to understand the IP rights related to the uses of video games in esports and provide a step-by-step guide on how to obtain all the necessary rights in order to undertake the tournament and to develop business models in this sector.
WIPO guidelines for esports tournament organizers

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