Lawyer in eSports and gaming industry - course RUB 30,430. from Moscow Digital School, training 1.5 months, date March 10, 2023.
Miscellaneous / / December 06, 2023
The numbers don't lie! Esports is currently the fastest growing industry in the entertainment industry. More than $150 billion is global revenue from eSports (according to PwC). And in 2022, according to experts, it will more than double. In addition, eSports is one of the leading business areas in investing. Companies such as MTS, VK, MegaFon are already investing huge amounts of money in the industry.
Players and brands present in the market are in dire need of specialists who will represent their interests. A gaming lawyer is a specialist who is essential to the gaming industry.
Company lawyers
Does your company work with games and e-sports? Become an indispensable employee, a true expert in the field of e-sports and game creation.
Legal and consulting companies
Game development companies often use consultants in their work. Many brands have successfully used esports to promote their products, and are increasingly seeking legal advice to protect their interests.
Leaders and project managers in eSports
Find out all the legal intricacies of the gaming and esports industry, taxation, how to avoid getting sanctioned by regulatory authorities and much more.
For students
Gain knowledge in one of the most promising areas of jurisprudence and build a successful career. Take care of your future in advance.
He began his career in 2006 at the Moscow office of adidas, where he was responsible for sports marketing and relations with key clubs, federations and athletes.
From 2008 to 2012, he worked in the Kontinental Hockey League, where he was involved in developing the commercial potential of the KHL in the field of merchandising, online trading and ticket sales.
From 2012 to 2015, Roman worked at the leading international sports marketing holding company CSM, participating in the development and implementation corporate hospitality programs at the Olympic Games in Sochi, the 2014 FIFA World Cup in Brazil, the Formula Grand Prix 1.
In the 2015/2016 season. - Marketing Director of HC Spartak (Moscow).
From 2016 to 2020, he worked as the general manager of Virtus.pro, the oldest and one of the largest esports clubs in the CIS.
From 2020 to 2021 - General Director of the Accord Pitch agency (Doha, Qatar).
Since 2021 General Director of Nedvex Resort.
Doctor of Law, Head of the Department of Theory and History of State and Law, Faculty of Law, St. Petersburg State University, Advisor to the practice of intellectual property, information technology and telecommunications of an international law firm Dentons
Vladislav Arkhipov is an advisor to Dentons’ Russian practice in the field of intellectual property, information technology and telecommunications. Vladislav specializes in issues of personal data protection, legal regulation of relations on the Internet (including regulatory obligations and site blocking), legal restrictions on content/information and age ratings, copyright in the digital environment, as well as on the legal aspects of e-sports, with special attention to the legal regulation of the industry computer games. Since 2007, Vladislav has been advising Russian and foreign clients on a wide range of issues, including intellectual property issues and information law. He has significant experience in analyzing and resolving controversial situations related to content restrictions and assigning age ratings, releasing video games on Russian market, structuring relations in the field of eSports, including the development of legal strategies taking into account client requirements in non-standard situations. In addition, Vladislav has successfully represented clients in a number of disputes between users and Internet companies on national level, as well as in disputes on general intellectual property issues in the Intellectual Property Court rights. Vladislav (together with Viktor Naumov) is the author of the “Robotics Law”, developed by Dentons for Grishin Robotics in 2016.
As an associate professor at St. Petersburg State University, Vladislav lectures on legal regulation of relations on the Internet at the Faculty of Law, issues of law in digital era. He is also involved in a number of research projects related to intellectual property, Internet regulation, and legal issues in virtual worlds and online games. Vladislav also acts as a scientific director of a student discussion club and a trainer for preparing for gaming trials in the field of intellectual property.
In addition, Vladislav is the author of more than 40 scientific and scientific-practical works (original articles and translations, accompanied by comments) on legal theory, legal regulation of the Internet, legal aspects of the video game industry, intellectual property and legal aspects robotics.
From 2014 to 2017, she worked as an IP&IT lawyer at ABBYY, an international software developer. She was involved in managing the company's IP portfolio, implementing processes for registering intellectual property, developing distribution and licensing schemes for products.
In 2017, she joined the largest esports holding in the CIS, ESFORCE, and was involved in structuring the ownership of IP assets, preparation of the international business line for the transaction, as a result of which VK acquired 100% of the holding, and its subsequent integration into VK structure.
At VK, she headed the direction of legal support for the gaming and e-sports business of MRG, including game studios, the My platform. Games, MRG Ventures projects, esports platform and gaming services.
Specializes in intellectual property support in the field of software development and operation of software products. Among the successful projects: development and implementation of a process for agreeing and accounting for the use of third-party technologies when software development, launch of the gaming platform My. Games, integration of Whalekit studio, development of IP asset ownership structure ESFORCE.
Ksenia's scientific interests include the use of intellectual property and the disposal of exclusive rights, the protection of computer programs and databases.
Module 1. Games VS eSports
Differences between eSports and gaming
Industry trends and issues
Relationships of the club with players, leagues, rights holders
Module 2. The place of video games in the system of objects of copyright and patent law
Literary works, computer programs, know-how, complex objects, composite works, etc.
Objects that are not protected in games as objects of copyright: rules, ideas, concepts (with examples), publishing and studio-publisher relations, negotiations with publishers/distributors
Module 3. Game development (part 1)
Creation and protection of intellectual property objects
Service works
Creation of results of intellectual activity (RIA) as part of the execution of work
State registration of software
Register of domestic software
Open Source software
Module 4. Game development (part 2)
Porting games
Features of rights when creating board games from video games and vice versa
Reverse engineering of games, adaptation and porting, unauthorized modification of games (creation of mods), sale of mods, cheat bots
Module 5. Protection of game assets
Security and protection of gaming assets and trademarks
Challenging violations in the AppStore and Google Play
Analysis of Russian and foreign judicial and law enforcement practice
Module 6. Use of third party IP assets in games
Licensing of musical accompaniment and other third party objects (texts, design)
Permissible use volumes, fair use and other exceptions
Analysis of Russian and foreign legal cases, cases of images of weapons, tattoos, images of athletes in Fifa, NBA and others
Module 7. In-Game Values
Approaches to determining the legal regime, relationship with the user agreement, the possibility of commercialization, Russian and foreign judicial practice
Module 8. Streaming
Game streams from a legal perspective
Regulation of publishers, tournament broadcasts
Content licensing agreements
Information intermediaries, gaming platforms/marketplaces as information intermediaries (Steam and others): limits of their liability
Module 9. Public legal regulation of games: censorship, age ratings
Legal regime of age labeling
Limitations of child protection legislation
State bans
Module 10. Gaming and gambling
Ratio of gambling and video games
Gambling mechanics in video games
Online casinos, online poker, lootbox: Russian and foreign judicial practice
Module 11. Preparing a game development studio for Fundraising (donation collection)
Due diligence
Features of deal structuring
Sale of shares VS sale of assets
Peculiarities of drafting transaction agreements
Module 12. Taxes
Taxation on the sale of games and game items
Peculiarities of paying VAT on electronic services in the Russian Federation and Europe (one stop shop regime)
DST Introduction
Module 13. Personal data in games
Requirements of 152-FZ in the context of player PD (necessary policies, localization)
General Data Protection Regulation (GDPR): applicability, requirements, California Consumer Privacy Act (CCPA)
Module 14. eSports Law
Peculiarities of regulation of contracts with players and e-sports leagues
Official sport status
ABOUT
Oleg A.
03.11.2021 G.
I was a pioneer in the course "Lawyer in the eSports and Gaming Industry". I liked the course, I learned over a lot. Moreover, he killed two birds with one stone: he repeated the intellectual property rights and gained new knowledge about e-sports, games and the industry as a whole. What I liked: 1. lectures are held exclusively in the evening, when quite often you can attend classes; 2. if you weren't present at...