IP Free-ridingCopyright InfringementUnfair CompetitionPeople's Courts Case Database

Inclusion in the Case Database: Are Anti-Infringement "Disguises" for Game IP Free-riding Effective?

入库案例:游戏蹭IP的防侵权“障眼法”无效?

January 7, 2026
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Summary

This case illustrates that attempts by game developers to avoid infringement findings through aliases or superficial alterations are ineffective where the core expressive elements of a well-known IP are substantially reproduced. The judgment clarifies the boundary between ideas and protected expression, emphasizing that adaptation infringement depends on substantial similarity in original expression rather than changes in medium. While isolated borrowing of abstract elements may fall outside copyright infringement, bad-faith exploitation of another’s reputation may still trigger liability under unfair competition law. The case provides important guidance for game developers on IP adaptation risks and compliance boundaries.

People’s Court Case Database Inclusion No.: 2023-09-2-158-024

Case:
Certain Publishing Co., Ltd., et al. v. Beijing Certain Network Technology Co., Ltd., et al.
Judicial Reasoning and Analytical Framework for Determining Adaptation Through the Use of Elements from Others’ Works


Basic Facts of the Case

Plaintiff I, a certain publishing company, is the exclusive holder within mainland China of all exclusive exploitation rights in The Jin Yong Collection—which includes The Legend of the Condor Heroes, The Return of the Condor Heroes, The Heaven Sword and Dragon Saber, and The Smiling, Proud Wanderer (collectively, the Works at Issue)—except for the right to publish and distribute simplified Chinese book editions.

Plaintiff II, a certain software company, acquired by assignment the exclusive right, within a specific territory and for a specific period, to adapt the Works at Issue into mobile terminal game software, as well as the exclusive authorization for the commercial development of the adapted game software.

Defendant I, a certain network company, developed a card-based mobile game, while Defendant II, a certain technology company, and Defendant III, a certain technical company, were responsible for operating the game. The game made extensive use of elements corresponding to the original works, including characters, martial arts skills, formations, and scenes.

The plaintiffs alleged that the defendants, without authorization, adapted the Works at Issue and used them for commercial operation, thereby constituting copyright infringement and unfair competition. They requested that the court order the defendants to cease infringement, issue a public apology, eliminate adverse effects, compensate economic losses of RMB 100 million, and reimburse reasonable enforcement costs of more than RMB 310,000.


Highlights of the Judgment

I. Whether the Game Infringed the Adaptation Right in the Novels at Issue

The court of first instance held that the game did not use the core expression of any single novel, nor did the proportion of expression from any individual novel reach a level sufficient to establish correspondence as a whole. Accordingly, the court found that the game did not infringe the plaintiffs’ adaptation rights.

The court of second instance, however, held that:

  1. The game used specific, original expressions from the novels, including characters and plot elements, through selective and combinational use, rather than isolated elements.

  2. The game merely transformed the expression of the novels into a card-game format, without forming a new expression detached from the original works, thereby constituting an adaptation.

  3. The use of the core elements of the novels was sufficient to allow players to obtain an experience akin to reading or appreciating the original novels, thereby impairing the plaintiffs’ commercial realization of their game adaptation rights.

Accordingly, the second-instance court ultimately held that the game infringed the adaptation rights enjoyed by the plaintiffs, corrected the first-instance judgment, and further clarified that the Anti-Unfair Competition Law should not be applied repeatedly to evaluate the same conduct. On this basis, it held that the use of similar content in the game did not separately constitute unfair competition.


II. Determination of Damages Liability

Pursuant to Article 54 of the Copyright Law, damages for copyright infringement shall be determined, in descending order of priority, by the rights holder’s actual losses, the infringer’s illegal gains, or statutory damages. Given the intangible nature of copyright, however, infringement losses are often difficult to quantify precisely. Where actual losses or illegal gains cannot be accurately calculated, courts may exercise discretion based on the evidence on record, and the awarded amount may exceed the statutory upper limit.

In this case, the evidence submitted by the plaintiffs was insufficient to precisely calculate either their actual losses or the defendants’ illegal gains, and thus their claim for full compensation was not fully supported.

The first-instance court had determined damages by reference to twice the RMB 8 million licensing fee paid by the rights holder for relevant authorization. The second-instance court held that such a method lacked a clear legal basis and that it was inappropriate to equate a three-year licensing fee with the total losses caused by the infringement.

Nevertheless, after comprehensively considering all evidence, the second-instance court upheld the damages amount determined at first instance, based on the following factors:

  1. During the infringement period, the defendants’ operating profits from the game exceeded RMB 170 million. Even under conservative estimation, the portion attributable to the novels would far exceed tens of millions of RMB.

  2. The licensing fee paid by the rights holder had reference value in reflecting the market value of the works.

  3. The court further considered the extremely high notoriety and market value of the novels, the defendants’ obvious subjective fault, the nature and duration of the infringement, and the reasonable costs incurred by the plaintiffs in enforcing their rights.


Insights from the Case

I. Free-Riding on IP: Using Aliases Does Not Eliminate Infringement Risks

In practice, some games attempt to avoid infringement findings by using aliases or homophonic names. Such approaches do not eliminate infringement risks. In this case, nicknames such as “Hero Guo,” “Rong’er,” “Guo’er,” “Long’er,” or “Prince of Jin,” as well as homophonic names such as “Yang Tiexin” and “Guo Xiaotian,” were not the original character names, yet their referential relationship to the corresponding characters was clear.

Judicial practice confirms that where a large number of game character names correspond to characters in the original work, or where a unique association can be formed in conjunction with plotlines or character descriptions, the standard of substantial similarity is satisfied. This reasoning applies equally to adaptations of film and television works. Even where developers deliberately avoid using identical character names, infringement or unfair competition may still be found if character images, classic lines, or skill settings closely correspond to the original works.


**II. The Boundary of “Inspiration”:

Non-Infringement? Infringement of Adaptation Rights? Or Unfair Competition?**

In cultural and creative industries, defining the boundary between lawful inspiration and infringing use is central to balancing creative freedom and intellectual property protection. This boundary is delineated by the idea–expression dichotomy under copyright law.

First, original “expression” is not limited to textual wording but may reside in the structural arrangement and organic combination of work elements. In narrative works such as novels and scripts, expression may encompass a specific story system formed through the dynamic interaction of character settings, relationships, key plot points, and distinctive objects. When such elements are sufficiently concrete and arranged through the author’s unique choices and judgment, they transcend abstract ideas and become protected expression.

In this case, the second-instance court emphasized that while story themes and abstract character relationships fall within the realm of “ideas,” specific plot developments and concretized character relationships may constitute protected expression once they reach sufficient specificity. The court held that creative elements such as structure, plot, and character design, where they reflect original selection, arrangement, and design, are protected under copyright law.

Second, the essence of “adaptation” lies not in changing the medium of expression, but in the reproduction of substantially similar original expression. Adaptation involves creating a new form while retaining the core expressive elements of the original work. Even where a work is presented in a completely different medium—such as adapting a novel into a game—adaptation infringement may be found if the combination of characters, plots, and relationships remains highly consistent, allowing audiences to perceive a continuous creative lineage.

In this case, the court found that the game recreated specific relationships between characters and martial arts through card-combination mechanics, enabling players to partially experience the original plot and character dynamics. This constituted a substantially similar reproduction of protected expression and therefore an infringing adaptation.

Conversely, where the use of elements is isolated or fragmentary, without touching the expressive core of the original work, copyright infringement may not be established. The law does not prohibit drawing inspiration from the public cultural domain or using abstract ideas, basic facts, or common elements. However, even where copyright infringement is not found, such conduct may still constitute unfair competition if it involves bad-faith free-riding on the reputation of a well-known work and is likely to cause public confusion.

中文原文

人民法院案例库入库编号2023-09-2-158-024

某出版有限公司等诉北京某网络科技股份有限公司等侵害著作权及不正当竞争纠纷案——利用他人作品元素改编行为的判断思路与逻辑 

 

基本案情

 

原告一某出版公司是《金庸作品集》(其中包含《射雕英雄传》《神雕侠侣》《倚天屠龙记》《笑傲江湖》四部作品,即案涉小说)在中国境内除以图书形式出版发行简体字中文版本以外的其他专有使用权人。原告二某软件公司受让取得了该作品集在特定区域、特定期间内移动终端游戏软件改编权及改编后游戏软件的商业开发独家授权。被告一某网络公司开发了一款卡牌类手机游戏,被告二某科技公司和被告三某技术公司负责运营该游戏。该游戏中大量使用了与原著相对应的人物、武功、阵法、场景等元素。原告认为被告未经许可改编作品并用于商业运营,构成著作权侵权及不正当竞争,故诉请判令三被告停止侵权、赔礼道歉、消除影响、赔偿经济损失1亿元及维权合理开支31万余元。

判决结果:

 

判决亮点


一、案涉游戏是否构成对案涉小说改编权的侵犯

一审法院认为,案涉游戏没有使用案涉单部小说的基本表达,游戏中案涉单部小说的表达比重亦不高,整体上与单部案涉小说无法形成对应关系。故案涉游戏未侵犯二原告享有的案涉小说改编权。

二审法院认为:

1、游戏使用的是案涉小说人物、情节等具体独创性表达,且为截取组合式使用,非孤立元素使用。

2、游戏仅将案涉小说表达转化为卡牌形式,未形成脱离案涉小说的新表达,属改编行为。

3、案涉游戏对案涉小说核心元素的使用,足以使用户在游戏中获得近似于欣赏案涉小说的体验,有损于原告对游戏改编权的商业实现。

故二审法院最终认定案涉游戏侵犯了二原告享有的案涉小说改编权,对一审法院判决予以纠正,并且在此基础上阐明不再适用《反不正当竞争法》对同一行为进行重复评价,认定案涉游戏使用相似内容不构成不正当竞争。

二、关于本案损害赔偿责任的确定

根据《著作权法》第五十四条的规定,确定侵犯著作权行为的损害赔偿数额,应遵循权利人的实际损失、侵权人的违法所得、法定赔偿这一先后顺序。然而,由于著作权具有无形性的特点,侵权造成的损害后果往往难以精确量化。为充分弥补权利人损失并适当减轻其举证负担,在无法精确计算实际损失或违法所得的情况下,人民法院可以根据在案证据行使裁量权确定赔偿数额,该数额可以超过法定赔偿的最高限额

在本案中,二原告提交的证据无法精确计算其因侵权行为所遭受的实际损失或三被告的侵权获利,因此其全额赔偿请求未能得到支持。

一审判决曾参照权利人为获得相关授权所支付的800万元许可费的两倍来确定赔偿数额,但二审法院指出,这种直接将许可费倍数作为赔偿依据的计算方法缺乏明确的法律基础,并认为不宜将三年授权许可费简单等同于本案侵权行为造成的全部损失。

尽管否定了原审的计算方法,但二审法院最终综合全案证据,维持了一审判决的赔偿数额。其裁量主要基于以下几点:

1、三被告在侵权期间运营案涉游戏所获得的营业利润高达1.7亿余元,即便难以精确分割其中由案涉小说贡献的利润比例,但即便从低估算,相关金额也远超千万元级别。

2、权利人所支付的许可费本身对作品市场价值具有一定参照意义。

3、法院还综合考虑了案涉小说极高的知名度与市场价值、三被告明显的主观过错、侵权行为的性质、较长的持续时间以及权利人为维权支付的合理费用等多重因素。 

 

案例启示

 

一、蹭IP,用化名仍有侵权风险

实践中,部分游戏试图通过使用化名规避侵权认定,但该方式无法排除侵权风险。如本案游戏中,“郭大侠”“蓉儿”“过儿”“龙儿”“金国小王爷”等昵称,或“杨铁芯”“郭笑天”等谐音名,虽非原作品角色本名,但与对应角色的指向关系明确。裁判实践中明确,若大量游戏角色名与原作品角色名存在对应性,或结合剧情、角色介绍等信息可形成唯一关联,即符合“实质性相似”判定标准。

该判定逻辑同样适用于影视作品改编场景。即便游戏开发者刻意不使用相同角色名称,但若角色形象与影视作品角色高度近似,或在经典台词、技能设定等核心表达上存在明确对应,仍有可能构成著作权侵权或不正当竞争。

二、借鉴的边界:不侵权?侵害作品改编权?不正当竞争?

在文化产业的创作实践中,厘清借鉴灵感与侵权使用的边界,是维系创作自由与保护知识产权平衡的核心。这一边界由著作权法的“思想表达二分法”的原则所划定。

首先,独创性的“表达”可以超越具体的文字形式,蕴含于作品要素的结构性安排与有机组合之中。对于小说、剧本等叙事性作品而言,其“表达”并不仅限于逐字逐句的文字描述,更可以及于由具体人物设定、人物关系、关键情节与独特物件等元素相互交织、动态发展所构成的“特定故事体系”。当这些元素的设计足够具体,并通过作者的独特选择、取舍与安排,形成了一个可被识别的、具有整体性的虚构世界时,它们便从抽象的思想范畴,升华为了受法律保护的独创性表达。例如,在武侠文学领域,孤立的人物名称或武功概念可能接近于“思想”,但当一个人物的姓名、外貌、性格、成长经历、社会关系、专属武功及其背后的渊源,被紧密地编织成一个完整的叙事网络时,这一整体便构成了受保护的表达。

在本案中,二审法院之所以改判被诉游戏侵犯著作权,关键在于法院认为“对于一部由主题、故事脉络、情节设计、人物关系等要素组成的作品而言,故事的主题、单纯的人物关系应归于‘思想’的范畴;但围绕故事主题展开的特定情节、人物关系的具体化,则可能因其具体到一定程度而应归为‘表达’。……具体创作要素如结构、情节、人物角色等,其选择、取舍、安排、设计等具备独创性的,则应受著作权法保护。”

其次,构成“改编”的关键在于对原作独创性表达的“实质性相似”再现,而非作品表现形式的变更。改编权所控制的行为,本质是在保留原作核心表达的基础上,创作出新表现形式的行为。判断是否构成侵权改编,核心在于比对被诉作品是否与原作在表达上构成了“实质性相似”。这种相似性并非要求逐字复制,而是审视其是否截取、整合并再现了原作中那些能够体现作者独创性选择与安排的核心要素。即使被诉作品以完全不同的媒介形式呈现(如将小说改编为游戏),只要其人物、情节、关系等核心表达要素的组合与原作高度一致,使得受众能够感知到两部作品之间内在的、延续性的创作关联,即可认定为改编行为。

前述案例中,法院指出案涉游戏通过卡牌组合规则,还原了原著中人物与武功、人物与人物之间的特定关联,使得玩家能在游戏体验中部分感知到原著的具体情节与人物风采,这正是在新的表现形式下对原作表达进行的“实质性相似”再现,故而构成改编。

反之,若对作品元素的使用仅限于孤立、碎片化的层面,而未触及表达的核心,则可能不构成著作权侵权。法律并不禁止创作者从公共文化宝库中汲取灵感,或使用那些尚未达到表达层度的抽象思想、基本事实或通用元素。如果一款游戏仅仅借用了原作中的人物名称、经典台词等个别元素,但未将其嵌入到能再现原作具体情节、人物关系或故事发展的结构中,那么这种使用由于未触及受保护的“表达”内核,通常不构成对改编权的侵犯。

然而,不构成著作权侵权并不意味着该行为当然具有合法性,此类行为仍有可能具有不正当竞争的风险。倘若对他人知名作品元素的使用是为了进行“搭便车”式的营销推广,主观上具有攀附他人声誉的故意,客观上足以导致相关公众产生混淆误认,并由此不正当地攫取了本应属于权利人的市场竞争优势,那么该行为则可能构成不正当竞争。

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