Anti-Unfair Competition LawLikelihood of ConfusionGame Approval System

Game Title Plagiarized: How to Protect Your Rights?

游戏名称被蹭,如何维权?

January 22, 2026
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Summary

This case concerns whether the name of a game that has obtained regulatory approval but has not yet been launched can be protected under the Anti-Unfair Competition Law. Company A alleged that a third-party platform promoted a game using the approved name “Attack XX,” while the actual downloadable content belonged to Company B’s different game, and claimed that such conduct constituted confusion and infringed upon the game’s “first-mover advantage.” The court held that, to qualify for protection under Article 6 of the Anti-Unfair Competition Law, a commercial identifier must have a certain level of market recognition and source-identifying function. A game name that has merely obtained an approval number but has not been put into actual operation generally lacks protectable competitive interest. Moreover, Company A failed to prove that it had suffered any concrete losses due to the alleged conduct. Accordingly, both the first-instance and appellate courts dismissed all claims. The judgment clarifies the limits of legal protection for pre-launch game titles and provides practical guidance on name protection strategies and evidentiary requirements for game developers.

PART 1

Basic Case Details

Plaintiff Company A obtained a publishing license for its game “Charge Up XX” in 2021. Subsequently, Company A discovered on third-party website C that an installation package was fraudulently using the game name “Charge Up XX” for promotion, while the actual downloaded content was Company B's game “XX Continent.”

The plaintiff contends that the defendant game used the name “Strike Out XX”—which Company A had obtained a publishing license for and intended to operate—on its download and installation pages. This action: (1) constitutes confusion prohibited under Article 6 of the Anti-Unfair Competition Law; and (2) simultaneously infringes upon the “new release advantage” of the game name, specifically the promotional effect boost associated with a newly approved game title. Consequently, the plaintiff sued both Company B and third-party website C in court, demanding cessation of unfair competition practices and compensation for damages.

PART 2

Court Rationale

(1) Whether Confusion Regarding Commercial Identifiers Exists

The court held that regardless of the type of commercial identifier, only those possessing a certain level of influence or actual market recognition and public awareness can serve to identify the source of goods or services, thereby preventing market confusion. An identifier must have sufficient market recognition and distinctive features capable of distinguishing the source of goods to qualify for protection under Article 6 of the Anti-Unfair Competition Law.

In this case, Company A failed to provide evidence demonstrating that “Strike Out XX” possesses market recognition as a game title. Furthermore, screenshots submitted by Company B show Baidu search results featuring multiple companies promoting the “Strike Out XX” game, numerous gaming websites hosting links to “Strike Out XX,” and Bilibili publishing multiple videos related to the “Strike Out XX” game. indicating that the game title “Strike Out XX” has not established a corresponding relationship with Company A in market competition. Therefore, even if Company A possesses the qualification to launch and operate the “Strike Out XX” game based on the approval from the National Press and Publication Administration, the aforementioned alleged acts are insufficient to cause confusion or misidentification among the relevant public when the accused game does not use Company A's game publication number.

(2) Whether it violates the catch-all provision of Article 2 of the Anti-Unfair Competition Law

The court held that Company A obtained approval from the National Press and Publication Administration to operate the “Strike Out XX” game and secured a network game publication number issued by the National Radio and Television Administration. It thus has the right to use the “Strike Out XX” game name. However, Company A does not necessarily gain a competitive advantage in the market merely by having the right to use this game name. During the proceedings, Company A failed to submit evidence proving that the game was actually operational at the time of the alleged infringement, nor could it substantiate any market competitive benefits derived from the game name, much less demonstrate losses incurred due to the defendant's alleged infringing acts.

PART 3

Judicial Ruling

First Instance: All plaintiff's claims dismissed.

Appeal: Appeal dismissed, original judgment upheld.

PART 4

Legal Analysis

This case offers insights into strategies for protecting game titles. Safeguarding game names has always been a priority for game developers, as iconic titles leave a deeper impression on players and possess stronger viral potential. However, due to their brevity, game titles often struggle to meet the originality requirements of copyright law. Consequently, companies typically seek protection through trademark registration or by designing them as artistic works. We believe trademark registration, artistic works, and commercial identifiers form the three primary avenues for protecting game titles.

(1) Protecting Game Titles via Trademark Registration

For instance, Game Science strategically registered trademarks before the launch of Black Myth: Wukong. Beyond the full title and abbreviations like “Black Myth: Wukong,” “Black Wukong,” and “Black Myth,” they also secured defensive trademarks such as “Black Myth: Xiao Qian” and “Black Myth: Jiang Ziya.”

Once registered, game titles gain protection through exclusive trademark rights. For instance, in the (2022) Yue 0106 Min Chu 30019 ruling, the court determined that the defendant's use of “Xia Jian Qing Yuan” and “Jian Shang” in the alleged infringing link page, post-download display, and installed game title could mislead the relevant public into believing the source was affiliated with the plaintiff or implied a specific connection, thereby causing confusion. The court ultimately ruled that the defendant's actions constituted infringement of the plaintiff's registered trademarks “Jian Xia Qing Yuan” and “Jian San,” and ordered the defendant to cease infringement and compensate for damages in accordance with the law.

(2) Protection through Design as an Artistic Work

Article 4 of the Implementing Regulations of the Copyright Law defines artistic works as two-dimensional or three-dimensional plastic artworks with aesthetic significance, created through lines, colors, or other means, such as paintings, calligraphy, and sculptures. Accordingly, a company may apply artistic design elements such as typography, shape, and color to a game title, endowing it with aesthetic appeal. This transforms the game title's presentation into a form that meets the requirements for “artistic works,” thereby qualifying for protection under the Copyright Law.

For instance, in the judgment (2018) Hu 73 Min Zhong 222, the court held: Although the Chinese characters “使命召唤” constitute only a portion of the involved artistic work, these characters are formed by square, angular strokes, thick lines, a parallelogram-shaped ‘撇’ stroke, and a pointed-tip finish resembling the character “使.” Thus, the Chinese characters “使命召唤” within the involved artistic work inherently constitute a two-dimensional form possessing aesthetic significance. The allegedly infringing use of the “使命召唤” artistic characters in the online movie posters and trailers at issue is identical to the corresponding Chinese portion in the artwork at issue. Therefore, Huaxia Company's use of the “使命召唤” artistic characters in the online movie posters and trailers during the distribution of the involved film constitutes copying the corresponding Chinese portion of the involved artistic work and disseminating it externally. This infringes upon Activision's reproduction rights and information network dissemination rights for the involved artistic work, and Huaxia Company should bear corresponding civil liability for this.

(3) Protection Based on Commercial Identifiers with Significant Influence

We believe that for a game title to qualify for protection under Article 6 of the Anti-Unfair Competition Law prohibiting acts causing confusion, one prerequisite is that the rights holder's work has attained a certain level of influence. Games that have only obtained a version number approval but have not formally launched operations are unlikely to be deemed to possess market competitive interests worthy of protection.

Regarding how to determine whether a mark has attained a certain level of influence, the Judicial Interpretation of the Anti-Unfair Competition Law provides supplementary guidance: a mark that possesses a certain degree of market recognition and has distinctive features capable of distinguishing the source of goods may be recognized as a mark “with a certain level of influence.” Determining whether an identifier “enjoys a certain degree of market recognition” requires comprehensive consideration of factors including: the level of awareness among relevant public within China; the duration, geographic scope, volume, and target audience of product sales; the duration, intensity, and geographic reach of promotional activities; and the extent of protection afforded to the identifier.

Accordingly, we recommend that as the plaintiff in such litigation, the company may submit the following evidence to demonstrate the market recognition and dissemination scope of the game title:

1.Profitability statements for relevant projects in the company's IPO prospectus;

2.Advertising and promotion contracts with channels and marketing agencies (note territorial agreements in promotion contracts);

3.Game accolades, awards, and player reviews;

4.News media coverage;

5.Rankings and revenue data from third-party data platforms;

6.Industry white papers, etc.

Furthermore, based on our case handling experience, collecting evidence demonstrating the infringer's subjective intent to free-ride and objective likelihood of causing confusion among the relevant public can also be highly persuasive. Examples include: whether the alleged infringement occurred precisely during the game's peak popularity period; whether the target audiences overlap; similarities in game themes, art styles, sales channels, etc.

In summary, protecting game titles is a comprehensive undertaking. Whether establishing clear exclusive rights through trademark registration, transforming game titles into artistic works to safeguard their unique artistic expression under copyright law, or treating game titles as influential commercial identifiers to prevent confusion under unfair competition laws—game developers must thoroughly understand and appropriately apply relevant legal provisions.

Simultaneously, when confronting infringement, the meticulousness and comprehensiveness of evidence collection directly determine the success of rights enforcement. Attention must be paid not only to evidence demonstrating the game title's reputation—such as prospectuses, advertising contracts, awards, media coverage, and third-party data—but also to evidence capturing the infringer's subjective malice and objective acts of confusion. Only when these pieces of evidence corroborate each other can the legitimacy of protecting one's game title and the unfairness of the infringement be fully demonstrated to the court during litigation. This approach enables game developers to effectively safeguard their game titles—a vital form of intangible property—amid increasingly fierce market competition and a complex legal landscape.

中文原文

PART 1

基本案情

原告A公司的《出击吧XX》游戏于2021年获批版号,后A公司在第三方网站C发现,有安装包冒用《出击吧XX》的游戏名称进行推广,但下载包体内容实际是B公司的《XX大陆》游戏。

原告认为,被诉游戏在下载页面及安装页面中使用其已取得版号准备运营的“出击吧XX”作为游戏名称,该行为:(1)构成反法第六条规制的混淆行为;(2)该行为同时侵害了游戏名称的“新发优势”利益,具体而言,是指“一款新获批的游戏名称所具有的推广效应加成”。于是将B公司、第三方网站C一并诉至法院,要求停止不正当竞争行为并赔偿损失。

PART 2

法院说理

(1)是否构成商业标识的混淆

法院认为,无论何种商业标识,只有具有一定影响力或具有实际的市场知名度和公众知晓度,才能够发挥识别商品或服务来源的作用,从而避免市场混淆。具有一定的市场知名度并且具有区别商品来源的显著特征的标识才是反不正当竞争法第六条保护商业标识的前提条件。

而本案中,A公司并未举证证明“出击吧XX”作为游戏名称具有市场知名度,并且根据B公司提交的网页截图显示,百度搜索结果有多家公司对“出击吧XX”游戏进行推广,多家游戏网站有“出击吧XX”的游戏链接,哔哩哔哩网站发布有多个“出击吧XX”游戏视频,可见“出击吧XX”游戏名称在市场竞争中并未与A公司建立起对应关系,因此,即便根据国家新闻出版署的批复,A公司拥有上线运营《出击吧XX》游戏的资质,在被诉游戏未使用A公司游戏出版物号的情况下,前述被诉行为尚不足以导致相关公众混淆或误认。

(2)是否违反反法第二条兜底条款

法院认为,A公司获得国家新闻出版署的批复同意运营《出击吧XX》游戏,并获得国家新闻出版广电总局核发的网络游戏出版物号,其有权使用《出击吧XX》游戏名称,但A公司并不因有权使用该游戏名称就必然获得市场竞争优势。 A公司在本案审理期间并未提交证据证实该游戏在被诉侵权行为发生时已实际运营,也无从证实该游戏名称为其所带来的市场竞争利益,更无法证实其因被告的被诉侵权行为所致损失。 

PART 3

裁判结果

一审:驳回原告全部诉讼请求。

二审:驳回上诉,维持原判。

PART 4

律师评析

本案对游戏名称的保护策略有所启示。游戏名称的保护一直是游戏厂商关注的重点,经典的游戏名称会给玩家留下更深印象,具备更强的传播效应。

但由于游戏名称文字简短,一般难以满足著作权法的独创性要求,故公司会寻求以注册商标或设计成美术作品的方式对游戏名称加以保护。我们认为,注册商标、美术作品、商业标识,是保护游戏名称的三条主线。

(1)以注册商标保护游戏名称

如游戏科学在黑神话悟空上线前,就对商标进行了全面布局,除“黑神话悟空”“黑悟空”“黑神话”这类游戏全称和简称外,也注册了如“黑神话小倩”、“黑神话姜子牙”等防御性商标。

获准注册后,游戏名称可通过注册商标专用权获得保护。例如(2022)粤0106民初30019号判决中,法院认定被告在被诉侵权链接页面、下载完成及安装的游戏名称中使用“侠剑情缘”“剑彡”,易使相关公众对其来源产生误认,或认为其与原告之间存在特定的联系,容易造成混淆。最终法院判决被告行为已构成对原告涉案注册商标“剑侠情缘”、“剑三”的侵害,依法应承担停止侵权并赔偿损失的民事责任。

(2)以设计成美术作品的方式获得保护

著作权法实施条例第四条规定,美术作品是指绘画、书法、雕塑等以线条、色彩或者其他方式构成的有审美意义的平面或者立体的造型艺术作品。据此,公司可以将游戏名称进行字体、形状、色彩等美术设计,赋予其一定美感,使得游戏名称的表现形式符合“美术作品”的要求,从而依据著作权法获得保护。

如(2018)沪73民终222号判决中,法院认为:虽然中文“使命召唤”文字仅占涉案美术作品的一部分,但该中文“使命召唤”文字,由方正并有棱角的笔画、较粗的线条、采用平行四边形的笔画“撇”以及“使”字尖头造型的收笔等构成,故涉案美术作品中的中文“使命召唤”文字,本身即属于具有审美意义的平面造型。而被控侵权的使用在涉案网络电影海报及预告片中“使命召唤”美术字与涉案美术作品中的对应中文部分完全一致,故华夏公司涉案电影的发行过程中,在网络电影海报及预告片中使用“使命召唤”美术字的行为,属于抄袭涉案美术作品中的对应中文部分并对外进行传播,侵害了动视公司就涉案美术作品享有的复制权和信息网络传播权,华夏公司应当就此承担相应的民事责任。

(3)以有一定影响力的商业标识获得保护

我们认为,游戏名称受反不正当竞争法第六条关于禁止混淆行为保护的前提之一是权利人的作品已经具有一定影响力,而仅获批版号、并未正式上线运营的游戏难以认定其具备值得保护的市场竞争利益。


至于如何认定是否具有一定影响力,反法司法解释做了补充说明:具有一定的市场知名度具有区别商品来源的显著特征的标识,可以认定为“有一定影响的”标识。判断是否“具有一定的市场知名度”,则应当综合考虑中国境内相关公众的知悉程度,商品销售的时间、区域、数额和对象,宣传的持续时间、程度和地域范围,标识受保护的情况等因素。

据此,我们建议在此类诉讼中,作为原告方,公司可以提交以下证据,以证明游戏名称的市场知名度、传播范围:

  1. 1.公司申报发行上市中,招股说明书对相关项目盈利情况说明;

    2.与渠道、推广公司签订的广告推广合同(注意推广合同中关于投放地区的约定);

    3.游戏荣誉、获奖情况、玩家口碑评价;

    4.新闻媒体报道;

    5.第三方数据平台收录的排行、流水数据;

    6.行业白皮书等。

 

此外,结合我们对案件的处理经验,收集侵权方具有主观攀附恶意、客观上易造成相关公众混淆的证据,也能够起到较好的说服作用。如:被控侵权行为的发生时间是否正好在游戏热度较高时;受众群体是否类似;游戏题材、画风、销售渠道等。

总之,游戏名称保护是一项综合性的工程。无论是通过注册商标的方式建立起明确的专用权防线,还是将游戏名称转化为美术作品从而利用著作权法保障其独特的艺术表现形式不被侵犯,亦或是将游戏名称作为有一定影响力的商业标识,依据反不正当竞争法防止混淆行为,都需要游戏厂商深入了解并合理运用相关法律规定。

同时,在面对侵权行为时,证据收集工作的细致程度和全面性直接影响维权的成败。不仅要关注能证明自身游戏名称知名度的证据,如招股说明书、广告推广合同、获奖情况、媒体报道、第三方数据等,更要敏锐地捕捉侵权方主观恶意和客观混淆行为的证据。这些证据相互印证,才能在诉讼中向法院充分展示自身游戏名称应受保护的合理性以及侵权行为的不正当性。只有这样,游戏厂商才能在日益激烈的市场竞争和复杂的法律环境中,有效保护游戏名称这一重要的“隐形财产”。

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