Computer software copyrightOnline game infringement

How can game companies protect their rights against pirated game platforms?

针对破解版游戏平台,游戏公司如何维权?

January 20, 2026
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Summary

This case concerns copyright infringement involving cracked games and the liability of online game distribution platforms. Liuqu Company, the software copyright holder of the online game “Come Fight Me”, discovered that Zhangkong Company, the operator of the “Bamen Shenqi” app, had provided download access to a cracked version of the game without authorization. Liuqu therefore filed a copyright infringement lawsuit. The court of first instance rejected the claim on the ground that the plaintiff failed to submit the source code for comparison. However, on appeal, the court held that where source code comparison is impracticable, substantial similarity may be determined through the external expressions of the game, such as the user interface, character design, and storyline.

PART 1

Case Summary

The online game “Come at Me” developed by Liuku Company completed its computer software copyright registration on February 9, 2018. The game enjoys high acclaim and commercial value, frequently ranking at the top of charts and gaining immense popularity among players. Zhaokong Company operates the “Eight Gates Divine Tool” app. Liuku discovered that Zhaokong, without authorization, provided download methods for a cracked version of “Come Fight Me” on its operated “Eight Gates Divine Artifact” app, enabling users to download, install, and experience the game. Consequently, Liuchu Company filed a lawsuit with the court of first instance, requesting the court to order Zhaokong Company to immediately cease infringing upon the computer software copyright, publish an apology statement in a prominent position on relevant platforms to eliminate the impact, and compensate for economic losses (including reasonable expenses incurred in protecting rights) amounting to 50,000 yuan. (Previously, five similar cases involving the same subject matter had each been awarded damages ranging from 20,000 to 30,000 yuan.)

PART 2

Court's Viewpoint and Ruling

(I) Rationale for the Judgment

1. Regarding the Type of Work Liqiu Company Sought to Protect

The court of first instance (Changsha Intermediate People's Court, hereinafter the same) held that Liqiu Company's insistence on treating online games as an independent work category and asserting copyright protection did not comply with legal provisions.

The appellate court (Supreme People's Court, hereinafter the same) held that Liqiu Company submitted relevant certificates proving its status as the copyright holder, indicating it sued as the software copyright owner. Although it sought protection for the entire online game work during the first-instance trial and in its appeal brief, it failed to amend Claim 1 before the conclusion of first-instance arguments to specify the relevant original expressions. In the second-instance proceedings, while maintaining the same claim, Six Fun Company acknowledged that protection primarily rests on computer software under current circumstances. Therefore, the type of work Six Fun Company sought to protect should be classified as computer software.

2. Regarding whether Kongzhu Company infringed Liqiu Company's copyright

The first-instance court held that since Liqiu Company could have submitted the source code of the rights software upon court request but refused to do so, its evidentiary conduct violated civil litigation principles and should bear adverse consequences. Therefore, its claim was not supported.

The appellate court held that the user interface, character designs, and plotlines constitute the external expression of the game software and represent the primary purpose of its programming design, embodied through computer software source code. In the absence of source code comparison, whether game software is identical or substantially similar can be clearly and intuitively determined through its external expressions such as user interface, character designs, and plotlines. In this case, the allegedly infringing game and the rights holder's game are substantially identical in these aspects. Combined with the identical pirated version label, stated author, synopsis, and display of Liqiu Company's trademark, it is presumed that the two constitute substantial similarity. Zhaokong Company's actions infringed upon Liqiu Company's information network dissemination rights.

(II) Judgment Outcome

1. Revoke the first-instance judgment.

2. Within ten days of the judgment taking effect, Control Company shall compensate Liuchu Company for economic losses (including reasonable expenses incurred in enforcing rights) amounting to RMB 10,000.

3. The case acceptance fees for both the first and second instances, totaling RMB 1,050, shall be borne by Liuchu Company (RMB 500) and Control Company (RMB 550) respectively.

PART 3

Sharing and Lessons from Litigation Experience

(I) Clear Definition of Work Protection Categories

When filing lawsuits, game companies should accurately assess and clearly specify the type of work seeking protection. This prevents adverse effects on rights enforcement during litigation due to unclear or legally non-compliant work classifications.

Taking this case as an example, although Liqiu Company's argument that the entire game work should be protected as an independent work type had previously been recognized by some courts (e.g., Guangzhou Internet Court Case No. (2021) Yue 0192 Min Chu 7434), and this view holds positive significance for the comprehensive protection of game rules and game graphics, this argument remains highly contentious, and its widespread acceptance and application remain uncertain.

Therefore, when multiple potential protection targets are involved, game companies should thoroughly evaluate the feasibility and advantages of each protection method. They should select the most advantageous protection path based on the specific circumstances of the case and clearly and accurately articulate it in their pleadings and statements. This ensures the court can accurately understand and adjudicate within that scope.

When seeking protection for the game work as a whole, two primary approaches for classifying the work type are currently available: audiovisual works or computer software. Each has its pros and cons. The former approach fails to protect the source code, while the latter involves high costs for source code authentication and carries a high risk of evidentiary flaws. In addressing infringement cases involving pirated games, the appellate court's ruling in this case ingeniously resolves the pain points associated with the computer software protection route for game companies. Specifically:

1. Reduced enforcement costs and evidence defect risks associated with computer software copyright

In past cases, software protection often required expert opinions comparing source or object code. This necessitated offline notarization to extract the infringing game installation package and commissioning qualified institutions for complex, costly code comparison—resulting in high enforcement costs. In contrast, evidence collection methods like capturing screenshots of infringing gameplay or recording dynamic footage during gameplay operation incur relatively lower costs.

Regarding evidence defect risks, the fixation and comparison of software source code evidence involve numerous uncertainties stemming from technical complexity. For instance, defects in the notarization or appraisal procedures/content of installation packages may compromise evidence validity. In contrast, acquiring and preserving game screen captures is relatively straightforward and less prone to such flaws, providing rights holders with a more reliable and stable evidentiary foundation to mitigate the risk of unfavorable burden of proof.

2. Addressing the Core Infringement of Pirated Games

While classifying game works as audiovisual works through gameplay comparison allows asserting copyright infringement by pirated versions, this protection approach actually sidesteps the core infringing acts of pirated games. From the perspective of infringement methods, pirated games typically involve only minor adjustments to portions of the code. Without substantially altering the original game's structure, they unlock specific game functions and numerical values—such as removing paid features, arbitrarily adjusting character attributes, or removing character attribute caps. Thus, substantial similarity in game visuals is merely an external manifestation of code infringement; the core infringement lies in the substantial similarity of the game code itself.

In this case, the Supreme Court inferred substantial similarity based on the operational interfaces, character designs, and storylines of both games. In the absence of counterevidence, it determined that the code of the two games constituted substantial similarity with a high degree of probability. This ultimately grounded the finding of the defendant's infringement on game code infringement, effectively remedying the plaintiff's core rights. This approach to rights protection holds significant implications for future software copyright infringement disputes, particularly in cases where evidence of code similarity is difficult to establish.

(II) Determining Liability for Online Game Distribution Platforms

In such cases, online game distribution platforms (hereinafter referred to as “platforms”) often invoke the “safe harbor” principle. They claim exemption from liability by asserting that pirated games were uploaded by users, that they act as neutral technical service providers, that they had no prior knowledge of infringement, promptly removed infringing games upon receiving notice, and did not profit from the infringing games.

Accordingly, based on the “Provisions of the Supreme People's Court on Several Issues Concerning the Application of Law in the Trial of Civil Disputes Involving Infringement of Information Network Transmission Rights” and other relevant regulations, game companies may consider rebutting the platform's claims and demanding liability through the following approaches:

1. The platform's direct involvement in infringing activities

(1) Fabricating users to directly commit infringement: Some online service platforms may create fictitious users to upload infringing content to mitigate liability risks. Therefore, evidence should be gathered and cross-examined from the perspective that the online game distribution platform itself is the perpetrator of the infringement.

For example, demand the platform provide uploader information and employ technical means to verify IP address authenticity and account registration details. Contact the uploader directly if necessary. If the platform cannot provide uploader information or if the provided information shows signs of association with the platform (e.g., matching IP addresses), the platform remains liable for infringement.

(2) Indirect infringement through incitement or encouragement: If a platform's primary business revolves around pirated games or other infringing content, or if it attracts users through such content—such as by establishing dedicated sections for pirated games or promoting popular infringing titles—it fundamentally deviates from the role of a neutral technical service provider. In such cases, the platform demonstrates clear subjective intent to infringe and objectively facilitates the dissemination of infringing games. Therefore, the “safe harbor” principle cannot exempt it from liability, and it shall bear infringement liability.

2. Failure to Exercise Reasonable Diligence

(1) Lack of Content Review Mechanisms: Platforms must establish fundamental content review systems, including but not limited to: - Establishing explicit platform rules prohibiting the upload of infringing content - Implementing technical screening for infringing keywords - Conducting regular manual inspections - Establishing reasonable reporting and complaint channels Failure to implement these measures, or ineffective implementation (e.g., ignoring infringement reports), resulting in the proliferation of infringing games on the platform demonstrates a breach of reasonable duty of care, thereby incurring liability for infringement.

For example, in Case No. (2023) Hu Min Shen 1372, the Shanghai High Court held that after multiple infringement notices from Tencent, the Lychee App failed to remove infringing audio content related to The Three-Body Problem, constituting contributory infringement by the defendant company.

(2) Failure to prevent repeated infringements: If a platform fails to effectively prevent the same or similar infringing games from being relisted after handling an infringement notice, it shall bear liability for repeated infringements.

(3) Platform's “should have known” of infringing acts: If a game company can prove through evidence such as app download rankings and media reviews that the protected game enjoys high recognition, and the platform should have been aware of its existence yet still aided or acquiesced in the listing and dissemination of infringing games, it shall bear liability for infringement.

For example, in Case No. (2020) Hu 0104 Min Chu 4625, the rightful game “Dungeon and Heroes” enjoyed high recognition. As a professional game website operator, Kai Company should have been aware of the rightful game's status. Nevertheless, it provided downloads and operation of the allegedly infringing game on its platform and promoted it using related rights symbols, jointly infringing with the developer of the allegedly infringing game.

3. Platforms Deriving Direct Profit from Infringing Games

If a platform derives direct profit from a game (e.g., through revenue sharing with uploaders, advertising revenue, or paid website membership), it must exercise heightened diligence in verifying the game's compliance. Failure to do so subjects the platform to liability for the publication and dissemination of infringing games. For instance, if a platform merely provides a channel for users to upload games but fails to rigorously verify the authenticity and completeness of copyright documentation for uploaded games, or neglects to review the uploader's business license, authorization letters, and other supporting documents, these circumstances may be deemed as the platform failing to exercise a heightened duty of care.

中文原文

PART 1

案情简介

六趣公司开发的《来怼我啊》网络游戏于2018年2月9日进行了计算机软件著作权登记备案。该游戏具有较高的口碑和商业价值,多次在排行榜中名列前茅,深受玩家喜爱。掌控公司系 “八门神器” APP的运营方。六趣公司发现掌控公司在其运营的 “八门神器” APP上,未经许可提供《来怼我啊》破解版游戏的下载方式,用户可下载安装并体验。于是,六趣公司向一审法院提起诉讼,请求法院判决掌控公司立即停止侵害计算机软件著作权行为,在相关平台显著位置刊登致歉声明、消除影响,并赔偿经济损失(含维权合理开支)5万元。(此前已有5个同案由同主体案件各判赔2万元至3万元不等)

PART 2

法院观点及判决

(一)裁判理由

1.关于六趣公司请求保护的作品类型问题

一审法院(长沙中院,下同)认为,六趣公司坚持将网络游戏作为独立作品类型,主张进行著作权保护不符合法律规定。

二审法院(最高法,下同)认为,六趣公司提交相关证书证明其著作权人身份,表明其以软件著作权人身份起诉。虽其在一审庭审和上诉状中主张保护整个网络游戏作品,但未在一审辩论终结前变更第1项诉讼请求并明确相关独创性表达内容。二审中,六趣公司虽仍持有相同主张,但也认为现状以计算机软件保护为主。故六趣公司请求保护的作品类型应为计算机软件。

2.关于掌控公司是否侵害六趣公司著作权的问题

一审法院认为,由于六趣公司在法院要求下能够提交但拒不提交权利软件源代码,其举证行为不符合民事诉讼原则,应承担不利后果。故不予支持其诉请。

二审法院认为,操作界面、人物形象、故事情节等是游戏软件的外在表达以及程序设计的主要目的,且通过计算机软件程序代码具体实现。在无法进行源代码比对的情况下,游戏软件是否相同或者实质性相似,可以通过游戏软件的操作界面、人物形象、故事情节等外在表达较明显、直观地体现出来。本案中,被诉侵权游戏与权利游戏在这些方面基本一致,且结合其破解版标识、载明的作者、简介一致,且显示六趣公司商标等情况,推定两者构成实质性相似,掌控公司的行为侵害了六趣公司的信息网络传播权。

(二)判决结果

1.撤销一审判决。

2.掌控公司于判决生效之日起十日内赔偿六趣公司经济损失(含维权合理开支)1 万元。

3.一审和二审案件受理费均为1050元,均按六趣公司负担500元、掌控公司负担550元的方式分担。

PART 3

诉讼经验的分享及借鉴

(一)作品保护类型的明确界定

游戏公司在起诉时应准确判断并明确请求保护的作品类型,避免在诉讼过程中因请求保护的作品类型不明或不符合法律规定,给自身维权带来不利影响。

以本案为鉴,尽管此前六趣公司这种主张游戏作品整体作为独立的作品类型予以整体保护的观点,已获得个别法院的认可【如广州互联网法院(2021)粤0192民初7434号案件】,且该观点在游戏规则与游戏画面的综合保护方面具有积极意义,但由于司法实践在不同法院乃至不同法官之间存在差异,这一观点仍存在较大的争议空间,其能否被广泛接受并适用仍不确定。

因此,若涉及多种可能的保护对象,游戏公司应充分评估各保护方式的可行性和优势,结合案件实际情况选择最有利的保护路径,并在诉讼请求和陈述中清晰、准确地表达,确保法院能够准确理解并围绕该范围进行审理。

当涉及对游戏作品整体进行保护时,目前主要存在两类主流的作品类型认定思路可供参考:一是视听作品;二是计算机软件。二者各有利弊,前者的问题在于未对源代码进行保护,后者的问题在于源代码鉴定的维权费用高且证据瑕疵风险高。在处理破解版游戏侵权案件时,本案的二审判决观点巧妙地为游戏公司解决了计算机软件保护路径的痛点,具体而言:

1.降低了计算机软件著作权的维权成本和证据瑕疵风险

过往案件中,计算机软件保护路径往往需要提供源代码或目标代码比对的鉴定意见。这意味权利主体需要尽量采取线下公证方式提取侵权游戏安装包,且需要委托有资质的鉴定机构进行复杂且昂贵的代码比对鉴定工作,如此产生的维权成本较高。而固定侵权游戏画面的截图、录制侵权游戏运行过程中的动态画面等取证方式,对应的取证成本则相对低廉。

在证据瑕疵风险方面,软件源代码证据的固定和比对具有因技术复杂性所带来的诸多不确定性。例如,可能会出现因安装包公证或鉴定程序、内容存在瑕疵而导致有损证据效力的情况。而游戏画面的获取和保存过程相对直观和易于操作,不易出现前述的证据瑕疵情形,可以为权利主体提供更为可靠和稳定的证据基础,从而避免举证不利的风险。

2.正视了破解版游戏的核心侵权行为

虽然通过对游戏画面进行比对,将游戏作品归类为视听作品可以主张破解版游戏侵害著作权,但这种保护路径实际上回避了破解版游戏的核心侵权行为。从破解版游戏的侵权方式来看,其往往只是对部分代码进行微调,在基本不改变权利游戏原貌的情况下,对部分游戏功能和游戏数值进行解锁,例如取消付费功能、随意调整角色属性、解锁角色属性上限等。因此,游戏画面实质性相似只是代码侵权的外在表现方式,游戏代码实质性相似才是侵权行为的核心。

在本案中,最高法通过两款游戏的操作界面、人物形象、故事情节等内容的实质性相似进行推论,在无反证的情况下,认定两款游戏的代码构成实质性相似具有高度盖然性,使得被告侵权行为的认定最终落脚于游戏代码侵权,有效救济了原告的核心权利。这种权利保护的救济思路对之后的侵害软件著作权纠纷案件具有重大意义,尤其是在游戏代码比对举证困难的案件中。

(二)网络游戏分发平台的侵权责任认定

此类案件中,网络游戏分发平台(下称“平台”)常依据“避风港”原则,以破解版游戏系用户上传,自身为中立技术服务提供者为由,声明事先不知侵权且接到通知后及时删除侵权游戏,且未从侵权游戏中获利,来主张免责。

为此,依据《最高人民法院关于审理侵害信息网络传播权民事纠纷案件适用法律若干问题的规定》等相关规定,游戏公司可考虑从以下方面予以反驳,要求平台承担侵权责任:

1.平台自身参与实施侵权行为

(1)虚构用户而直接实施侵权行为:一些网络服务平台为隔离侵权风险可能会虚构用户上传侵权内容,故可以从网络游戏分发平台即为侵权行为实施者的角度去查证和质证。

例如,要求平台提供上传者信息,并运用技术手段追踪IP地址真实性、核查账号注册信息完整性,必要时联系上传者本人。若平台无法提供上传者信息,或者提供的上传者信息与平台有关联迹象,如IP地址与平台IP地址相同等,则平台仍应承担侵权责任。

(2)教唆、鼓励用户而间接实施侵权行为:若平台主要业务围绕破解版游戏等侵权内容,或靠此吸引用户,如设置游戏破解版专区、推荐热门侵权游戏等,本质上已偏离中立的技术服务提供者角色。在该等情形下,平台在主观上存在显著的侵权故意,客观上也导致侵权游戏传播的侵权结果,故无法适用“避风港”原则予以免责,应当承担侵权责任。

2.平台未尽到合理的注意义务

(1)内容审核机制缺失:平台应具备基本的内容审核机制,包括但不限于明确设置禁止侵权内容上传的平台规则、技术筛查侵权关键词、定期人工巡查、合理设置举报投诉渠道等。若缺失这些措施,或虽有但执行不力(如接到侵权举报信息后置之不理),导致平台内侵权游戏泛滥,则说明未尽合理注意义务,应承担侵权责任。

例如,在(2023)沪民申1372号案件中,上海高院认为,在腾讯公司多次发送侵权通知后,荔枝App内仍未下架《三体》相关的侵权音频,被诉公司构成帮助侵权。

(2)未防范重复侵权行为:若平台在处理一次侵权通知后,未能有效防范相同或类似侵权游戏再次上架,则应就重复侵权的问题承担侵权责任。

(3)平台“应知”侵权行为的存在:如果游戏公司可通过应用下载榜单、媒体评价等证据证明权利游戏知名度颇高,平台理应知晓权利游戏的存在,却仍帮助或放任侵权游戏上架及传播,则应承担侵权责任。

例如,在(2020)沪0104民初4625号案件中,权利游戏“地下城与勇者”具有较高知名度,恺某公司作为专业的游戏网站经营者,理应知道权利游戏的相关情况,但仍在经营的网站上提供被诉侵权游戏的下载及运营,并使用相关权利标识进行推广宣传,与被诉侵权游戏开发者一起构成共同侵权。

3.平台从侵权游戏中直接获利

若平台从游戏中直接获利(如与上传者进行游戏收益分成或通过广告收益、付费开通网站会员等方式获利),则平台应对游戏的合规性尽到较高的注意义务,否则平台应为侵权游戏的发布和传播承担侵权责任。譬如,平台仅提供用户自行上传游戏途径,却未对上传游戏的版权证明文件的真实性、完整性严格地核实;平台未审查上传者的营业执照、授权书等证明文件。这些情形都可能被认定为平台未尽到较高的注意义务。

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EU’s DMA Enforcement Push: Apple and Epic Games Reach Temporary Truce

欧盟DMA强监管,苹果与Epic Games暂时握手言和

Since 2020, Apple and Epic Games have been locked in a global antitrust dispute over App Store policies. While Epic lost its U.S. lawsuit, it continued its resistance through noncompliance, resulting in a developer account ban. However, the dynamics shifted with the EU Digital Markets Act (DMA) coming into force on March 6, 2024. Epic reported that Apple, under pressure from the European Commission, agreed to reinstate its developer account in the EU. The DMA’s provisions, especially Article 5(3) and Article 6(4), require gatekeepers like Apple to allow third-party app stores and payment systems on iOS. Apple’s attempt to ban Epic amid DMA implementation triggered regulatory attention, leading to rapid Commission intervention. This incident not only highlights the DMA’s enforcement teeth but also signals a broader shift in platform governance within the EU. For global developers and digital exporters, especially those dependent on app store distribution, DMA compliance represents a strategic inflection point. Non-compliance risks include fines of up to 10–20% of global turnover, exemplified by the €1.84 billion fine Apple recently faced. As more third-party app stores (e.g., Mobivention, MacPaw) emerge, the EU’s digital market is poised for structural transformation.

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