PATENT AND COPYRIGHT PROTECTION FOR VIDEO GAMES IN INDIA: AN ANALYSIS OF LEGAL GAPS AND CHALLENGES

Sophia Jeyakar, C and Mary Rachel, V R (2026) PATENT AND COPYRIGHT PROTECTION FOR VIDEO GAMES IN INDIA: AN ANALYSIS OF LEGAL GAPS AND CHALLENGES. INDIAN JOURNAL OF LEGAL REVIEW. pp. 801-810. ISSN 2583-2344

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Abstract

This chapter undertakes a critical comparative examination of the intellectual property frameworks
governing video games in the United States, the European Union, Japan, and China. The objective is
not a catalogue of foreign law for its own sake, but rather a substantive evaluation of whether the
legal solutions developed in those jurisdictions offer workable models for addressing India's own
documented deficiencies in copyright and patent protection for the gaming sector.
India's intellectual property framework suffers from persistent gaps: the absence of a statutory
definition suited to interactive audiovisual works;1396 the inaccessibility of meaningful patent
protection for game technology under Section 3(k) of the Patents Act, 1970;1397 and the inadequacy of
the idea-expression dichotomy as applied to game mechanics. Each of the four jurisdictions
examined in this chapter has confronted some version of these problems and has developed judicial
or legislative responses that deserve careful scrutiny.
The American experience reveals the breadth of protection that early judicial classification of games
as audiovisual works can achieve, alongside the risks of an overly permissive patent regime that
generates patent thickets harmful to smaller developers. The European Union's 'technical effect'
standard for software patents offers a principled middle ground between total exclusion and
unrestricted patentability. Japan illustrates how statutory frameworks designed for traditional
creative industries can be adapted, through careful judicial interpretation and clear administrative
guidance, to accommodate a global gaming industry. China, whose intellectual property law is often
underestimated in comparative scholarship, has produced recent judicial decisions on game cloning
that go further in protecting game experience than any other jurisdiction and offer a particularly
instructive model for a developing gaming economy such as India's.
The comparative analysis leads to five core lessons, each tied to a specific reform recommendation:
the need for a statutory definition of interactive audiovisual works; clearer judicial tools for drawing
the line between idea and expression in game systems; adoption of a 'technical contribution standard for game technology patents; measured extension of design protection to game elements;
and calibrated expansion of fair dealing exceptions to accommodate transformative creative uses

Item Type: Article
Subjects: Legal Studies > Intellectual Property Law
Domains: Legal Studies
Depositing User: Mr IR Admin
Date Deposited: 13 May 2026 06:26
Last Modified: 18 May 2026 05:42
URI: https://ir.vistas.ac.in/id/eprint/19416

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