1290 79 WASH. & LEE L. REV. 1285 (2022)
such strategies often flow to the well-financed or well-connected
incumbents least in need of protection.
15
The video game industry provides a unique opportunity to
test the viability of a low-IP equilibrium for a high-revenue,
capital-intensive creative industry.
16
With global revenues over
$170 billion in 2020, gaming has become one of today’s most
economically significant creative industries.
17
The industry now
generates greater revenues than Hollywood, music, and
15. Dreyfuss, supra note 12, at 1463–65; see Amy Kapczynski, The Law
of Informational Capitalism, 129 Y
ALE L.J. 1460, 1494 (2020) (book review)
(“One important task . . . is to unpack how demands for ‘openness,’ ‘sharing,’
and ‘freedom’ in the internet age helped enable—or at least did not stand in
the way of—the development of troubling forms of private power.”); Betsy
Rosenblatt, IP Law in the Shadow of Norms 8, 10 (July 26, 2021) (unpublished
manuscript) (on file with author). But see Raustiala & Sprigman, The Piracy
Paradox Revisited, supra note 1, at 1221 (“[F]ashion’s low-IP equilibrium does
at least deprive large fashion firms of one anticompetitive tool that big firms
operating in high-IP markets often use to grind down upstarts: lawyers.”).
16. The conventional designation of the games industry and other sectors
as “creative” can be problematic because the terminology foregrounds
“mysterious act[s] of inspiration” associated with individual creativity at the
expense of the material conditions of production and the more mundane ways
these industries shape culture. Peter Zackariasson, The Role of Creativity, in
C
HANGING THE RULES OF THE GAME: ECONOMIC, MANAGEMENT AND EMERGING
ISSUES IN THE COMPUTER GAMES INDUSTRY 105, 106–07 (Sabine Hotho & Neil
McGregor eds., 2013); see also Wallace McNeish, Critical Perspectives on the
Games Industry: Constructs and Collusion, in CHANGING THE RULES OF THE
GAME: ECONOMIC, MANAGEMENT AND EMERGING ISSUES IN THE COMPUTER
GAMES INDUSTRY 166, 182 (Sabine Hotho & Neil McGregor eds., 2013) (“The
games industry is far from special, rather it is an industry that like any other
is concerned with manufacturing and selling commodities with the aim of
generating profits.”); cf. Julie E. Cohen, Creativity and Culture in Copyright
Theory, 40 U.C.
DAVIS L. REV. 1151, 1154 (2007) (“Like other cultural
processes, artistic and intellectual processes are substantially and importantly
shaped by the concrete particulars of expression, the material attributes of
artifacts embodying copyrighted works, and the spatial distribution of cultural
resources.”). This Article retains the conventional terminology but
conscientiously interrogates the role that law and economic forces play in
shaping production and cultural content.
17. Kellen Browning, In a World Let Loose, Video Game Makers Are
‘Doubling Down’, N.Y.
TIMES (May 30, 2021), https://perma.cc/CWR3-3RNW
(last updated July 23, 2021). Lockdowns during the COVID-19 pandemic
contributed to 2020 revenues, but 2019 revenues surpassed $150 billion prior
to these developments. Wallace Witkowski, Videogames Are a Bigger Industry
than Movies and North American Sports Combined, Thanks to the Pandemic,
M
ARKETWATCH (Dec. 22, 2020, 11:36 AM), https://perma.cc/FQA4-YRTK (last
updated Jan. 2, 2021, 10:27 AM).