WoW streamer hires YouTubers who leeched off his stream to run official channel
kotaku.com
kotaku.com
Can someone explain why livestreamers can claim their stream as their own original content, but reuploaders can't? I mean, someone who livestreams a game is primarily showing off the artwork and level design and everything put in by the game company. There's like 90% derived content plus 10% original. A reuploader does exactly that: take 90% of their content from elsewhere (the livestreamer) and add 10% (good editing).
I understand that all this is in everybody's benefit: a game company likes livestreamers because it helps market their game, and a livestreamer likes reuploaders because it helps market their stream. So the amount of cease-and-desists going about is low. But still, why does the livestreamer get to own the content, and not the reuploader? I really don't see the difference to be frank.
A good example of this is DayZ, a game that was very buggy and had a lot of negative criticism, and yet it became very popular because streamers pushed it so hard. Even bugs and broken mechanics can be fun if you are watching streamers laugh at it
You could also consider the game to be a “set,” i.e. a digital space that the livestream is filmed within.
This argument is flawed because 1) many streamers do exactly that, and 2) just because a streamer is not interesting when he's not playing a game doesn't mean that all the value is coming from the game. A juggler is not interesting without balls, does that mean it's the balls providing 90% of the value?
Given that:
* many streamers spend a substantial amount of their time just sitting and chatting with viewers, no game being played.
* if it was the game providing the value, you could just show a recorded playthrough without a streamer there to interact with the viewers, but this is not very popular.
* many streamers can play any game at all and draw a large viewership, but there are no games that any person can just start streaming and easily draw a large viewership
It seems fairly clear to me that the streamer contributes much more value to a livestream than the game being played.
This does not make your statement wrong, but there are several other dependencies that do not allow this to be generalized.
Minecraft is linked to the growth of many Youtubers because its the most open game you can find and thus giving creators the biggest canvas to their imagination. It's like saying that 90% of a piece of art is the used material... It just doesn't make sense.
If you are good enough, people will buy your next album/book in the same genre. If you have a cult following, people will buy your next book/album in whatever genre.
So it highly depends on your Audience. If you are a variety streamer, your audience is used to the changing environment. However this does not apply to the vast majority. If changes in audience(game) can cause up to 90+% difference its hard to quantify it as negligible factor.
Not at all. There are so many small Fortnite streamers because they want to become big like the popular ones and they know it is extremely hard to grow a stream out of the top 10-20 most watched games.
You can easily prove this: pick any popular but-not-so-much game and you will find way, way less streamers. To the point some have only 5-10 people streaming it, while having many tens of thousands of concurrent players. And yet only a total 100-1000 viewers combined are watching at a given time.
So the publishers own the game, the streamer owns the performance, and the reuploader owns the edit. In theory each requires permission from the previous (including transitive relationships, so the reuploader requires permission from the publisher since the edited version still contains content from the game).
I can see that if you organized game-streaming as an entertainment provided by a company, that company would most likely want to hire an editor to provide a best-of version.
(That's essentially how all those reality TV shows like Big Brother worked. Plus some extra dramatization, of course.)
There's economic value to consumers in getting the best-of version, so I am hoping that the participants will find a way to share the larger cake.
Up to fair use. There's a good argument that streaming a game is fair use. It's highly transformative, not a market substitute, contains criticism/critique/commentary on the original, and contains only a fraction of the game. That's hitting all four of the factors considered to at least some extent [0].
Reuploading someones stream exactly, no way in hell is that fair use. It's not substantially transformative, it is a market substitute, it is for profit (as is the original stream) and it doesn't contain any added commentary or criticism, it might be only a fraction of the stream, but that's one factor out of four at best.
[0] https://en.wikipedia.org/wiki/Fair_use#U.S._fair_use_factors
IANAL
This is a very US-centric perspective. For example, in Germany's Urheberrecht, there exists no concept of fair use.
What about the designer of a fancy chess set?
The game itself is usually meaningless. It's the personality, skill, and strategy of the players that matters.
For example I'm pretty sure anyone could recreate the Pepsi challenge without asking Pepsi or Coke for permission, as long as it was actually Pepsi and Coke in the cans, and they made it clear that they are not affiliated.
Just using their bats with their name visible isn't the problem, of course.
Cover bands get paid to "copy artwork" on-demand/live.
People who record cover bands to sell their performance don't get paid.
They do have that right - it is footage of their IP - and any game developer could sue for copyright infringement of anyone distributing recordings of their work. Its just rarely in their self interest to do so - Youtubers don't have the money to justify the legal battle (and those that do can then also afford the lawyers to protract out the contention in the courts about it despite ultimately the law being on the game publishers side) and lets plays generate free advertising for their games. How many units do you think sell when Pewdiepie plays your game? Probably way more than he makes in ad revenue off the video showcasing it. Its why developers go so far as to sponsor these kinds of videos outright - with a popular channel and a game that matches the demographic audience of the lets player you can easily way better returns paying for sponsored lets plays than using traditional advertising.
In these countries like germany, the personality in the product (in the stream) is protected as a kind of artwork. I think this point of view might be helpful to understand these dynamics.
Did the game designer have their personality in their game? Shurely, however since they are employed the company automatically gets access to these rights and can (as economical instrument) allow streamers to use them.
The streamers itself put their personality as well in the product since this is the reason people are watching it.
However it is hard to argue that a cut of a video entails enough personality to be protected by itself. Therefore according to this law it is a copyright violation.
TLDR: Cutting and reuploading entails no creative process of the creator.
Maybe this is true on one side, but on the other the people who reupload the content will also get revenue from people watching. Since it's the most popular parts, relatively many people will watch it, often completely skipping the stream itself. This means that the original streamer (who creates the value of commentary) has quite a bit to lose from people reuploading their stream.
I love architecture and photography, and this has been a thought that comes up a lot.
Ultimately streamers are performers, and it's their performance of the game that's being streamed. That includes their commentary and their performance in the game, both are inarguably unique. So you could say that is what the revenue is paying for.
https://unhappyhipsters.tumblr.com/
ought to exist.
People do this for movies, tv episodes, news drama, creating interesting clips without much issue and I don't see a big difference.
I don't know the legal defense, a game developer is specifically trimming out bugs and separate paths through the game world so I personally would argue any experience a player has short of deliberately breaking the game and getting outside the map bounds should be considered the within the bounds of what a game is and therefore not transformative.
As to your argument; the re-uploaders create additional value of their own, and it's no less derivative or valid than the work of a streamer.
Derivative work is well, derivative, and it's regulated by the law, whether it's a translation or sampling of music or video compilation. Depending on the country/state the definition by law differs, but generally you're allowed to use only small portions of other people's work and there's a requirement to create something that is significantly different to the work used, so that it can be considered as an original piece. So re-uploading is very fringe activity in the eyes of the copyright law.
Re-uploaders pare down lengthy streams, edit multiple streams together, and engage in other content modifying behaviour. Their work, though derivative, should be tolerated if we're going to tolerate the behaviour of streamers. Streamers argued for this tolerance, after all.
And now they are making $15,000 a month from the millions of views it's getting because they did a good job with titling everything. At this point they've even overshadowed your own content because Youtube's search algorithm prefers 100+ smaller videos with really good titles vs 1x 5 hour video with 1 title and also most viewers on Youtube prefer the shorter clips.
Who should be the owner of these clips? In this case the re-uploader isn't adding anything new to the content. They are deciding that from 15:31 until 23:17 the original content creator was talking about X subject, so they cut out that bit and put it directly into a new video.
This is a really hard problem to solve because someone else might come in and cut that ~8 minute clip into 2x 4 minute clips or even change the offsets by a few seconds and now the file is completely different from a file size perspective.
That's why you see all of those videos of people who record certain shows on TV and then frame it in a weird background with moving circles and other artifacts, or they reduce the audio playback speed to 90%. It's to get around Youtube being able to detect it's duplicate content from someone else.
1. The creation of the unlicensed audio book was tolerated
2. There is a presumption that the unlicensed audio book should be protected from derivative works that profit from it
It's hard because the intolerance of derivatives works in (2) is inconsistent with the tolerance of the derivative work in (1); and so raises the question of when do unlicensed derivatives convert from tolerable to intolerable.
This is outside of all but the most liberal interpretations of fair use, IMHO.
A streamer playing a game is much more like a sports professional than an audiobook narrator. For most popular streaming games like LoL, Rocket League, Fortnite, Counter Strike or Hearthstone the game itself is mostly a set of rules and an arena.
I don't watch him for the artwork - I watch it primarily to learn how to play better, and because he's an amusing, chilled chap who talks to his 'chat' as he plays.
Also game companies want to have streamers because it's huge free advertising
The answer is that it is arguable that a livestreamer does not own the game content, and the game publisher absolutely could do a DMCA takedown request against people playing their games.
Game companies are generally fine with people who are streaming their content, though, and streamers are generally not fine with a re-uploader using it.
Therefore the re-uploader doesn't have permission for the content, and the streamer does have permission.
Game creators give streamers permission (sometimes just implied permission, but with more recent games it is more explicit) to share streams of their games. The streamers are not giving anybody permission to re-upload their content. The video game company doesn't automatically own the derivative works that they have given permission to be created.
This goes beyond reuploading. There are a ton of videos that use some clickbait-y title, the likeness of a creator and have inaccurate titles about what they contain. They then have 30-90 seconds of a clips from the creator followed by nonsensical filler to get it to the magical 10 minute duration. I'm not sure the significance of 10 minutes but there clearly is one. Better monetization? Another ad break?
And the onus of policing this is put entirely on the creator.
Honestly these regurgitation channels should be incredibly easy to detect and demonetize (if not take down entirely). They're bad for the ecosystem and just give pages of garbage results when you search for anything.
Now some people are actually good at taking long content and cutting it up into bite sized pieces. Good for them and it's smart of Asmongold to leverage them. The onus just shouldn't be on the creator to police this.
In my opinion this is a great deal for both. The streamer can broaden his audience by having an official stream highlight YouTube channel, the fans have more content and won't miss anything and the amateur video editors are getting a chance to do their passion more professionally (well, most of them had already good, YouTube focused editing skills)
Side observation: these youtube videos seem to have sponsered messages from skin,items etc trading type website.The videos also do raffle so users can "win skins" and such if they like/subscribe/comment. But youtubes recent policy chances apparently frowns up give-aways in exchange for subscribes and like and is causing a new wave of ruckus.
Personally I don't watch sports because I don't find it very interesting at all. Seriously, I would rather watch paint dry than most sports.
But I would (and sometimes do) watch a few minute highlight clips of someone who is extremely talented just schooling the competition at a professional level. It caters towards a different type of perspective. I don't care who wins or loses or even what sport it is. I just like seeing people excel at their craft, and it's super interesting to see how big of a skill gap there is between a really legendary player and an average player at the pro level.
A sports network will never get a dime from me, I'll never purchase tickets to a game and I would never wear any merchandise related to that player or sport. But in the end, I'm now aware of that player for something positive and I think for something to really take off that general awareness is critical.
Makes me wonder if I chose the wrong career.
E.g: nintendo killed an incredible fan made metroid game. It seems so short sighted.
No, the actual good move would have been for him to pay someone, or a company, a percentage of the revenue to make high quality videos for him, at the very begining.
The fact that he didn't do this, in the first place, means that he left hundreds of thousands of dollars on the table, which he could have captured if he had put a bit of effort into paying someone to make his youtube channel in the first place.
Monetizing isn't the "fun" part of streaming though.
You are assuming that this is some large amount of money for a streamer. It is not.
It is possible to outsource your entire YouTube presence to a company, that will merely take a cut of the profits. So there would be no risk, if you give a company a percentage of the revenue.
Does anyone have a link or more information on the specifics of this change?