Licensing โ is the act of one party authorizing and granting permission to a third party to perform an action that would otherwise be unlawful, while a โlicenseโ is the document providing evidence thereof.[1]
Licensing is common in many situations where there is an entity holding authorization powers. For instance, in administrative contexts, public authorities grant licenses to citizens to allow them to engage in activities that might pose risks to the community if freely undertaken by anybody, without proper evaluation and prior public authorization, such as driving or hunting.
The industry where licensing plays a paramount role is the creative and inventive sector, where it serves as the primary mechanism for intellectual property rightsโ owners to exploit and monetize their intangible assets, such as creative works protected by copyright,[2] inventions protected by patents[3] and/or trade secrets, or brands registered as trademarks.[4] In this sector licensing is formalized in actual license agreements, which consist in contracts where the party owning the relevant intellectual property rights, named โlicensorโ, maintaining the ownership of its intellectual property, grants to the other party, named โlicenseeโ, the authorization to exercise certain usages of the protected assets that, by law, would be exclusive prerogative of the owners themselves.[5]
Forms
Licensing can take different forms based on the partiesโ business interests. A license can be exclusive, thus authorizing licensee only to perform the authorized activities, excluding even the licensor from performing them; it can be non-exclusive, meaning that licensee, licensor, and other possible licensees can perform the authorized activities; or it can be semi-exclusive (s.c. โsole licensingโ), meaning that licensor and licensee are the only ones that can perform the authorized activities. A license can authorize sublicensing or not. A license can be granted for free or upon the payment of a consideration, which can be a lump-sum or, more often, be proportional to the commercial results obtained by the licensee using licensorโs intellectual property rights (royalties or of revenuesโ share). A license can authorize all the uses granted by the relevant intellectual property right at stake or only some of them; for example, it might authorize the reproduction of physical copies of a product and the relating distribution, without permitting digital copiesโ exploitation. A license can be worldwide or territorially limited to certain specific countries. Additionally, licenses may have a limited duration or be granted in a regime of substantial perpetuity.
Also in the digital interactive entertainment industry, licensing confirms its pivotal role in allowing both video games production and distribution, and the spreading and strengthening of competitive video gaming phenomenon; this happens not only through โpureโ licenses, but with more complex agreements including licensing element at their core.
As per video games production, for example, licensing is the core element of the principal contract of the industry: the publishing agreement.[6] These sorts of deals usually entail a development studio licensing its intellectual property rights on the video game to a publisher on an exclusive basis and with sublicensing rights, in exchange inter alia of the publisherโs providing: (i) the necessary funds to support the video gameโs development; (ii) the performance of marketing activities; (iii) the management of physical and digital distribution as well as the relating royaltiesโ collecting. Sometimes these agreements are quite broad, and the license granted by the developer can even encompass the authorization to the publisher of managing the creation of derivative works (such as movies, comic-books, TV Series), with the aim of creating s.c. โfranchisesโ. Additionally, licensing is also the means through which video games based on different media and IPs are created, for example, video games based on movies, TV series etc. (s.c., โcross-media licensingโ).
In terms of competitive gaming and esports movement, licensing plays a core role in different ways.
Indeed, it is through licensing that video gamesโ intellectual property rights holders, i.e. the publishers (either because authorized per the relevant publishing agreements or, in some case, as actual owners of the relevant intellectual property rights), authorize third parties to organize esports events and tournaments, which consist in an exploitation of their rights including the execution in public of their game and its broadcasting on the web/TV. Such licensing-authorization can either be based on s.c. community licences, which are license terms and conditions usually available to the public on the publishersโ website in order to allow users and tournament organizers to rely on them to understand how legally organize authorized esports events (s.c., open system). [7] Alternatively, tournaments and events are organized pursuant to bespoke license agreements granted to allow the organization of specific tournaments, as it happens for bigger and more relevant tournaments in terms of prize and communication resonance, or in case of publishers that have decided to have a higher control on the esports movement relating to their games, and thus choosing the organizers and teams playing them (s.c., closed or franchised-system).
Additionally, licensing is integral to sponsorship agreements, which play a paramount role in the expansion of the esports movement, as they allow brands โ often traditional ones โ to reach the young target characterizing esports viewers. According to these agreements, brands economically support esports tournamentsโ organization or esports teams, in exchange of the authorized use of their logo and insignia on the tournament marketing materials (or even on the screens displaying matches) or on the teamsโ uniforms. Sometimes these deals can even encompass an obligation of the โsponseesโ (i.e.,the teams or the tournament organizers supported by the sponsor) to adopt the sponsorโs name as part of the teamโs or the tournamentโs name itself (for example: the โIntelยฎ Extreme Mastersโ); in this case itโs common to refer to these agreements as โnaming rightsโ agreements.
[1] Bryan A. Garner (ed), โLicenseโ, Blackโs Law Dictionary (4th edn, Thomson Reuters, 2011).
See also โLicenseโ, The Law Dictionary powered by Blackโs Law Dictionary 2nd ed., <https://thelawdictionary.org/license/> accessed 11 April 2024.
[2] Silvia Scalzini, โLa circolazione del diritto dโautore e dei diritti connessiโ, in Francesco Antonio Genovese and Gustavo Oliveri (eds), Proprietร Intellettuale โ Segni distintivi, brevetti, diritto dโautore (Wolters Kluwer Italia S.r.l., 2021).
[3] Andrea Tatafiore, โLa circolazione dei diritti di brevettoโ, ibid.
[4] Antonio Lamorgese, โLa circolazione del marchioโ, ibid.
[5] An interesting concise and yet broadly applicable definition of intellectual property license agreement can be found in Case C-533/07 Falco Privatstiftung e Rabitsch v. Gisela Weller-Lindhorst [2009] I-03327.
[6] David Greenspan and Gaetano Dimita, contributions from S. Gregory Boyd and Andrea Rizzi, Mastering the game โ business and legal issues for video game developers (2nd ed, WIPO 2022) 130
[7] Dan Nabel and Bill Chang, Video Game Law in a Nutshell (2nd edn, West Academic, 2024), 417-457