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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Copyright Issues in Digital Society: Sports Video Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Daniil Shmatkov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Scientific and Research Institute of Providing Legal Framework for the Innovative Development of the National Academy of Legal Sciences of Ukraine</institution>
          ,
          <addr-line>Chernyshevskaya st., 80, Kharkiv, 61002</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This article addresses application of copyright protection to sports video games, discusses relevant important issues, and is aimed at disclosing intellectual property approaches applicable to the various elements of that entertainment and sports technology. The main focus is put on issues such as copyrightable subject matter in sports, proprietary rights in sports video games, national approaches to copyright laws, complex issues of vesting copyright, and relationships between creators and users of video games. Particular attention is paid to protecting the athletes moves that appear in video games and elaboration of the copyright issues in Ukraine. It is suggested that categorized copyright protection is an adequate and flexible approach to sports video games as an independent and significant genre containing various copyrightable objects.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Copyright</kwd>
        <kwd>video games</kwd>
        <kwd>digital society</kwd>
        <kwd>intellectual property</kwd>
        <kwd>e-sports</kwd>
        <kwd>streaming video games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The video game market has been developing
for over sixty years and according to various
statistics its size is valued at more than USD 150
billion. There is a lot of evidence for its further
growth. The video game industry has already
eclipsed the music and film industries [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Even
the COVID-19 pandemic did not slow down this
dynamic; on the contrary, pandemic has
accelerated it, as has the growth in the number of
gamers around the world [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Legal issues cannot ignore such a thriving
digital industry. Discussions about intellectual
property in video games are not uncommon and
have taken place since the advent of video games
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In most cases that digital systems are covered
by copyright law, patent law, trademark law, and
competition law [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], the right of publicity, the
freedom of speech, expression, and creativity [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
and the right to privacy. But it is copyright law
that penetrates the most the video game
production industry [5; 6]. Modern developments
contain many creative and expressive elements
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] that are covered by copyright, which creates a
large number of questions on law enforcement.
Creating and using video games is an intellectual
property challenge [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Therefore, these questions
are interesting for science.
      </p>
      <p>
        Video games can be grouped into several
different genres (massively multiplayer online
role-playing games, action adventure, first-person
shooter, sports, rhythm, driving, strategies,
puzzle, board and card games, gambling, etc.) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
and may have distinctive goals (entertainment
games, serious games or educational games,
applied games, and social games) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Different
games have a large number of game elements,
game rules standards and special expression in
gameplay, and therefore they may have different
legal protection [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Among the described genres, sports video
games are of interest in several ways. First, sports
video games market represents one of the highest
selling types of video game in the industry [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
And given such success, it is prone to spread
copying, cloning, imitation, re-engineering of
other developers’ ideas [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Second, in 2019, the
celebration of Intellectual Property Day was held
under the slogan “Reach for Gold” where World
Intellectual Property Organization emphasized
the value of copyright among other intellectual
property in the world of sport business, although
it is not the only feature of the sport [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Sports
video games are complex and complicated, which
comprises different copyrightable objects [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Comparative analysis of sports and sports video
games is interesting for science.
      </p>
      <p>Copyright in sports is still causing debate
among the scientific community, and the
digitalization of sports has begun to generate even
more debate.</p>
      <p>This article addresses application of copyright
protection to sports video games, discusses
relevant important issues, and is aimed at
disclosing intellectual property approaches
applicable to the various elements of that
entertainment and sports technology.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Copyrightable Subject</title>
    </sec>
    <sec id="sec-3">
      <title>Sports</title>
    </sec>
    <sec id="sec-4">
      <title>Matter in</title>
      <p>
        In 2019, during the celebration of Intellectual
Property Day, the copyright was only covered as
a matter of broadcasting sports events. The
portrayal of the sports performance through a
picture or media coverage has good prospects for
attracting intellectual property in different
jurisdictions [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. But there are also other
copyrightable objects.
      </p>
      <p>
        Sometimes courts had taken the position that
sports performances meet the threshold for
copyrightable subject matter [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. A sports event
per se cannot be considered as copyright [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
Sports are divided between the following different
groups, into which sports might fall, and these
categories are arranged in order from the least to
the most possibly copyrightable ones [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]: 1)
sports events; 2) scripted sports plays; 3)
routineoriented competitive sports; and 4)
routineoriented non-competitive sports. Although this
classification is not a panacea for obtaining
copyright – for example, in the recent decision of
the Spanish Supreme Court from October 18,
2020 regarding the claim of a professional
bullfighter to obtain copyright protection, court
sentenced that the bullfighter cannot register his
choreography as an object of intellectual property
since it cannot be expressed objectively [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. The
question of whether bullfight is a sport, perhaps, a
debatable one, but the most important thing in this
case is that in relation to expressive bullfight, the
court referred to the decision of The Court of
Justice of the European Union from October 4,
2011 with reference to Football Association
Premier League, which states that competitions
limited by the rules of the game leave no room for
creative freedom in the sense of copyright.
      </p>
      <p>
        Scientists note that scripted sports, adversarial
and routine-oriented sports, don’t deserve
copyright protection [16; 18], while
choreographies of routine-oriented/aesthetic
sports [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] as well as sports celebration moves
[19; 20] are copyrightable subject matter. It
follows from studies and judicial practice that
establishing the existence of copyright requires a
number of procedures, including an identification
of moves compliance to the strict rules, the
number of moves performed in choreography, the
presence of competition, the ability to move in a
different way or simpler, peculiarity of moves,
compliance of moves with the public morality,
etc.
      </p>
      <p>A video game, like a sports game, does not
necessarily lead to a copyrighted work, which is
determined by the level of originality of the work
and the dichotomy of functionality and
expressiveness, but the scope of the copyrightable
subject matter in sports video games is much
larger.</p>
    </sec>
    <sec id="sec-5">
      <title>3. Proprietary Rights in Sports Video</title>
    </sec>
    <sec id="sec-6">
      <title>Games</title>
      <p>Video games include different technological
aspects. In these IT products, in general copyright
covers the following objects [7; 10]:
 Musical compositions.
 Sound recordings.
 Voices.
 Imported sound effects.
 Internal sound effects.
 Photographic images.
 Digitally captured moving images.
 Animations.
 Texts.
 Storylines.
 Characters.
 Primary game engine or engines.
 Ancillary codes.
 Plug-ins.
 Comments.</p>
      <p>In sports video games, the storyline and
characters as copyrightable objects raise
controversial issues. While, in some cases,
copyright holders of various management games
(e.g. Fantasy Football) can claim such rights,
copyright holders of realistic simulations of sports
are unlikely to get copyright protection for their
storyline. By analogy with the legal issues in
sports discussed in the second paragraph, rules,
placement of athletes on the field, etc., are not
copyrightable subject matter even in the digital
space.</p>
      <p>
        In addition, the list above lacks choreography,
pantomime or parody that an athlete can display,
for example, during a score celebration that is a
recognizable attribute of a real athlete. Such
animation elements are widely used in sports
video games to enhance their believability and
entertainment. In this case, the digital version of
such movements can be considered, for example,
as derivative work. But as the lawsuits against
Epic Games [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] show, not every set of moves can
be qualified as copyright, which means that it is
necessary to take into account all the most
common and relevant requirements for obtaining
the rights of this intellectual property – the
fixation requirement, the human authorship
requirement, copyrightable subject matter, and the
originality requirement.
      </p>
    </sec>
    <sec id="sec-7">
      <title>4. National Approaches to Copyright</title>
    </sec>
    <sec id="sec-8">
      <title>Laws</title>
      <p>Each of the EU member states, as well as the
USA, Canada, China, Ukraine and other countries
have their own national copyright laws, which are
based on the framework of international laws and
agreements such as the Berne Convention (1886),
the TRIPS Agreement (1994), and the WIPO
Copyright Treaty (1996). National approaches to
video games can be divided into the following
areas:
 Video games are classified as functional
software with a graphical interface.
 Separate or categorized protection of each
creative element according to its specifics is
provided.
 Video games are classified as audiovisual
works.
 Video games are not classified and not
clearly defined in the legislation.</p>
      <p>
        The first approach is used in countries such as
Canada, China, Israel, Russian Federation, Spain,
and other countries; separate or categorized
protection for creative elements is provided in
Brazil, Denmark, Germany, Japan, USA, and
other countries; video games are regarded as
audiovisual works in Kenya and the Republic of
Korea [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        In Ukraine, video games are not mentioned in
the legislation (in the Civil Code of Ukraine, in
the Law of Ukraine “On Copyright and Related
Rights”, and in the Law of Ukraine “On the
Distribution of Copies of Audiovisual Works,
Phonograms, Videograms, Computer Programs,
and Databases”) despite the fact that the Supreme
Court back in 2006 pointed out the need to
describe a video game as an object of copyright
law in the Law of Ukraine "On Copyright and
Related Rights" and in the Law of Ukraine “On
the Distribution of Copies of Audiovisual Works,
Phonograms, Videograms, Computer Programs,
and Databases”. It means that the laws mention
copyrightable objects such as computer programs,
databases, audiovisual works, etc., which,
probably, could be applied to video games, but do
not directly mention video games (and, of course,
do not distinguish their genres). In Ukrainian legal
proceedings, there is a lack of theory and practice
applicable to that digital system, but some
comments [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] indicate that in Ukraine it is more
likely that the approach of separate protection of
each creative element of video game according to
its specifics is applied.
      </p>
      <p>The more legislators and courts will recognize
the legal versatility of IT, the easier it will be for
the creators to assess in advance the potential legal
risks and opportunities and create original works,
the more interesting the game will be for gamers,
and the easier it will be to build a thriving national
sector of the economy.</p>
    </sec>
    <sec id="sec-9">
      <title>5. Complex</title>
    </sec>
    <sec id="sec-10">
      <title>Copyright</title>
    </sec>
    <sec id="sec-11">
      <title>Issues of</title>
    </sec>
    <sec id="sec-12">
      <title>Vesting</title>
      <p>Both e-sports and streaming sports video
games are modern trends. At first glance, the use
of neighboring rights is appropriate in these
activities, but research and practice indicate the
need for a more detailed analysis of the
approaches to these issues.
5.1.</p>
    </sec>
    <sec id="sec-13">
      <title>E-sports</title>
      <p>
        Born in Asia and spread to Europe and
Americas, e-sports has already eclipsed some of
the biggest sporting events in the world [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. It
became difficult to ignore the commercial
potential of e-sports, and in 2017, the
International Sports Committee (IOC) began to
consider “competitive e-sports” as a sporting
event. In 2018, Lausanne hosted the first e-sports
forum organized in cooperation between the IOC
and the Global Association of International Sports
Federations.
      </p>
      <p>
        E-sports is defined as “an area of sport
activities in which people develop and train
mental or physical abilities in the use of
information and communication technologies”
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In addition, scientists note that escapism,
acquiring knowledge about the games being
played, novelty and e-sports athlete
aggressiveness positively predict e-sports
spectating frequency [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], i.e., even those aspects
make e-sports popular and open up new market
niches.
      </p>
      <p>
        Taking into account the arguments from the
previous paragraphs, e-sports is characterized by
more ways of copyright protection than sports.
Another difference between sports and e-sports is
that copyright exists when an e-sports game is
created, whereas it does not apply to sport as such
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. There is a perception that the sports
performance of e-sports can be considered as
original expressions under copyright law, just like
music, dance or theater [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. At the same time, it
is doubtful that “law may recognize intellectual
property in a virtual eSport” [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] when it comes
to scripted sport simulators. But certain
opportunities still remain – since e-sports can
protect the game format with copyright, and
regulation of the rules of the game may be less
important or even irrelevant [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. At the same
time, the widespread use of the image of an athlete
as a leader of public opinion can place certain
restrictions on the commercial aspects of
copyright. This issue remains controversial.
      </p>
      <p>Thus, copyright in e-sports generally primarily
includes the corresponding rights of IT developers
(or other copyright holders) to sound recordings,
voices, sound effects, photographic images,
moving images, animations and texts, and
comments. In the second place, the rights of
organizers and participants of a digital sports
event to the same objects and to broadcasting as
well as to possible new creative works appear.
Otherwise, the relationship between e-sports
players and organizers will probably develop
similarly to well-known practices in real sports.
5.2.</p>
    </sec>
    <sec id="sec-14">
      <title>Streaming</title>
      <p>
        Streaming video games is live broadcasting
playing video games on the internet [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
Research shows that in recent years, game
developers have been aggressively using their
copyrights to gain a share of streamers income and
to control the context in which their game is
shown [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. There is a perception that freedom of
expression can and should be used in this context,
as game streaming is already beneficial for IT
developers (or other copyright holders) as it
increases the demand for their game [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>Today, in this type of relationship, the laws of
countries justifiably give preference to the rights
of copyright holders. According to all factors from
the fair use checklist (the purpose and character of
the use; the nature of the copyrighted work; the
amount or substantiality of the portion used; and
the effect of the use on the potential market or
value of the work) the streamers' positions are
weak.
5.3.</p>
    </sec>
    <sec id="sec-15">
      <title>User-Generated Content</title>
      <p>
        The situation with user-generated content
remains insufficiently clarified. Many video
games encourage players to create and share
socalled user-generated content, which can be a
legal minefield for all parties [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Modern interactive online video games include
tools for creating and developing new game
elements such as characters, levels and other
creative elements, in fact, they develop an entirely
new category of creators whose legal status
remains largely unclear [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Players must follow
the rules of use of the game specified in the "end
user license agreement" which in most cases
leaves room for doubt, and IT developers should
take into account various situations in order to
prevent the distribution of illegal or inappropriate
content on their platforms [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        All games are interactive processes, and
players perceive the game as a creative process,
which undermines the copyright of the IT creator,
while laws may not sufficiently protect both the
copyrights of creative players and authors of
video games [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>
        The fact that only a specific expression of a
computer program is copyrighted can be a
disadvantage, because even similar visual effects
by themselves sometimes cannot be proof of
copying [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The copyright holder retains the
rights to only one of the many ways of expression
and its derivatives. Some confusion arises here,
which includes concepts such as original work,
fair use, derivative work, etc.
      </p>
      <p>
        On the one hand, the resolution of this issue
requires relevant courts decisions and
explanations. Although tools for protecting the
copyright of players and authors of interactive
games (or other copyright holders) are still
developing, it is important to understand that here,
as in most cases of streaming video games [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ],
the value of works is low. The same cannot be said
for e-sports, where the financial prospects are
much higher.
      </p>
    </sec>
    <sec id="sec-16">
      <title>6. Relationships between Copyright</title>
    </sec>
    <sec id="sec-17">
      <title>Holders and Users of Video Games</title>
    </sec>
    <sec id="sec-18">
      <title>6.1. Copyright Infringement</title>
      <p>
        A thriving sector of the economy is bound to
be faced with various types of law infringements.
In addition, game developers are increasingly
using a complex mixture of legal and illegal tools
to regulate creative activities [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Among the most
common infringements, the following should be
noted [8; 10; 12]:
 One-for-one code copying.
 Imitation of game mechanics or remixture
of multiple games’ mechanics.
 Changing the graphics of an existing
game (reskinning), while retaining the original
expression and actual gameplay.
 Modifying other elements of an existing
game, while preserving certain original
elements.
 Hiding secret content (Easter eggs) in a
video game by its developers which is taken
from another copyrighted work.
      </p>
      <p>
        These tendencies are taking place at the
present stage of development of IT. Among a
digital society, infringements are more
widespread and more profitable for clone
developers, but proportionately more detrimental
to original developers [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
6.2.
      </p>
    </sec>
    <sec id="sec-19">
      <title>Copyright Protection</title>
      <p>Lawsuit cases regarding copyright in video
games are widely reported in the scientific
literature, but there is a lack of information
regarding lawsuit cases which consider
infringements in sports video games.</p>
      <p>The main implications of most common
lawsuits in video games are identifying significant
similarities between works, balancing between
freedom of speech, expression, creativity and
copyright, testing genre standards (which are not
protected by copyright), and publicly available
noncopyrightable subject matter in a particular
work.</p>
      <p>
        Lawsuits involving sports video games, for
example, have addressed issues such as the game's
compliance with copyright vesting requirements
and categorizing video game streams within the
context of copyright law [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Most of the
disputes between the creators of sports video
games are about violations of other laws (public
rights, false advertising, etc.). Although video
games have already become part of the 21st
century media landscape, their protection under
copyright law still raises difficult doctrinal issues
[
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], some of which were described in the
previous paragraphs.
      </p>
      <p>
        Intellectual property law, especially copyright
law, is an ever-expanding doctrine [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. But such
a complex copyright system means that courts
have to conduct more detailed analysis, which in
turn leads to higher costs for litigating parties [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        The revenue that independent developers make
is limited [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], but in the fast-growing mobile
games market, such IT developers have weight.
The mobile games market is full of small and
medium-sized companies that use video games
for commercial purposes without obtaining all the
relevant copyright and related rights [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. An
illustrative example is the removal of Flappy Bird
from the Apple App Store, after which sixty
Flappy Bird clone applications were sent every
day for approval in the App Store [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
      </p>
      <p>
        Although some countries are implementing
projects to simplify the handling of copyright
infringement claims, in general, the high costs of
litigation processes are not always within the
reach of SMEs. Legislation should distinguish
legitimate inspiration and plagiarism [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] in order
to serve all stakeholders. Although potential
copyright infringement implies certain legal
remedies, the following extralegal norms of
fairness, which minimize the need for strong legal
interventions, underlie content creation in the
gaming context [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]:
 Norms of competitive integrity prevalent
among video game players.
 Norms of wealth sharing arising out of
communities of loyal consumers.
 Labor-based norms that allow gameplay
streamers to claim ownership over their
recorded stream.
      </p>
      <p>
        Internal copyright management systems [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ],
which could include legal, educational, and
specific aspects (such as IT applications in
licenses distribution or in monetization of
copyright assets, etc.), are useful to SMEs
especially at the stage of development of
technological elements of digital systems that are
essentially copyrightable subject matter. An
effective legal instrument for the protection of
intellectual property rights is Directive
2004/48/EC of the European Parliament and of
the Council from April 29, 2004 on the
enforcement of intellectual property rights, which
provides effective means of presenting, obtaining
and preserving evidence that is of prime
importance in intellectual property lawsuits,
which allows plaintiffs to claim the physical
withdrawal of infringing goods and/or materials
and tools used in the production and/or
distribution of those goods and/or materials, an
“ex parte injunction”, an interim measure for a
judgment without the presence of the defendant
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The implementation of such rules could be
adequate to the challenges of the Digital Era, and,
possibly, standardize the processes of considering
cases related to copyright protection and reduce
the costs of litigants for conducting different tests.
      </p>
    </sec>
    <sec id="sec-20">
      <title>7. Conclusions</title>
      <p>Thus, as a result of the analysis, it was found
that proprietary rights in sports video games are
significantly different in objects from sports and
slightly different from the general case of video
games. Basically, this kind of entertainment and
sports, like other genres of video games, contains
a wide variety of copyrightable objects: mostly –
primary game engine or engines (which can be
considered, for example, as “literary work” or
“computer program” in the language of the law),
ancillary code (computer program or literary
work), plug-ins (computer programs or literary
works), musical compositions (musical works,
including any accompanying words), sound
recordings (sound recordings), images (graphic
works), animations, sound-effects, and comments
(motion pictures and other audiovisual works),
texts (literary works), sport celebration moves
(pantomimes and choreographic works), and
neighboring rights for e-sports; and barely –
storylines and characters.</p>
      <p>
        Therefore, separate or categorized copyright
protection is an adequate and flexible approach to
sports video games for the digital society needs
since “categorized protection is probably
conducive to the innovation and iteration of the
video game sector” [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. This approach also may
be applied in countries where video games are not
directly indicated as copyrightable subject matter
and may be considered as a complex of other
copyrights.
      </p>
      <p>Jurisdictions of countries in whose legislation
the video games are not defined as an object of
copyright and where there are no relevant court
cases run the risk of facing a chaos of
unpredictable court decisions. At the same time, it
is important to note that nowadays information on
generalized approaches in court cases regarding
sports video games is scarce, as well as on court
cases regarding e-sports, streaming sports video
games, and user-generated content. These
questions are a prospect for further research.</p>
    </sec>
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