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RIGHT OF PUBLICITY


right of publicity case law and the balancing test that courts apply. T is article will focus on the most recent


three cases dealing with athletes depicted in sports video games. T ese cases, brought against Electronic Arts (EA) for allegedly violating the athletes’ right of publicity, have pushed and developed the balancing tests that courts use in such cases.


Brown v EA In Brown v EA, from July 31, 2013, National Football League (NFL) great Jim Brown asserted that EA used his likeness in several versions of its popular video game Madden NFL. Brown, as a retired player, was not covered by the licensing agreements EA had signed with the NFL and the NFL Players Association, and as a result did not receive compensation for the use of his likeness. Brown did not assert his right of publicity; instead, he asserted Lanham Act trademark claims. T e US Court of Appeals for the Ninth


Circuit applied the ‘Rogers’ test. Under this test, liability will not be found under the Lanham Act “unless the [use of the trademark or other identifying material] has no artistic relevance to the underlying work whatsoever, or, if it has some artistic relevance, unless the [use of trademark or other identifying material] explicitly misleads as to the source or the content of the work”. T is test was fi rst established in the case of Rogers v Grimaldi, which the US Court of Appeals for the Second Circuit ruled on in 1989. Ginger Rogers, the late actress, fi led suit against the producers and distributors of Ginger and Fred, a fi lm that allegedly infringed her right of publicity and confused consumers, in violation of the Lanham Act. Despite its title, the movie was not about either Rogers


the title clearly related to the content of


or late actor Fred Astaire. T e court dismissed the claim because the


movie and was not a disguised advertisement for the sale of goods and services or a collateral commercial product. In Brown, the ninth circuit held that because video games were expressive works, the district court correctly applied the Rogers test. Applying this test, the court concluded that Brown’s likeness was artistically relevant to the games and that there were no facts to support the claim that EA explicitly misled consumers about Brown’s involvement in the games. T e court reasoned that the public interest in free expression outweighed the public interest in avoiding consumer confusion.


www.worldipreview.com what


“BROWN’S LIKENESS WAS ARTISTICALLY RELEVANT TO THE GAMES AND THERE WERE NO FACTS TO SUPPORT THE CLAIM THAT EA EXPLICITLY MISLED CONSUMERS ABOUT BROWN’S INVOLVEMENT IN THE GAMES.”


T e two cases that came aſt er the Brown


decision applied a diff erent analysis because they were based on rights of publicity instead of the Lanham Act. T e courts in these college sports cases applied the transformative use test instead of the author-friendly Rogers test.


Hart v EA T e fi rst such case was Hart v EA, decided by the US Court of Appeals for the T ird Circuit in May 2013, when Ryan Hart sued EA for allegedly violating his right of publicity under New Jersey law. Hart was a quarterback at Rutgers University. EA’s popular NCAA Football video game featured a Rutgers quarterback with


the


same number, same height, weight, throwing distance, and physical appearance as Hart in its 2006 version of the game. Because of National Collegiate Athletic Association (NCAA) rules preventing student athletes from earning money from merchandising or sport-related commercial deals, EA did not sign any licensing deals with any college players. In this case, the third circuit chose to apply


the transformative use test, which is rooted in copyright law. Under this test, a court examines “whether the product containing a celebrity’s likeness is so transformed that it has become primarily the defendant’s own expression rather than the celebrity’s likeness”. T is test fi nds its roots in the Comedy III


Productions v Gary Saderup case, which looked at a defendant’s unadorned drawings of


comedy act T e T ree Stooges and whether those drawings manifested the artist’s skill and talent or whether they exploited the plaintiff ’s rights in order to achieve fame. Applying the transformative use test to the


facts in Hart, the court concluded that EA failed the test because the digital Hart was doing


the


Roxana Sullivan is an attorney at law at Dennemeyer & Associates. Her experience covers trademark and copyright prosecution, licensing, business-related agreements, and internet/e-commerce issues. She can be contacted at: rsullivan@dennemeyer-law.com


the actual Hart did—that is, he played


college football. In an analysis similar to the one applied in another video game case, No Doubt v Activision, the court ruled that while the game allowed users to literally transform (ie, modify the Hart avatar), that was insuffi cient to satisfy the transformative use test.


Keller v EA T e second college sports case was Keller v EA, ruled on in July 2013 by the ninth circuit. In a case very similar to Hart, Samuel Keller accused EA of violating his right of publicity under California Civil Code 3344 and California common law by using his likeness as part of the NCAA Football video game series. T e ninth


circuit also applied the


transformative use test to balance Keller’s right of publicity with EA’s First Amendment rights. Under this test, the court held that EA’s use did not qualify for First Amendment protection as a matter of law because it literally recreated Keller “in the very setting in which he had achieved renown”. Based on the EA cases, it seems that courts


may have shiſt ed towards the plaintiff s and against the defendants in video game disputes. However, those cases also presented sympathetic plaintiff s, ones who had worked hard to become excellent athletes but were not compensated under the NCAA student-athlete system. T e growing criticism of that system for allegedly exploiting student athletes may have created a bad environment for EA’s defence. It will be interesting to see whether courts


will revert to being more sympathetic to authors when the plaintiff s are less sympathetic, or as more video games come over the horizon. 


World Intellectual Property Review Annual 2015


61


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