
SINGAPORE-LAW-PRESS · Published May 2026
Published · English-language legal monograph
Intellectual Property Protection for Video Games in China
A Study of Video-Game Intellectual Property Protection in Chinese Law and Practice
- Publication
- May 2026
- Language
- English
- Paperback ISBN
- 978-981-94-5714-4
- Hardcover ISBN
- 978-981-94-5715-1
- Paperback Price
- S$49.90
- Hardcover Price
- S$128.00
Paperback and hardcover editions are priced separately. Please contact the publisher for orders and delivery arrangements.
Intellectual Property in the Digital Games Industry
This English-language professional monograph focuses on the legal framework and judicial practice of intellectual property protection for video games in China.
Video games are no longer merely entertainment products. They are complex digital products combining computer software, moving images, visual art, music, literary expression, character designs, interactive rules, user data and business models. As China’s video-game industry has developed, disputes involving game rules, visual presentation, characters, source code, gameplay mechanics and so-called “reskinned games” have become increasingly important in both intellectual-property theory and practice.
The book systematically examines copyright, trademark and patent protection, unfair competition, administrative regulation and criminal liability under Chinese law, and further discusses standards for determining video-game infringement and comparative developments in Chinese and U.S. copyright jurisprudence.
In relation to infringement analysis, it addresses the protection of game rules, the copyright status of the overall audiovisual presentation, protection routes for individual game elements, source-code protection and methods for assessing substantial similarity between video games. It also examines common industry issues such as reskinned games, imitation of gameplay mechanics, bad-faith registration of character names and confusion involving game identifiers, with reference to Chinese judicial practice.
The book also draws on U.S. video-game copyright cases, including Tetris, Triple Town and Bang!, to compare judicial developments in the two countries concerning copyright protection, substantial similarity and the boundaries of protection for game rules.
Rather than treating video-game disputes as an isolated category of infringement cases, the book approaches them through legal rules, judicial practice, technological facts and industry development, presenting the protection boundaries of highly digitalized video games within the existing intellectual-property system and introducing China’s legal framework and practice to an international professional readership.
Examining the boundaries of intellectual property protection for video games through legal rules, technical facts and judicial practice.
Principal Areas of Inquiry
Video games as composite digital products combining software, artwork, music, audiovisual expression and interactive mechanics
Copyright, trademark and patent protection, and unfair-competition law, within the Chinese legal framework
Protection boundaries for game rules, source code, overall audiovisual presentation and individual game elements
Reskinned games, imitation of mechanics, character names and confusing game identifiers
Substantial-similarity analysis and judicial standards in video-game disputes
Comparative Chinese and U.S. case law, including Tetris, Triple Town and Bang!
