Book Details

Physical book cover of Intellectual Property Protection for Video Games in China, with spine visible

SINGAPORE-LAW-PRESS · Published May 2026

Published · English-language legal monograph

Intellectual Property Protection for Video Games in China

Weijie Zhu · Author

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

01

Video games as composite digital products combining software, artwork, music, audiovisual expression and interactive mechanics

02

Copyright, trademark and patent protection, and unfair-competition law, within the Chinese legal framework

03

Protection boundaries for game rules, source code, overall audiovisual presentation and individual game elements

04

Reskinned games, imitation of mechanics, character names and confusing game identifiers

05

Substantial-similarity analysis and judicial standards in video-game disputes

06

Comparative Chinese and U.S. case law, including Tetris, Triple Town and Bang!

Weijie Zhu

PRC Lawyer · California Attorney · Patent Agent

Weijie Zhu is a PRC lawyer, California attorney and patent agent.

She has more than ten years of legal experience and has long focused on intellectual-property research and litigation practice, particularly at the intersections of intellectual property, the internet, information technology, law and technology. Her experience includes disputes involving online games, computer software, copyright, trademarks, unfair competition, trade secrets and patents.

She has an interdisciplinary background in law, English and computer science. She holds a B.A. in English from Donghua University, an LL.B. from East China University of Political Science and Law, and an LL.M. from the National University of Singapore. She is currently pursuing an M.S. in Computer Science at the Georgia Institute of Technology.

In 2023, she published the Chinese-language legal monograph 知识产权纠纷裁判标准实务精解 with Law Press China. In 2026, her English-language monograph Intellectual Property Protection for Video Games in China was published by SINGAPORE-LAW-PRESS and has since entered the collections of the National Library Board, Singapore, and the Max Planck Institute for Innovation and Competition.

Across long-term intellectual-property practice and research, Chinese- and English-language professional publications, and institutional library collections, she continues to advance cross-disciplinary research and international communication at the intersection of intellectual property, digital technology and legal practice.

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