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A presente dissertação tem como escopo a análise do direito de imagem do praticante desportivo no âmbito da indústria dos videojogos. Esta indústria de entretenimento não fica alheia ao crescente mediatismo dos intervenientes desportivos, e existem algumas problemáticas resultantes do facto de as personagens virtuais, fruto da crescente capacidade de criação tridimensional, se assemelharem cada vez mais aos atletas representados. Primeiramente é enquadrado o regime geral do direito de imagem no ordenamento jurídico português, e discute-se de que forma é possível operar a transmissão do direito de imagem. De seguida, faz-se uma breve referência ao ordenamento jurídico espanhol e estado-unidense. Por fim é explorada a relação do direito de imagem com os videojogos, especialmente no que concerne a simuladores desportivos, com a finalidade de proceder a uma análise sobre algumas das questões emergentes deste ponto de contacto.
The goal of analysis of the present dissertation is the image right in the scope of the videogames industry. This entertainment industry is not unaware of the growing media coverage of sports players, and there are some conflicts with the artistic creation of virtual characters that, as a result of the growing capacity for three-dimensional creation, increasingly resemble the represented athletes. Firstly, the general regime of image rights is framed in the Portuguese legal system, and how is it possible to operate the transmission of the image right. Then, a brief reference is made to the Spanish and United States legal system. Finally, the relationship between image rights and videogames is explored, especially with regard to sports simulators, with the purpose of analyzing some of the issues emerging from this point of contact.
The goal of analysis of the present dissertation is the image right in the scope of the videogames industry. This entertainment industry is not unaware of the growing media coverage of sports players, and there are some conflicts with the artistic creation of virtual characters that, as a result of the growing capacity for three-dimensional creation, increasingly resemble the represented athletes. Firstly, the general regime of image rights is framed in the Portuguese legal system, and how is it possible to operate the transmission of the image right. Then, a brief reference is made to the Spanish and United States legal system. Finally, the relationship between image rights and videogames is explored, especially with regard to sports simulators, with the purpose of analyzing some of the issues emerging from this point of contact.
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Keywords
Direito Imagem Desporto Videojogos Image Right Sport Video games