nba2k – Techdirt (original) (raw)

NBA2K18 Is Removing User Made Content From The Game Over IP Infringement, Refuses Refunds To Anyone Who Bought It

from the airball dept

One of the tensions in the digital world that I find fascinating is what a content or platform creator must feel when deciding just how much freedom it wants to give to its fans. The benefits of giving fans the freedom to tinker is especially noticeable in the video game space, where long traditions exist for modding and making custom user-created content. Most game publishers’ embrace of this sort of thing ranges from a wink and a nod to actively fostering the modding community.

The NBA2K series, on the other hand, has actually incorporated custom made content into the game’s platform, allowing players to create and share custom clothing and accessory designs. The latest iteration of the game is no different, although this version of the game is notably allowing this custom content to be sold for the same “virtual currency” (VC) used everywhere else in the game. VC can be earned through play, or bought with real world money. All of this was going along swimmingly until 2K discovered, shockingly, that its custom content store was full of designs that pretty clearly infringed on all kinds of trademarks and other intellectual property.

In NBA 2K18, players can create custom shirts in myCareer mode, which can then be voted on by other players. These are purely cosmetic items that will show up on a player character in the myPark portion of the game, where players play 3 on 3 street basketball. If the shirt reaches 100 votes, the player who created it can sell it for the game’s virtual currency, VC. Shirts initially went for 3,500 VC, but last month 2K made all custom shirts free. You can buy 15,000 VC for five dollars. The problem is a lot of players are making shirts with copyrighted logos or mimicking real brands.

Players on Reddit and YouTube are saying that both shirts they’ve created and shirts they have purchased are being removed from their inventories. One player who reached out to Kotaku was able to get a shirt refunded for his shirts, but said that he only got 10,000 VC, the price of about three shirts, when he says he paid for 10 shirts total at 3,500 VC each.

That person’s account appears to be shared by others on Twitter and elsewhere. So, 2K created a platform for custom made content, allowed its customers to buy that content, and then nixed the content without offering a full refund? That’s not a good look from a publisher.

What’s also missing from the accounts on Reddit of those that made this infringing custom content is any sort of notice from 2K about their work being taken down, or the reason behind the takedowns. It appears that instead, the publisher just disappeared the content, sending it into the void. To be clear, the company can police its game in this manner, but it could have given custom content creators notice of a copyright claim at the very least.

So, by playing copyright cops, 2K has managed to piss off both the buyers and sellers of user-made game content. Much of that content is indeed plainly infringing, but refusing to make good with the customers that bought the content on 2K’s platform, using 2K’s currency, to be played in 2K’s game, is a horrible look.

Filed Under: copyright, digital goods, nba2k, trademark

Half Of NBA Teams Jump Into The NBA's New eSports NBA2K League, FIFA League To Start Soon

from the one-giant-step dept

With eSports exploding into a legitimate spectator event, both for in-person viewership and televised events, it was only a matter of time before professional sports leagues got in on the act. As it has been on so many things, the NBA became the first American league to announce it was creating its own eSports league, partnering with Take-Two Interactive and its NBA2K series to power its sponsored competition. When commissioner Adam Silver announced all of this in February, however, he was speaking for the league, but not the individual teams that make up that league. Asked at the time what he expected the participation level to be from individual teams, he said he expected about half to jump into this.

It turns out that projection was pretty much spot on, as 17 NBA teams ave officially agreed to participate in the league, lending their jerseys and branding to the games. Also released were some details about how the league will operate and how the games will be conducted.

The league will draft teams of five players to compete in a five-month season, which will mirror the NBA with a regular season, bracketed playoffs, and a final championship match to wrap it all up. Players will create their own avatars for competition, so no one will be using avatars of the recognizable basketball stars that appear in NBA 2K, like LeBron James or Kyrie Irving.

The Chicago Bulls are not among the teams participating, because the universe hates me and takes every opportunity to make me unhappy. That aside, the NBA’s monopoly on a pro-league-backed eSports league will be short lived. In Europe, a FIFA eSports league is already in the works, with several European clubs buying in.

Netherlands’ Eredivisie, the country’s highest soccer league, will launch its own esports league, the organization announced earlier today. All 18 clubs, among them the “Big Three” (Ajax Amsterdam, PSV Eindhoven, and Feyenoord) will participate in the league. The “E-Divisie” launched in association with EA SPORTS and Endemol Shine Netherlands, a TV production company.

You should expect the other major pro sports leagues to follow suit very, very quickly. As eSports begins to stretch its legs and expand its reach, these leagues are going to want to get in on what the NBA and soccer clubs are doing. And with major broadcast partners like ESPN bringing the product to the market, hopefully with all the polish and production one would expect of them, it’s likely eSports growing popularity is about to explode.

Filed Under: basketball, esports, nba2k
Companies: fifa, nba

Court Tosses Lawsuit Brought By Brother And Sister Against Take-Two Interactive Over NBA2K Face Scans

from the nice-try dept

As face-scanning technology has progressed, its use in video games has become more and more realistic. While several games make use of this to transport the gamer directly into the game they play, one of the best to do this is 2K Sports’ NBA2K series. By using a web camera or your smartphone, you can take a scan of your face and import it into the game to create your own avatar to ball out on the court with NBA stars. I’ve done this, and it’s awesome.

It’s that face-scanning feature that was the subject of an attempted lawsuit by a brother and sister in Illinois, however, who argued that Take-Two was violating the state’s Biometric Information Privacy Act, which seeks to ensure that businesses that store biometric data for their customers are protecting that data and not using it in ways the customer had never intended. The idea is that if your bank requires a fingerprint to access your account, and either loses that data to theft or uses that data for some other purpose, the public can get monetary and injunctive relief from the court. To do so, however, the plaintiff must suffer actual harm from a violation of BIPA.

Ricardo and Vanessa Vigil used the face scan feature in a copy of NBA2K they purchased, and agreed to the terms of service for the feature, but then sought monetary damages against Take-Two, claiming that the “actual harm” they suffered was the failure to follow every rule in BIPA itself. They claimed that the risk that their faces could be pilfered after they decided to play the online portions of the game with the characters they created using their face scans qualified as actual harm. The judge, after a motion to dismiss by Take-Two, was not buying it.

There is no allegation that Take-Two has disseminated or sold the plaintiffs’ biometric data to third-parties, or that Take-Two has used the plaintiffs’ biometric information in any way not contemplated by the only possible use of the MyPlayer feature: the creation of personalized basketball avatars for in-game play. The purported violations of BIPA are, at best, marginal, and the plaintiffs lack standing to pursue their claims for the alleged bare procedural violations of BIPA.

In other words: nice try on the money-grab, but we’re not buying it. The idea behind BIPA is not to allow the public to syphon away money from companies that have been completely upfront about the use of biometric data, or face scans. Had the court allowed the potential for injury to serve as a valid reason for a lawsuit, the use of biometric data by companies and consenting members of the public would result in all kinds of lawsuits. And that technology has far more useful applications than video game face scans.

Filed Under: biometric information privacy act, biometrics, bipa, face scans, nba2k, privacy, rciardo vigil, vanessa vigil
Companies: 2k sports