Atari Games Corp. v. Oman

693 F. Supp. 1204, 8 U.S.P.Q. 2d (BNA) 1426, 1988 U.S. Dist. LEXIS 10057, 1988 WL 94017
District Court, District of Columbia·Decided May 25, 1988·No. Civ. A. 88-0021 JHP·Published·Cited by 4 cases

Opinion

MEMORANDUM ORDER

JOHN H. PRATT, District Judge.

The narrow question presented by this action is whether the United States Register of Copyrights (“Register”) abused his discretion in denying plaintiffs application to register a claim to copyright in a video game entitled “BREAKOUT.” Plaintiff Atari Games Corporation (“Atari”) created BREAKOUT in 1975, 1 and introduced and began marketing the game the following year with immediate and immense success. More than a decade later, on February 6, 1987, Atari sought registration by the Register of a copyright to BREAKOUT. 2 On February 13, 1987, and again upon reconsideration on May 22, 1987, the Copyright Office refused to register the copyright on the basis that the work “did not contain at least a minimum amount of original pictorial or graphic authorship, or authorship in sounds.” Feb. 13,1987 letter at 1, included in Administrative Record. Finally, by letter dated December 7, 1987, the Copyright Office issued its final agency action, again refusing to' register the copyright in BREAKOUT.

Plaintiff filed the instant action on January 6, 1988, challenging the agency’s final action. The parties promptly filed cross-motions for summary judgment, which have been fully briefed. In its initial application for copyright, Atari submitted a terse but accurate description of BREAKOUT’S operation:

[T]he player commands a paddle which is movable across the screen. A horizontal band or wall formed by layers of bricks (i.e., rectangles) divides the screen above the paddle. A ball bounces back and forth between the wall and the paddle, rebounding off of each and removing a section of the wall each time it is hit by *1205 the ball. Each time a section or “brick” is removed the player scores points. When the player misses the ball with the paddle, the ball is replaced.

Synopsis of Deposit for Copyright Registration at 1. This characterization makes clear that BREAKOUT is a form of ball- and-paddle game, not entirely dissimilar to a solitary ping pong or tennis game. It is the audiovisual display and accompanying sounds of BREAKOUT — i.e., the “audiovisual work” — that Atari seeks to have registered for copyright protection.

There can be no doubt that video games, like other audiovisual works, are entitled to copyright protection provided they satisfy the prerequisites for eopyrightability under the Copyright Act (“Act”), 17 U.S.C. § 101 et seq. 3 Section 102 of the Act provides for the copyright of “original works of authorship.” 17 U.S.C. § 102. This language isolates two watermarks of a copyrightable work: it must be “original” — i.e., a work of independent creation — and it must be a “work of authorship” — i.e., the fruit of artistic expression and intellectual labor. Reader’s Digest Assoc. v. Conservative Digest, Inc., 821 F.2d 800, 806 (D.C.Cir.1987) (identifying originality and creativity elements of copyrightable materials); Baltimore Orioles, Inc. v. Major League Baseball Players Assoc., 805 F.2d 663, 668 (7th Cir.1986), cert. denied, — U.S. —, 107 S.Ct. 1593, 94 L.Ed.2d 782 (1987) (same). There is no dispute in this case, and the Register expressly recognized, that BREAKOUT originated with or was independently created by Atari. May 22, 1987 letter at 2. The question for tiie Register, then, was whether the video game is a “work of authorship,” that is, whether it is the result of the minimally required amount of creative expression.

The question of whether a particular work reflects a sufficient quantum of creativity to satisfy the copyright laws is not susceptible to bright line rules or broad principles. John Muller & Co., Inc. v. New York Arrows Soccer Team, 802 F.2d 989, 990 (8th Cir.1986) (“[t]here is no simple way to draw the line between ‘some creative authorship’ and not enough creative authorship”). It is in part for this reason that the Register is entrusted in the first instance with determining whether a work is copyrightable. Such a decision necessarily requires the exercise of informed discretion, and the Register, in part due to having to make such determinations on a daily basis, is generally recognized to possess considerable expertise over such matters. Norris Industries, Inc. v. International Tel. & Tel. Corp., 696 F.2d 918, 922 (11th Cir.), cert. denied, 464 U.S. 818, 104 S.Ct. 78, 78 L.Ed.2d 89 (1983) (recognizing “considerable expertise of the Register” where determinations at issue “are routinely made by the Register and are unquestionably related to the substantive area of the agency’s business”); Esquire, Inc. v. Ringer, 591 F.2d 796, 801-02 (D.C.Cir.1978), cert. denied, 440 U.S. 908, 99 S.Ct. 1217, 59 L.Ed.2d 456 (1979) (recognizing certain areas in which the Register “has considerable expertise”); cf. Bouve v. Twentieth Century-Fox Film Corp., 122 F.2d 51, 53 (D.C.Cir.1941) (Copyright Act “establishes a wide range of selection within which discretion must be exercised by the Register ... ”). For this reason courts accord deference to the Register’s decisions to refuse or accede to copyright registration, and overturn such decisions only if they reflect an abuse of discretion. Esquire, 591 F.2d at 805-06; John Muller & Co., 802 F.2d at 990; Norris Industries, 696 F.2d at 922.

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Atari Games Corp. v. Oman, 693 F. Supp. 1204, 8 U.S.P.Q. 2d (BNA) 1426, 1988 U.S. Dist. LEXIS 10057, 1988 WL 94017 (D.D.C. 1988).

693 F. Supp. 1204 (Atari Games Corp. v. Oman) — published by Counsel Stack Legal Research, free access to 12M+ legal documents.

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