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  • Legality of Fantasy Sports – Gambling or Not

    The fantasy sports industry nearly imploded in 2015. While several factors fueled that near detonation, chief among them was a belief that fantasy sports games are actually illegal lotteries or illegal gambling games.

    Since the 2015 implosion, eight states, including New York, have adopted laws legalizing (and, in most cases, heavily regulating) fantasy sports. Although daily fantasy sports remains banned or legally uncertain in about ¼ of the states, the industry seems to be recovering from its near-death experience. In fact, the fantasy sports industry’s experiences offer helpful lessons for companies and counsel in other industries.  I discuss those lessons in the article, “What In-house Counsel Can Learn From the Fantasy Sports Industry”, co-written with my colleague, Ellen Zavian, and appearing in the September 2016 issue of the Association of Corporate Counsel’s Docket Magazine.

    This blog posting explains why state regulators and others viewed (or continue to view) fantasy sports as illegal.

    What Are Fantasy Sports?

    Fantasy sports competitions are games in which participants simulate the role of an owner or manager of a professional sports team. Other names for this type of promotion include rotisserie, roto, and owner simulation. There are fantasy sports leagues for many sports including football, baseball, basketball, hockey, NASCAR races, soccer, and golf. Currently, fantasy games based on the National Football League are by far the most popular in the United States, with games based on soccer being the most popular globally. The simulation game genre has even gone beyond sports and exists for politics, movies, and reality television programs.

    In a fantasy sports competition, each participant selects a roster of athletes to play on that participant’s simulated team. The selected athletes are real people who actually belong to professional sports teams. A roster assembled by a fantasy sports team player typically consists of players from several teams. The participant gets points based on the real-life statistical performance in actual games by the athletes on his roster. The winner of the fantasy sports competition is the participant with the most points.

    Fantasy sports can be divided into two broad categories: the more traditional season fantasy sports (SFS) and the newer daily fantasy sports (DFS). As the name implies, SFS games track athletes’ performance over the majority of a season. In contrast, DFS games track athletes’ performance over a single game or single week. The surge in DFS competitions sparked many of the industry’s recent woes.

    Impact of Federal Unlawful Internet Gambling and Enforcement Act

    In arguing their legality, fantasy sports companies relied heavily on the Unlawful Internet Gambling and Enforcement Act of 2006, 31 U.S.C. §§ 5361-5367 (UIGEA). The UIGEA is a federal law that prohibits funds transfers to businesses engaged in unlawful internet gambling. The act defines “unlawful internet gambling” as transmitting a bet or wager via the internet where the bet or wager violates the gambling laws of any state in which the bet is initiated, received, or otherwise made. The UIGEA specifically excludes from the definition of “bet” or “wager” money paid for participation in a fantasy or simulation sports game as long as the fantasy sports game satisfies the following conditions:

    • The sponsor establishes the prizes to be awarded and makes all participants aware of that information prior to the start of the promotion.
    • Neither the number of participants nor the amount of fees paid by participants determines the value of the prizes.

    • Winning outcomes are determined predominately by accumulated statistical results of the performance of individuals (athletes in the case of sports events) in multiple real-world sporting or other events.

    • No winning outcome is based on the score, point-spread, or any performance or performances of any one or more real-world teams.

    • No winning outcome is based solely on any single performance of an individual athlete in any single real-world sporting or other event.

    Daily fantasy sports providers inaccurately cited the UIGEA's fantasy sports exemption as authority for the legality of their business model. As state regulators highlighted, the exemption in the UIGEA for fantasy sports does not mean that fantasy sports are lawful in all states. The federal exemption means only that fantasy sports are not criminalized under the UIGEA.

    Instead, whether or not a fantasy sports league comprises gambling within a particular state is state specific. It depends on the individual state’s gambling laws and how the state evaluates the structure of the particular fantasy sports game.

    Impact of State Gambling Laws

    For the most part, gambling is illegal in the United States. States that do allow gambling tend to regulate it heavily. In response to government scrutiny, fantasy sports companies describe their fantasy game offerings as skill-based contests, and, thus, not a gambling game or lottery.

    Is a Fantasy Sports Competition a Skill-Based or Chance-Based Game?

    Like many games, fantasy sports games combine elements of skill and chance. Skill comes from the fantasy sports participants’ use of their knowledge of athletes, statistics and strategy to pick a winning team. Chance exists because external factors that are beyond the fantasy sports participants’ control influence the outcome. These external factors injecting chance include the future performance, injury status, and time at play of athletes on the participants’ roster as well as the overall game plan.

    The more direct impact participants have on the selection of their rosters, the more one can argue that skill rather than chance determines the game winner. The greater extent to which participants can trade, cut, and add players, and decide which players start or are benched for each game, the more opportunities participants have to use their knowledge and strategic thinking to influence the outcome of the competition.

    Many state investigations into daily fantasy sports have focused on the fact that once a player places a wager and picks a lineup for a DFS promotion, those choices are locked in as soon as the real-world competition begins. This structure contrasts with that of a SFS game in which a participant can make changes to his roster over the course of a season.

    How States Make the Chance-Skill Determination

    The approach to a skill-chance determination is state specific. Most states apply the dominant factor doctrine or the material element test to determine whether chance or skill prevails in a game that combines elements of both. Variations in the states’ evaluations of fantasy sports illustrate the challenge to operators when offering fantasy sports competitions nationwide.

    As an example, in his conclusions that DFS games such as FanDuel and DraftKings’ are illegal gambling in his state, Hawaii Attorney General Kevin Takata, applying the material element test, stated that chance is a material element for the vast majority of players and that skill made a difference in the outcome for only a tiny minority of top-performing players. The Hawaii opinion also cited sources from litigation between the State of New York and DraftKings indicating that the typical participant playing DraftKings' Major League Baseball-Fifty-Fifty game had a win ratio slightly worse than random chance (i.e., about 45%).

    In a contrasting example, Rhode Island Attorney General Peter F. Kilmartin, applying the dominant factor doctrine, concluded chance does not dominate the outcome of DFS games and that therefore, DFS does not constitute a game of chance and is not an illegal gambling game or lottery in Rhode Island.

    Existence of Chance Is Not the Whole Story

    Some states have one set of laws for lotteries and a different set of laws for the broader category of gambling. While every lottery is a form of gambling, the converse is not true. Every gambling game is not a lottery. Offering a fantasy sports game viewed as either a gambling game or as a lottery creates problems with state regulators.

    One major distinction between the two is the elements required to constitute a lottery versus the elements required to constitute gambling. With very few exceptions, each state requires a finding of prize, consideration, and chance before categorizing a game as a lottery. In contrast, as the fantasy sports industry has learned, some states designate a game as gambling even if it does not contain the element of chance.

    In opining that fantasy sports is illegal in Nevada, Nevada regulators explained that “ . . . while a determination that an activity is a game of skill is relevant to determining whether that activity is a lottery, it is not relevant to determining whether that activity constitutes a gambling game”. In the Hawaii opinion letter discussed above, even had the attorney general concluded that daily fantasy sports games did not contain a material element of chance, the games would still be illegal gambling in Hawaii since they meet another prong of the Hawaii anti-gambling laws in that winning depends on future contingent events (i.e., performance by athletes in sporting events) that are outside the control of participants.

  • Copyright Implications of Protecting Tattoos. Questions Raised by NBA 2K Video Game Lawsuit.

    NBA 2K is a video game series developed and released annually since 1999. Each game features animated, realistic versions of National Basketball Association (NBA) players. The 2014 and 2015 NBA 2K renditions include depictions of NBA players LeBron James, Kobe Bryant, Eric Bledsoe, DeAndre Jordan, and Kenyon Martin. Each of these five NBA players has one or more tattoos and the players’ NBA 2K depictions include their tattoos.

    After obtaining rights from the tattoo artists who inked eight of the relevant tattoos, Solid Oak Sketches filed a copyright infringement action against 2K Games Inc. and Take-Two Interactive Software, the producers and distributors of the NBA 2K games. (In its amended complaint, Solid Oak dropped references to Bryant and Jordan and reduced the number of relevant tattoos to six.)

    Initial Procedural Loss for Solid Oak

    The court has already ruled that Solid Oak may not pursue statutory damages and attorneys’ fees in the lawsuit since the copyright registration applications for the eight tattoos were not timely filed. However, Solid Oak is continuing the lawsuit for actual damages.

    Special Copyright Considerations for Tattoos

    I have previously blogged about tattoos as protectable art. Already, the initial court filings of Solid Oak, 2K Games, and Take-Two Interactive raise many interesting questions about copyright protection for tattoos including the following:

    When Is a Tattoo “Fixed”? Solid Oak filed the copyright registrations for the tattoos during summer 2015 – nine to seventeen years after the tattoos were applied to the NBA players. 2k Games and Take-Two allege that Solid Oak copied images of the NBA players from the internet for the deposit copy that must be submitted with the copyright application. If that is true, it suggests that the tattoo artists did not retain copies of their original tattoo designs (i.e., didn’t fix them anywhere other than on the players’ bodies).

    As a result, the court might address – among other issues – whether a tattoo that exists only on an individual’s body qualifies as fixed in a tangible medium of expression as required for copyright protection. Some legal commentators argue it does not – while others insist it does.

    What Is the Result of Collaboration between Tattoo Artist and Tattoo Recipient? Many tattoo recipients provide detailed instructions and even specific designs for creation of their tattoo. At what point does input from the tattoo recipient result in the tattoo recipient being a co-owner or even sole owner of the resulting tattoo? According to 2k Games and Take-Two’s description, each of the relevant tattoos was created with contributions and guidance from the NBA player. As an example, James provided a photo of his son for the child portrait tattoo inked on his arm.

    What Is the Impact of Modifying the Tattoo? Body tattoos are designed to last a lifetime. But your desires for that tattoo might change as you live your life. What happens if your tattoo is later modified by a different tattoo artist? Who can then claim ownership of the tattoo? In the NBA 2K case, the arm tattoo of James’ son, originally applied in 2006, has been changed by different tattoo artists over the years to add more detail.

    What Is the Appropriate License Fee for Incidental Use of a Tattoo? Here is how Solid Oak’s attorney calculated a proposed settlement fee according to correspondences attached to the complaint. To begin the calculation, Solid Oak used the $22,500 court award to tattoo artist Christopher Escobedo in a separate dispute involving a depiction of UFC champion Carlos Condit (wearing Escobedo’s lion tattoo on his rib cage) in the video game, UFC Undisputed.

    • Dividing the $22,500 award by the 4.1 million copies of the UFC Undisputed game sold yielded a per unit award to Escobedo of 0.55 cents per unit. (Incidentally, Escobedo appealed the bankruptcy damage award and settled the claim outside of court for an undisclosed – but presumably higher – amount.)
    • Multiplying 0.55 cents by the 8 tattoos used in the NBA 2K games yields a 4.4 cents license fee due for each applicable copy of the NBA 2K game sold

    • Multiplying 4.4 cents per unit fee by the approximately 13 million units sold of NBA 2K14 and NBA 2K15 yields $572,000.

    • Plus a front-cover premium. In its settlement correspondences, Solid Oak indicated that the NBA 2K14 cover features LeBron James with two of the relevant tattoos visible. Solid Oak asserted that the front cover tattoo depiction was worth a premium – calculated by tripling the 0.55 cents per tattoo per unit fee which yields a $1.65 premium per unit for each cover-featured tattoo.

    • Multiplying $1.65 by the 7.5 million units sold of NBA 2K14 yields a $123,750 premium for each of the two tattoos depicted on the cover.

    • Totaling $819,500 for the prior unauthorized reproductions, displays, and public disseminations of the eight tattoos

    • Plus an optional $1,144,000 charge for Solid Oak’s offer of an ongoing perpetual license to continue using the eight tattoos for future NBA 2K editions.

    Solid Oak’s Total Proposed Price Tag for Past and Ongoing Video Game Depictions of the 8 Tattoos: $1,963,500

    What boggles my mind is the tattoo premium requested for LeBron James’ appearance on the cover. The request strikes me as a misguided assessment that treats James’ appearance on the cover as incidental to the tattoos’ appearance – rather than vice versa. In my mind, it’s James who attracts eyes to the cover; not his tattoos.

    Solid Oak v. 2K Games might be the first tattoo copyright infringement lawsuit to be decided by a court on its merits – rather than by the parties’ out-of-court settlement. If so, it will be an interesting case to watch. (The case is Solid Oak Sketches v. 2K Games and Take-Two Interactive Software, No. 16CV724-LTS (S.D.N.Y., Filed Feb. 1, 2016)  

  • Finer Points of Online Copyright Registration: the Single Application versus the Standard Application

    Registering the copyright in your creative work seems relatively simple. After all, the copyright registration process requires only sending the U.S. Copyright Office three items:

    • a completed application,
    • the filing fee, and
    • a copy of the work (called a deposit).

    Yet, some confusing – albeit certainly not unsolvable – questions can materialize at the start of the process. One such potential quandary is whether you may use the “single application” or must use the “standard application” for your electronically-filed copyright registration.

    Benefits of Electronic Copyright Registration

    The Copyright Office encourages electronically-filed applications over mailed-in paper applications. Electronic registration offers registrants the following benefits:

    • a lower filing fee,
    • faster processing time,
    • the ability to track application status online, and
    • fewer opportunities to make errors on the application.

    Single Application Eligibility

    In June 2013, the U.S. Copyright Office introduced the single application as an additional option for electronic registration designed to streamline the process for applications viewed as the most administratively simple. Registration on the single application is available only if the application meets all three of the following requirements:

    A Single Author. Works with two or more authors are not eligible.

    A Single Owner (i.e., claimant), who must be the same person as the author. This excludes a work created by an individual author who wants to hold ownership in the work through a separate corporate entity. The owner may not have obtained any portion of the ownership interest through a work made for hire or other assignment.

    A Single Work. This means that the application must be for one book, one song, one poem, one photograph, etc. Single application filing is not available for collective works, unpublished collections, group registrations, databases, or websites.

    Works eligible for electronic registration (not all works are so eligible) but not meeting all the single application requirements must be filed on the standard application.

    Consequences of Incorrectly Using the Single Application

    If you use the single application for a work that is not eligible, your mistake will delay processing until you submit the additional filing fee. Currently, the single application electronic filing fee is $35 while the standard application electronic filing fee is $55. More significantly, your effective date of registration will not be until the date on which the Copyright Office receives the proper fee. With the Copyright Office currently taking up to eight months to process electronically-filed applications, the delay in filing date could potentially make you ineligible for attorney’s fees and statutory damages in the event your copyright work is infringed.

    For More Information

    The Copyright Office offers on its website very helpful step-by-step tutorials on preparing the single electronic application and the standard electronic application.

  • Tragedy Strikes Contest Promotion

    Contests are designed to increase public awareness of a business or organization. Increase it in a positive way. That objective goes horribly awry if a contestant gets seriously injured or dies.

    Eating Contest Tragedy in Albuquerque

    That is unfortunately what happened at an Albuquerque nightclub-sponsored speed-eating contest. The contest tested who could eat a corn dog hotdog the fastest. Contestant, Debra Harbeck, choked while competing and, as a result, died a few days later from complications. Harbeck’s family has filed a wrongful death lawsuit against the club and others connected to the property and its liquor license

    Takeaways for Companies Sponsoring Promotions

    Implement Common Sense. Where the contest activity is inherently dangerous, perhaps the sponsor should choose an alternate activity. As an example, drinking excessive amounts of water can lead to water intoxication which can result in death. A Sacramento radio station’s ignorance or disregard of that fact resulted in a nearly $16.6 Million jury award against the station after a woman died while participating in the station’s water-drinking “Hold Your Wee for a Wii” contest.

    If the activity is risky, at a minimum, the sponsor should be alert to and avoid conditions that increase the danger. For example, the sponsor of a speed-eating contest should prohibit inebriated people from participating as intoxication increases the risk of choking. According to the Harbeck complaint, Debra Harbeck’s blood alcohol level was between 0.13 and 0.14 percent as a result of being served three double shots and four double gin and tonics at the club immediately prior to the contest.

    Tailor Official Rules to the Promotion. There are multiple reasons for a promotion sponsor to use written official rules. One (potentially more cynical) benefit is that if the worst happens, official rules can mandate arbitration where a sponsor might be less likely to be hit with a multi-million dollar jury verdict.Preparing official rules should not be a “cut and paste” job. Each promotion is unique and has its own challenges. Obviously, there are many considerations for an eating contest that do not apply to a best photo contest or dog contest or golf tournament or chess competition such as

    • whether participants may use utensils
    • whether a contestant who suffers what I’ll kindly refer to as a “reversal of fortune” is disqualified
    • whether professional eaters may enter
    • whether contestants may drink water during the eating contest

    Use a Disclaimer and Waiver. If the contest involves a potentially risky activity, the sponsor should issue a disclaimer stating those potential risks and a waiver in which contestants acknowledge and expressly assume the risks.

  • Eight Facts about New York’s Legalization of Fantasy Sports

    New York Governor Andrew Cuomo signed into law a bill legalizing fantasy sports on August 3, 2016 – a nail-biting seven  weeks after the New York legislature’s passage of the bill.

    It’s Official. Fantasy Sports Games Are Not Illegal Gambling in New York.

    In fantasy sports games, participants simulate the role of an owner or manager of a professional sports team, and then participants compete against each other to win points based on the real-world performance of the athletes on their rosters. Much of the legal clamor around the fantasy sports industry has focused on whether the games in which participants pay an entry fee qualify as legal skill-based contest or, alternatively, as illegal gambling. “Inadvertently offering an illegal lottery or gambling game” is mistake number one on my list of 10 Common Legal Mistakes for Contests and Sweepstakes Promotions. New York law now declares that fantasy sports games are legal and are neither games of chance nor illegal gambling.

    What the New York Law Means for Fantasy Sports Operators

    Fantasy sports operators that were active in New York prior to November 10, 2015 may return to New York as long as they receive a temporary permit from the New York State Gaming Commission and file a full registration application within ninety days of release of the registration regulations. November 10, 2015 is the date of New York Attorney General Eric Schneiderman’s letter ordering FanDuel and DraftKings, the two companies that dominate the daily fantasy sports industry, to cease operations in New York.

    Operators eligible for quick re-entry include FanDuel and DraftKings. Those operators who were not active in New York prior to November 10, 2015 must wait for review and acceptance of a full registration application. Some view this November 10, 2015 cut-off date for temporary permit eligibility as an unintended punishment to fantasy sports operators who cautiously chose to stay out of the New York market due to the games’ questionable legality in the state.

    About that Temporary Permit Application

    NY Temp DFS ApplicationI suspect the New York State Gaming Commission had a heads-up that Governor Cuomo would sign rather than veto the bill. The Interactive Fantasy Sports Contest Application for Temporary Permit was available on the Gaming Commission’s website the same day Cuomo signed.

    The temporary permit application is not a perfunctory one. In response to twenty-three pointed questions, fantasy sports operators must provide descriptions, screen shots, documentary evidence, and illustrative examples of how they will comply with requirements of the new law – requirements that include prohibition of play by minors, use of non-misleading advertisements, identification of highly experienced players, and player privacy protections.

     

    New York’s False Advertising Lawsuit Will Continue

    New York fantasy sports legalization will not halt Attorney General Schneiderman’s pursuit of fraudulent conduct and false advertising claims against DraftKings and FanDuel. While stating he will uphold the new law in a statement about the new legislation, Schneiderman added that “Our false advertising and consumer fraud claims for past misconduct by DraftKings and FanDuel will continue to move forward.”

    What the New York Law Requires of Fantasy Sports Operators

    The New York requirements share many similarities with fantasy sports legislation recently passed in Indiana, Tennessee, and Virginia including the following:

    • Prohibition of players under 18 and of players who are fantasy sports industry insiders

    • Prohibition of fantasy sports games based on college or high school athletic events

    • Requirement to identify highly experienced players (defined in New York law as players who have entered more than 1,000 fantasy sports contests or won more than three prizes valued at $1,000 each or more)

    • Requirement to protect player funds and segregate those funds from the company’s operating funds

    • Prohibition on allowing players to use third-party computer scripts and optimization software

    No New York Fixed Registration or Licensing Fee

    New York diverges from other states on the licensing fee structure. Instead of a set licensing fee, fantasy sports operators registering in New York will pay the following:

    • a tax equal to 15% of their New York-generated fantasy sports gross revenue, payable on at least a monthly basis, plus

    • a tax equal to .05% of such revenue, also payable on at least a monthly basis, but not to exceed $50,000 annually plus

    • some potential additional nebulous annual assessment, as necessary to offset New York’s regulatory costs

    The percentage fee structure is good news for smaller fantasy sports operators that have contemplated leaving states such as Indiana and Virginia where the initial registration fee is $50,000.

    No New York Independent Annual Audit Requirement

    Unlike other states, New York does not mandate an independent annual audit. At least not in the law – there might be additional regulatory requirements in the Gaming Commission’s forthcoming regulations. This is more good news for smaller operators that were concerned about the costs of such an audit. Instead, each New York registered operator must submit an annual report detailing the number of player accounts, revenue received, prizes awarded, and other operational information. After receiving the report, the Gaming Commission has the right to conduct a financial audit of the operator.

    There Are Many More Legal Issues Swirling Around the Fantasy Sports Industry

    And many of those issues are discussed in a forthcoming article, “What In-house Counsel Can Learn From the Fantasy Sports Industry”, to appear in the September 2016 issue of the Association of Corporate Counsel’s Docket Magazine and co-authored by my colleague, Ellen Zavian, and me.

  • Featuring Someone’s Property in a Commercial Advertisement

    If someone features my property in a commercial advertisement without my permission, do I have a legal claim against the person?

    That’s the query an acquaintance recently posed to me. Although my acquaintance’s query concerned real property, I’ll address both real property and personal property in this blog posting.

    As a short answer, the depiction of someone’s real or personal property in an advertisement will not generate a cause of action in most situations. Those few situations in which it would generate a cause of action give us an opportunity to meander among a few principles of privacy, publicity, copyright, and trademark law:

    Trespass/Privacy Invasion.  If someone enters your private property without your consent in order to capture an image of your property, you might have an invasion of privacy claim. However, as long as they do not trespass or use deception, people seeking photographs have wide latitude to take photos in public places. It is legally permissible to photograph private property while standing on public property. It is also legally permissible to use a device such as a zoom lens to photograph action or property within public view.

    Right of Publicity. Your right of publicity is your right to commercialize or profit from your persona. The right of publicity is why no one may use the name, image, voice or other identifying characteristic of any famous person – or even non-famous person – in a commercial context without permission. Featuring your property in a commercial advertisement could trigger a right of publicity claim but only if the property is identifiable with you. While most items of property are not immediately identifiable with a specific person, some are. For example, does a single white sequined glove remind you of any particular recording artist?

    Copyright. You might have a claim for copyright infringement if the featured property – a sculpture, a painting, other artistic items that can be depicted, etc. – qualifies for copyright protection and you are the copyright owner. Ownership of a copyrighted work is not the same thing as ownership of the copyright in the work.

    While a few buildings and structures qualify for copyright protection, such copyright protection is more limited and does not prohibit others from producing and distributing two-dimensional reproductions (e.g., a photograph) of the building.

    Trademark. A few buildings and structures – such as McDonald’s Golden Arches and the Guggenheim Museum in New York – qualify for trademark protection. Featuring such a building or featuring a brand-name product in an advertisement can generate a successful trademark infringement claim if the depiction tarnishes or draws on the goodwill associated with the building/product, or misleads people to believe that the trademark owner has endorsed or sponsored the commercial advertisement.

    Again, any available trademark claim is your claim only if you are the trademark owner. If someone features your Louis Vuitton handbag in an advertisement, that is Louis Vuitton’s trademark claim and not your trademark claim.

  • Some Facts about SAG-AFTRA Low-Budget Contracts

    The Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) is the union that represents over 165,000 actors and other performers. SAG-AFTRA actors are supposed to work only for producers that are SAG-AFTRA signatories. So that SAG-AFTRA performers can work on films with low production budgets, SAG-AFTRA makes five alternative signatory arrangements available to independent film producers.

    Variation of Basic Codified Agreement. The low-budget agreements vary some of the compensation and other terms offered in SAG-AFTRA’s Basic Codified Agreement, the agreement applicable to a full budget feature film intended for theatrical release. While each of the low-budget agreements is about six to twelve pages, the Basic Codified Agreement is over 700 pages. For any terms on which a low-budget agreement is silent, the terms of the Basic Codified Agreement apply.

    Production Benefits of Low-Budget Contracts. Most significantly, instead of the $933 daily rate or $3,239 weekly rate under the Basic Codified Agreement, independent film producers qualifying for one of the low budget agreements pay SAG-AFTRA performers deferred and/or reduced rates. The low-budget performer rates effective as of July 1, 2016 are as follows:

    • $125/day for the Student Film Agreement and the Short Film Agreement (which payment can be deferred until the film receives distribution)
    • $125/day for the Ultra Low Budget Agreement
    • $335/day or $1166/week for the Modified Low Budget Agreement
    • $630/day or $2190/week for the Low Budget Agreement

    Other financial benefits of the low budget agreements include lower overtime rates and no consecutive employment obligation unless the performers are working on an overnight location. Producers working under low-budget agreements must still pay the performer’s pension and health contribution (equal to 17.3% of performer’s compensation).

    For U.S. Productions Only. SAG began offering low-budget agreements in part to persuade producers to keep their productions within the United States. As a result, films using low-budget agreements must be completely filmed in the United States. Not even one scene can be filmed outside the United States. Going outside of the United States bumps the production up to the Basic Codified Agreement.

    For Theatrical Productions Only. The low-budget agreements are only for productions meant for initial theatrical distribution. If a production goes straight to television, dvd, video-on-demand, Netflix, etc. rather than to theatres, SAG-AFTRA will want the producer to make step-up payments to the performers per the Basic Codified Agreement. There are some circumstances where SAG-AFTRA will waive the step-up payments for initial non-theatrical releases if there has been no theatrical exhibition within three years of shooting the production.

    Processing Time. SAG-AFTRA recommends that independent producers give themselves at least six to eight weeks to complete the required paperwork and make arrangements for producing under a low-budget agreement.

    For More Information. The Basic Codified Agreement as well as samples of all the low-budget agreements are available online. SAG-AFTRA responds to FAQs online and offers free monthly workshops in Los Angeles and New York that walk you producers through the low budget signatory process.

  • Legal Issues for Avatars and Virtual Reality. Part Two. Minimizing Risk.

    This two-part blog posting provides a summary of my Avatars and Virtual Reality presentation at the Summit on the Hill event organized by the 2016 DC Independent Film Festival and hosted by the Congressional Entertainment Industries Caucus. In Part One, I discussed the relevance and importance of right of publicity and other rights clearance considerations. In this Part Two, I offer suggestions for minimizing legal risks when producing and distributing creative materials containing avatars based on real people.

    Getting Permission Is the Safest Route

    The safest approach is to get permission from the person you want to depict as an avatar. With a written agreement, you can resolve issues involving publicity rights, privacy rights, and defamation.

    Caveat. If you go the permission route, respect the parameters of the agreement. For the Band Hero video game, Activision Publishing had the permission and participation of members of the band, No Doubt. The No Doubt band members even participated in a full-day motion capture photography session. However, Activision went beyond the scope of the agreement by allowing video game players to unlock band member avatars and manipulate the avatars to sing songs by other musical artists. Even though they signed a permission agreement, the No Doubt band members pursued Activision for right of publicity and other claims in a lawsuit that survived Activision’s anti-SLAPP dismissal attempts.

    If You Don’t Have Permission

    If you use the avatar without the person’s permission, avoid using any indicia of the person to market or advertise the film, game, etc. There may be some exceptions to this no-advertising-use principle if you determine that the person is deceased and has no post-mortem publicity rights. Examples of deceased famous people who have been found to have no post-mortem publicity rights include Albert Einstein and Marilyn Monroe.

    You can also decrease potential risks if the depiction is a parody, is newsworthy, or is a small component of the overall work. Of course, structuring the depiction in this manner might not be possible for all projects.

    Selection of Underlying Materials

    Use caution when collecting underlying materials for construction of your avatars and virtual world.

    Materials Posted Online. Hopefully, everyone knows that just because material is posted online does not mean the material is available for use by anyone and in any manner.

    Creative Commons Materials. While Creative Commons materials are ostensibly free, using them carries considerable risk that can generate significant costs.

    Stock House Materials. I favor and encourage the use of stock materials as a less expensive, less risky, and administratively easier manner in which to obtain creative elements to incorporate into your work. However, even the use of stock materials is not always risk free. As I have previously blogged, just because you license the material from a reputable stock house does not mean your specific use is acceptable. The license granted by the stock house frequently includes only rights related to the copyright of the image and leaves the licensee on its own to determine if any other rights are needed. Some stock houses restrict how stock materials may be used with computer software and games including virtual worlds and simulation and training environments. Hence, it is crucial to read and understand the stock house’s license agreement.

  • Legal Issues for Avatars and Virtual Reality. Part One. The Right of Publicity.

    On Thursday, March 3, 2016, I participated in a panel discussion on Virtual Rights and Avatars organized by the 2016 DC Independent Film Festival and hosted by the Congressional Entertainment Industries Caucus at the Congressional Cannon House Office Building.

    An avatar is an animated or graphical representation of a real person. During the panel, my remarks focused on rights clearance issues and risk-minimizing techniques for producers using avatars in their creative works. Although the target audience consisted of filmmakers, the information is also relevant to anyone incorporating real people into creative media or commercial advertisements. Here is a summary of my presentation.

    Like any other film maker or producer of creative materials, filmmakers using avatars need to clear rights. Proper rights clearance means determining there is no material in your film that is going to get you sued or prevent distribution of your film. The most typical rights a filmmaker clearing rights will be concerned with are copyrights, trademarks, and, if the film portrays or mentions real people, the right of privacy, the right of publicity, and libel claims.

    DeadpoolTechnology rights represent a unique right that filmmakers using motion capture need to consider. If you are using motion capture technology for your film production, you want to make sure you have the right to use that underlying technology. As an example, the Michael Jackson hologram creation shown at the 2014 Billboard Awards and the facial animation technology used in movies like Deadpool (pictured) have sparked patent infringement and copyright claims saying those producers didn’t have the right to use the technology.

    What Is the Right of Publicity?

    Right of publicity claims are perhaps the most common type of claim made against producers introducing animated or virtual characters based on real people – and that is the right on which my remarks focus.

    The right of publicity is a person’s right to commercialize or profit from his persona.

    The right of publicity is why you may not use Woody Allen’s picture to advertise your clothing line. An activity that cost American Apparel a $5 Million settlement fee.

    The right of publicity is why you should not post to Facebook or Twitter an image of Katherine Heigle carrying bags of your merchandise as a way to promote your chain of drugstores. That activity resulted in a lawsuit seeking $6 Million in damages from Duane Reade. (Heigle dismissed the lawsuit against Duane Reade after the two parties settled on terms that were confidential but “mutually beneficial”, according to Ms. Heigle’s attorney.)

    And the right of publicity is why you may not use the name, image, voice or other identifying characteristic of any famous person – or even non-famous person – in a commercial context without their permission.

    Non-Commercial, Non-Advertising Context

    But can one legally use elements of a person’s identity in a non-commercial, non-advertising context? Such as for the basis of a character in a film or video game. The short answer is sometimes, you can – depending on the specific circumstances of your use. The longer answer is a bit more complicated.

    There is a balancing act between an individual’s right of publicity on one side and a producer’s First Amendment rights on the other side. You may not use the right of publicity, copyright, trademark, or any other intellectual property rights as a means to stop people from expressing themselves, from giving their opinions, or from otherwise using their First Amendment rights.

    The tricky part to the above proposition is determining just how to strike that balance. Courts have been inconsistent in their approaches to weighing publicity rights against First Amendment rights. There are at least five different tests used by the courts. I provide an oversimplified explanation as well as examples of each below.

    The Transformative Use Test considers whether the depiction is a literal recreation of the person or whether the depiction includes original elements that transform the result into something other than an exact imitation of the person.  NCAA FootballFor example, Electronic Arts did not have a First Amendment right to depict college football players in NCAA video games (pictured on right) and, at least according to the Ninth Circuit Court of Appeals, Electronic Arts likely does not have a right to use avatars of NFL players in the Madden NFL video games. (More on the Madden case below.) In the court's view, recreating the athlete in the setting in which he acquired fame is not sufficiently transformative to merit First Amendment protection.

    Noriega - Call of DutyThe Transformative Work Test. While some courts have focused only on the depiction of the person when evaluating transformation, other courts have focused on the work as a whole – the whole video game or the whole film.   When looking at the whole work, a California court found that it was permissible for Activision Blizzard to use a likeness of Manuel Noriega in the video game Call of Duty: Black Ops II (pictured on left). In finding sufficient transformation to merit First Amendment protection, the court focused on factors such as

    • Noriega was one of 45 historical characters appearing in the game;
    • Noriega was a small fraction of the game’s narrative; and
    • Noriega’s depiction was incorporated into an entirely fictional narrative.

    Newsworthy; Topic of Public Concern. Some courts, rather than focus on transformation, weigh whether the depiction of the person is used in a manner that is newsworthy or introduces a topic of public concern. For example, in a 2016 case, the Eleventh Circuit Court of Appeals found that the public's interest in merchandise bearing the name and likeness of civil rights icon Rosa Parks outweighed Ms. Parks’ publicity rights (being enforced by the non-profit corporation that administered her publicity rights). Accordingly, Target stores may continue to offer for sale books, movies, and plaques featuring Ms. Parks’ name and image.

    The Rogers Test comes from trademark law and was first applied to cases in which people objected to their trademark or personal name being used in the title of a creative work. Ginger & FredThe Rogers Test is named after Ginger Rogers and developed in a case where Ginger Rogers asserted right of publicity rights against the Italian film Ginger & Fred (pictured on right). Due to the trademark roots of the Rogers Test, many courts decline to apply it to right of publicity questions. Those right of publicity cases to which it has been applied often also include trademark-related claims.

    When applied to the right of publicity, the Rogers Test yields to the First Amendment if the depiction of the person is artistically relevant to the work and the depiction is not misleading in some way by falsely suggesting that the depicted person sponsors or endorses the work.

    The Predominant Test recognizes that creative works often have both commercial elements and expressive elements. Hence, a court applying this test asks whether the dominant purpose of the depiction is to exploit an individual’s commercial value or to make an expressive comment about the person. The former purpose leads to a publicity rights violation; the latter purpose is a First Amendment-protected use. The Missouri Supreme Court’s use of the predominant test when evaluating a Spawn comic book villain loosely based on former National Hockey League player, Anthony (Tony) Twist resulted in a $15 Million damage award against the creator and others associated with the comic book series.

    Many point to the Spawn case, which is Doe v. TCI Cablevision, 110 S.W.3d 363 (Mo. 2003), as illustrative of the inconsistency and unpredictability generated by the divergent First Amendment-right of publicity balancing mechanisms. In a case with strikingly similar facts to those of the Spawn case, a DC Comics comic book edition depicted performing and recording musicians, Johnny and Edgar Winter, as half-worm, half-human villains. The Winter brothers lost their right of publicity lawsuit against DC Comics. The California Supreme Court, applying the transformative work test, ultimately found that the non-literal depiction of the Winter brothers contained significant, expressive content and was synthesized into a larger, very expressive story. Accordingly, the Winter brothers’ depiction warranted First Amendment protection.

    Will the Supreme Court Provide Clarification on Correct Balancing Test?

    The case dealing with the Madden NFL video games discussed above under the Transformative Use Test is Davis v. Electronic Arts Inc., 775 F.3d 1172 (9th Cir., 2015). After failing to get the case dismissed, Electronic Arts asked the Supreme Court to review the case. Electronic Arts’ arguments for the necessity of a Supreme Court review includes the following:

    • The transformative test discourages realistic depictions of people.
    • The First Amendment-right of publicity balancing tests are more harshly applied against less conventional forms of media like video games and comic books than applied against traditional books and movies.
    • The creative community needs more uniformity in the mechanism for weighing the First Amendment against the right of publicity.

    The Supreme Court has not yet announced whether it will hear the case.

    The Producer's Dilemma

    Given the uncertain manner in which a right of publicity case might be decided, what should a producer who wants to use avatars do in order to sidestep potential legal problems? I’ll tackle that question in Part Two of this blog posting.

  • “Virtual Rights and Avatars” Free March 3, 2016 Panel on Capitol Hill (DC)

    Next Thursday, March 3, 2016, I will participate in a panel discussion about “Virtual Rights and Avatars” at the On The Hill Summit. The Congressional Entertainment Industries Caucus is hosting the event which is part of the 2016 DC Independent Film Festival. The panel is free and open to the public. All are welcome.

    An avatar is an animated or graphical representation of a real person. Many of us use them in our social media accounts. (For example, check out my Twitter avatar.) Producers often incorporate avatars representing real people into films, video games, virtual worlds and other creative materials. That action can spark copyright, publicity, trademark, and other rights clearance legal issues. The First Amendment right to use avatars in creative works lies at the heart of a legal case currently seeking review before the U.S. Supreme Court, Davis v. Electronic Arts.

    During the On the Hill Summit panel, I will discuss the relevant legal issues and offer best legal practice tips for film makers and creative producers using avatars. The panel will also feature speakers who will address the technology and film applications for avatars and virtual reality.

    For more information about the “Virtual Rights and Avatars” On the Hill Summit and about the DC Independent Film Festival, visit http://dciff-indie.org/2016-festival-schedule/

    The Details:

    DATE: Thursday, March 3, 2016

    TIME: 9:30 a.m. – 11:30 a.m. ET

    COST: Free

    LOCATION: Room 121, U.S. Congressional Cannon House Office Building, Washington, D.C.

    WEBSITE: http://dciff-indie.org/2016-festival-schedule/

    HASHTAGS: #DCIFFavtrs and #DCIFF