The new Internet Constitution is now in force

February 17, 2024 is an important date from the point of view of both Internet users and many entrepreneurs for whom it is the main channel of doing business. This is the day when the provisions of the EU regulation passed on October 19, 2022 – the Digital Services Act, called the new Constitution of the Internet – began to apply to all entities covered by its provisions (earlier, i.e., by August 25, 2023 from the requirements of the DSA had to be implemented in their organizations by very large online platforms and search engines).

Why was the DSA created?

When the European Union first attempted to regulate the Internet in 2000, the global and Polish digital space looked vastly different than it does today. E-commerce was crawling, the days of the reign of social media giants such as Facebook and Tik Tok were yet to come. It was difficult to fully imagine at that stage what enormous opportunities for influencing almost every aspect of daily life the development of the Internet would bring. In these realities, the regulations introduced by the European Union – namely the E-Commerce Directive – were limited in scope. This is well illustrated by the fact that the directive had just over 20 articles. The provisions of the directive were introduced into the Polish legal order in 2002 by the well-known Act on Provision of Electronic Services, which is familiar to all those who deal with e-commerce-related topics.

After two decades of intense development and change, EU policymakers have recognized that the Internet is in dire need of new regulations that comprehensively cover this important area of the digital space, such as intermediary services, on the one hand ensuring that users’ rights are protected at an appropriate level, and on the other hand giving member states the tools to combat significant threats, such as disinformation. It was precisely the need to adapt regulations to the new – as exciting as it is challenging – digital reality that was one of the goals of the enactment of the October 19, 2022. Digital Services Act, dubbed the new Internet Constitution.

Three primary objectives of the DSA

An analysis of the Recitals to the DSA makes it possible to distinguish three fundamental goals that guided the drafters of the regulation:

D- FOR UPDATE
S- FOR UNIVERSITY
A- FOR CYBER SECURITY

The update covers the issues that were basically described in the introduction – that is, the adaptation of regulations passed more than 20 years ago to new technologies, business models, but also the challenges and threats posed by the important role of the Internet and its impact on the world.

The unification of regulations – the second major goal of the DSA – is intended to ensure that through close harmonization (mainly through the EU’s use of the tool of a directly applicable regulation, rather than a directive, in the member states), obstacles to entrepreneurs that have hitherto been the result of differences in regulations in each member state will be removed.

And finally, cyber-security: the EU’s goal is to create a secure, predictable and transparent digital space that protects the fundamental rights set forth in the Charter of Fundamental Rights, on the one hand, and is free of illegal content and disinformation, on the other.

🤔 Who is affected?

The DSA defines duties and responsibilities for intermediary service providers, such as online platforms and search engines. It might seem that this act is addressed to a rather narrow audience, but in practice, due to, for example, the very broad definition of a web hosting provider, many entrepreneurs running a “traditional” online store may also be obliged to implement solutions under the DSA.

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There is no doubt that the European Union has undertaken an ambitious task, implementing a revolution that for indirect services is to be what RODO was for personal data. At the same time, an analysis of the AUC leads to the conclusion that the authors of the regulation wanted to avoid the most significant mistakes of the RODO (among which one points out the imposition in the RODO of essentially analogous obligations on all businesses, regardless of the size and scope of their activities). Whether this mission will be successful – we will find out in time.

💬 Want to learn more about the goals of the Digital Services Act and the impact of the new regulations on your business? For more, check out the publications of our law firm’s advisors: Link to publication

Implementation of the Digital Services Act in e-commerce

Implementation of the Digital Services Act in e-commerce
Our advisors, together with the long-standing Deputy President of the Office for Personal Data Protection (and former Deputy GIODO) Miroslaw Sanek and the publishing house C.H.Beck, not only discussed the new “constitution of the Internet” in detail, but also provided numerous examples (including on the implementation of the AUC, their mechanisms of functioning in e-commerce and violations of the indicated regulations), tables (including comparing the old regulations with the new regulations) and diagrams of the functioning of the various regulations of the AUC, including in comparison with the RODO, to facilitate understanding of the issues.

We address the publication not only to legal practitioners, but especially to online entrepreneurs, e-commerce employees and anyone who wants to expand their knowledge of Internet security.
We would like to thank for the commitment and support of the C.H.Beck Publishing House, all the authors: Mateusz Borkiewicz, attorney at law Jacek Cieśliński, Marta Czeladzka, attorney at law Marek Czwojdziński, attorney at law Paulina Jeziorska, attorney at law Ewa Knapińska, adw. Wojciech Kostka, attorney-at-law Grzegorz Lesniewski, Mirosław Sanek, attorney-at-law Monika Skaba-Szklarska, attorney-at-law Marta Żukowska and, above all, attorney-at-law Dr. Wojciech Lamik, whose determination and substantive supervision made it possible to bring this publication to the finish line.

Link to pre-order:

https://www.ksiegarnia.beck.pl/22073-wdrozenie-aktu-o-uslugach-cyfrowych-w-e-commerce-mateusz-borkiewicz?fbclid=IwAR1dMiTKmyhuFW0C8h90Ys_mYkZof9ekmnOMi9J2vfbA8qdlzoFQEpD0LsI

CREDITS IN VIDEO GAMES

Continuing the series of posts on the legal aspects of the Game Dev industry, a separate space should be devoted to the issue of end credits in video games, or the issue of so-called Credits. The problem in this regard primarily concerns who should be credited in such Credits, to what extent and in what way. Due to the fact that the process of creating a video game involves many people, institutions or various types of entities in general, one should be guided by the rules defined, among others, by copyright law – about which more later in the post.

WHAT ARE THE CREDITS AND WHAT TO KEEP IN MIND?

End credits in all kinds of works (not only in video games, but also, for example, in films) are the most common and optimal form of fulfilling the obligation to mark the authorship of a game as a work under copyright law. At the same time, Credits can be (and most often are) also used to thank for non-creative contributions to the creation of a game. As a rule, such thanks are not regulated by law, unless otherwise specified in the agreement between the video game developer and the person or entity in question.

Importantly, when publishing Credits, it is important to keep in mind, first and foremost, the regulations on personal copyrights, RODO, protection of personal rights, unequal treatment in employment and contractual obligations to subcontractors.

CREDITS A RODO

Special attention in the context of Credits should definitely be paid to RODO. In this regard, first of all, it is necessary to point out the legal basis for publishing the data of certain creators. Interestingly, the basis for processing will be different for creators and different for non-creators:

  • vis-à-vis creators: performance of the contract or the law (authorization/obligation to mark authorship), i.e. Article 6(1)(b) or (c) of the RODO, respectively;
  • vis-à-vis non-creators: legitimate interest, i.e. Article 6(1)(f) RODO (possibility of a broad argumentation in this regard, including in particular: taking care of the image of the video game developer and relations with employees/co-workers, striving for compliance with market practices and relevant standards), taking into account the positive aspect of Credits for the interests of the employee/co-worker and legitimate expectations on his/her part – the above speaks in favor of a positive result of the so-called “balance test”, which makes it possible to invoke the above-mentioned basis for processing.

Of course, over and above the aforementioned basis for processing in this regard, one can also point to the withdrawal of consent for such processing, especially with respect to non-creators, which can be positively evaluated in the context of transparency of such processing and the transfer of actual decision-making to data subjects regarding such processing.

Importantly, however, relying on consent as a basis for processing can prove to be very problematic in practice, particularly with large-scale game production (when many people are involved in game production). The issue here, of course, is the potential problem of obtaining such consent from each of the individuals whose data is to be published in Credits (the inability to guarantee responses from all individuals, the inability to “force” consent, and the ability to withdraw consent at any time – which may lead to the need to frequently update Credits). In the case of basing data processing on legitimate interest, while the data subject has the opportunity to object, the controller has legal instruments to disregard the objection (per case approach).

Thus, it seems that a far better and more practical approach in this case is to base the publication of personal data in Credits on a legitimate interest. Importantly, if the manufacturer decides to adopt as the basis for processing the consent obtained from the data subject, and it proves impossible to collect such consent from some people the final publication of the game may constitute an incident within the meaning of the RODO.

OTHER LEGAL ISSUES

As for the personal copyrights of creators, they include, among other things, the right to decide on the designation of authorship. In this context, special attention should be paid to the provisions arising from the contract between the producer and the creator himself. Usually, it is in the contracts that it is indicated whether the right to decide on the designation of authorship is vested in the manufacturer or in the creator himself. This will also determine whether or not permission for authorship marking is required.

Another important aspect of Credits is the issue of protecting the personal rights of those whose data is or is not included in the credits. If such inclusion or non-inclusion is unlawful or gives the impression of erroneous attribution of authorship to another person, the personal rights of the creator or non-creator may then be violated.

The prospect of unequal employment treatment is also worth mentioning. Importantly, any independent decision by a video game manufacturer not to publish the data of a particular employee (employment relationship) should have an objective justification. Otherwise, an allegation of unequal employment treatment is not excluded. It should be mentioned that the risk of such an allegation may also arise from former employees, but it is lower (depending on when the employment relationship expired).

Good practice in terms of Credits, which allows you to avoid various kinds of ambiguity, is certainly the introduction of internal Credits Policy defining m.in. the approach of the game manufacturer to Credits, with a description of the justification for the collection of in parts of the cases of agreement. Such a policy may also determine the periods of employment/cooperation or other policies that justify or certain persons within Credits and possible rules for the conduct of the accident of receiving objections as to publication.

SUMMARY

The Credits issue is another video game issue that should be viewed from multiple perspectives. Publish the data of the individual or not-creative, manufacturers must pay attention to many aspects of the law to allow themselves to violations and the same not to be exposed to the responsibility or image. The Credits issue as another shows how complex the process of creating a video game is.

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