OG International, Ltd. et al v. Ubisoft Entertainment et al
Filing: 45
ORDER by Judge Charles R. Breyer denying 13 Motion for Preliminary Injunction; denying 13 Motion for TRO. (crblc2, COURT STAFF) (Filed on 10/26/2011)
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IN THE UNITED STATES DISTRICT COURT
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FOR THE NORTHERN DISTRICT OF CALIFORNIA
United States District Court
For the Northern District of California
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No. C 11-04980 CRB
OG INTERNATIONAL, LTD. ET AL,
ORDER DENYING TRO AND
PRELIMINARY INJUNCTION
Plaintiffs,
v.
UBISOFT ENTERTAINMENT ET AL,
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Defendants.
/
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This is a dispute between two video game manufacturers. Ubisoft Entertainment S.A.
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(âUbisoftâ) created and distributes the Just Dance series of dance-based video games (Just
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Dance, Just Dance 2, Just Dance 3). Competitor OG International (âOGâ) has announced the
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release of a competing dance-based video game, Get Up and Dance. While OG originally
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filed this action requesting declaratory relief, dkt. 1, Ubisoft has now filed a motion for TRO
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and Preliminary Injunction requesting the court enjoin the release of Get Up and Dance prior
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to its scheduled release on November 1, 2011.1 Dkt. 13.
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Ubisoft claims OG has violated its copyrights and trade dress in Just Dance by
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copying unique protectable expression in the game, specifically in two key visual elements
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that Ubisoft argues distinguish the Just Dance series from other dance-based video games on
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the market â the âavatarâ and âinstructorâ elements. The âavatarâ is the central dancing
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It appears there is a dispute over the release date. OG states in its Opposition the product
release is scheduled for November 8, 2011. Oppân at 23.
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figure that represents the player, and the âinstructorâ relays the Just Dance moves to the
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player.
The Court held a hearing on October 24, 2011. Since the Court does not find Ubisoft
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has satisfied the four elements required to grant injunctive relief, the Court DENIES the
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motion for a temporary restraining order and preliminary injunction.
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I.
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FACTUAL BACKGROUND
Ubisoft is the third largest independent video game publisher in the U.S. and has sold
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hundreds of millions of video games in its portfolio of 20 different franchises during its 25-
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year history. Declaration of Andrew Chang in support of Motion for Preliminary Injunction
United States District Court
For the Northern District of California
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(âChang Decl.â) (dkt. 15) Exs. A, B. Ubisoftâs portfolio includes a variety of dance video
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games, including Dance on Broadway, Michael Jackson Experience, Smurfs Dance Party,
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and the Just Dance series. Declaration of William Sloan Coats in support of Plaintiffâs
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Opposition to Motion for Preliminary Injunction (âCoats Decl.â) (dkt. 25) Ex. F. Ubisoftâs
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Just Dance games have been sold since 2009. Chang Decl. Ex. D ¶ 2.
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OG is a recent entrant to the U.S. Video game market. Collectively, OG International
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Ltd. and its U.S. subsidiary O-Games Inc. have a total of nine employees. Declaration of
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James Scott in support of Opposition to Motion for Preliminary Injunction (âScott Decl.â) ¶
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4. OGâs best-selling games, My Make-Up, has had limited sales (78,000 units), and OG does
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not have any direct accounts at any of the major video game retail chains. Scott Decl. ¶ 5.
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OG states it decided to create a franchise focused on dancing and singing video games in
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December 2010, recognizing the popularity of dancing, fitness, and singing video games.
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Scott Decl. ¶ 17. It ultimately chose to launch separate products focused on those activities:
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Get Up and Dance and Get Up and Sing. Id. OG states the unique feature of Get Up and
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Dance is that the background is comprised of official music videos, a core concept of the
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game not found in any other dance video game on the market. Id.
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In the dance game genre, there are mainly three different types of dance video game
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sub-genres: (a) rhythm-based games, (b) dance mat games, and (c) instructional-based
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games. Scott Decl. ¶ 8. Rhythm-based games require the player to press a sequence of
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buttons or move the controller in a basic sequence of moves (left, right, up, down, shake,
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etc.), usually in time to the music. Id. ¶ 9. These basic moves are rhythmical reactions by
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the player rather than dance moves. Id.2 Dance mat games can only be played with a dance
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mat, which lies on the floor and has 8 direction pads, such as Dance Dance Revolution. Id. ¶
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10. The player receives a set of sequences/moves, which correspond to specific symbols in
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different sections of the dance mat and the player must move her feet and press down on the
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correct pads, in the correct sequence. Id. The player does not copy or follow the avatar.
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Just Dance and Get Up and Dance are instructional-based dance games. Such games
include a main dancer avatar whose dance moves are followed and imitated by the player.
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United States District Court
For the Northern District of California
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Scott Decl. ¶ 11. These types of games are normally developed with real choreographies
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performed by real dancers. Id. The dancers are either filmed separately and then modeled
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into the game, or they are motion-captured and then made into character models which are
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modeled into the game. Id.
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The type of dance game sub-genre dictates what type of characters can be used in the
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game: (a) animated characters, (b) motion-captured characters, and (c) characters derived
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from choreographed dancers. Both Just Dance and Get Up and Dance use characters derived
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from choreographed dancers, as do many of the other instructional-based dance games. Id.
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¶¶ 14-15 & Ex. A.
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In early 2011, OG hired video game developer, Gusto Games, to create the Get Up
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and Dance game. Declaration of Mark Mainey in support of Opposition to Motion for
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Preliminary Injunction (âMainey Decl.â) (dkt. 27) ¶ 5. Since OG wanted music videos in the
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background, the dancers in the game needed to appear more realistic in the fluidity of their
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moments and thus, Gusto Games decided to film live dancers against a green screen instead
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of using motion capture technology. Id. ¶ 6; Scott Decl. ¶ 20. During testing and the filming
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process, Gusto realized the dancers needed to wear heavy white make-up in order to mitigate
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shadows on their faces, as well as perspiration resulting from the bright lights illuminating
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Examples of rhythm-based games include Boogie, Dancing With the Stars, and Dance
Sensation. Scott Decl. ¶ 9.
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the performance, in order to create the desired flat visual style. Mainey Decl. ¶¶ 12-16. OG
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and Gusto state they ultimately decided to proceed with white skin on the dancers in order to
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create a more striking contrast against the rest of the cements of the game: (1) the
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background for the dancers was already black; (2) the music videos included a myriad of
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colors against which white would stand out more; and (3) OG wanted to be able to have the
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dancers wear black clothing, a common clothing color choice in music videos. Mainey Decl.
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¶ 19; Scott Decl. ¶ 21.
Get Up and Dance was announced at the Electronic Entertainment Expo (E3), an
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annual video game conference held at the Los Angeles Convention Center in June 2011.
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United States District Court
For the Northern District of California
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Coats Decl. Ex. C; Scott Decl. ¶ 26. Following the convention, articles on the new game
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appeared on internet gaming sites. Coats Decl. Ex. C. In August 2011, Ubisoft began
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corresponding with OG regarding its claims of copyright and trade dress infringement.
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Answer and Counterclaims at 3, ¶ 2. Ubisoft stated it would file suit no later than October
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11, 2011. Id. at ¶ 3. OG then filed suit for declaratory judgment on October 7, 2011.
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Ubisoft then filed this motion for temporary restraining order and preliminary injunction.
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II.
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LEGAL STANDARD
The standard for issuing a preliminary injunction is well established, and mirrors that
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for a temporary restraining order. Stuhlberg Intâl Sales Co., Inc. v. John D. Brush & Co.,
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Inc., 240 F.3d 832, 839 n.7 (9th Cir. 2001). â[I]njunctive relieve [is] an extraordinary
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remedy that may only be awarded upon a clear showing that the [movant] is entitled to such
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relief.â Winter v. Natural Res. Defense Council, Inc., 555 U.S. 7, 22 (2008). The party
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seeking relief must demonstrate that: (1) it is likely to succeed on the merits; (2) it is likely to
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suffer irreparable harm absent relief; (3) the balance of equities tips in its favor; and (4) the
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requested relief is in the public interest. Id. at 20. Under the Ninth Circuitâs âsliding scaleâ
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approach, the first and third elements can be balanced such that âserious questionsâ going to
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the merits and a balance of hardships that âtips sharplyâ towards the movant is sufficient so
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long as the other two elements are met. Alliance for the Wild Rockies v. Cottrell, 632 F.3d
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1127, 1134-35 (9th Cir. 2011).
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Copyright infringement requires showing that (1) movant owns copyrights and (2)
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respondent has created an authorized copy. Data East USA, Inc. v. Epyx, Inc., 862 F.2d 204,
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206 (9th Cir. 1988). Proof of copying requires showing (1) access to the protected work
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before creating the accused work and (2) that a substantial similarity of expression exists
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between the protected and accused works. Narell v. Freeman, 872 F.2d 907, 910 (9th Cir.
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1989). The Ninth Circuit applies a two-part test to assess similarity, an âextrinsicâ inquiry to
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determine whether the similar elements between the works are protectable, and an âintrinsicâ
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inquiry to determine whether an ordinary reasonable observer would consider the
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copyrighted and challenged works substantially similar. Mattel, Inc. v. MGA Entmât, Inc.,
United States District Court
For the Northern District of California
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616 F.3d 904, 913-14 (9th Cir. 2010).
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Trade dress ârefers to the âtotal image of a productâ and may include features such as
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size, shape, color, color combinations, texture or graphics.â Intâl Jensen, Inc. v. Metrosound
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U.S.A., Inc., 4 F.3d 819, 822 (9th Cir. 1993). A plaintiff may recover for trade dress
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infringement if the trade dress is both nonfunctional and distinctive, and if there is a
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likelihood that the public would confuse the alleged infringerâs trade dress with that of the
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plaintiff. Id. at 823. The Ninth Circuit considers four factors to assess functionality: â(1)
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whether the design yields a utilitarian advantage, (2) whether alternative designs are
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available, (3) whether advertising touts the utilitarian advantages of the design, and (4)
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whether the particular design results from a comparatively simple or inexpensive method of
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manufacture.â Disc Golf Assân v. Champion Discs, 158 F.3d 1002, 1006 (9th Cir. 1998).
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Courts may consider the following relevant factors to assess the inherent distinctiveness of
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the trade dress: (1) whether the design is a common, basic shape or design and (2) whether it
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was unique or unusual in a particular field. Fiji Water Co., F. Supp. 2d at 1176.
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Courts may consider eight Sleekcraft factors in assessing likelihood of confusion: (1)
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similarity of the conflicting designations; (2) relatedness or proximity of the two companiesâ
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products or services; (3) strength of trade dress; (4) marketing channels used; (5) degree of
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care likely to be exercised by purchasers in selecting goods; (6) OGâs intent in selecting its
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designation; (7) evidence of actual confusion; and (8) likelihood of expansion in product
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lines. Interstellar Starship Servs. v. Epix, Inc., 184 F.3d 1107, 1110 (9th Cir. 1999).
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III.
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DISCUSSION
Ubisoft has failed to make a clear showing that it is entitled to such extraordinary
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relief. While its claims are not implausible, it is has not demonstrated a clear likelihood of
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success on the merits, nor a clear showing of irreparable harm. Moreover, the balance of the
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hardships do not clearly favor Ubisoft, thus even serious questions on the merits are not
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sufficient to grant injunctive relief.
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United States District Court
For the Northern District of California
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A.
Likelihood of Success on the Merits
1.
Copyright Infringement Claim
Ubisoft appears to own the copyrights in the Just Dance series of games, as they were
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created by its employees as âworks for hireâ and it has registered the copyrights in Just
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Dance and Just Dance 2 (though not, it appears, in Just Dance 3, which was released
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recently). 17 U.S.C. § 101, 201(b); Chang Decl. Ex. K.
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Proof of copying requires a showing (1) that OG had access to the protected work
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before creating the accused work and (2) that a substantial similarity of expression exists
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between the protected and accused works. Narell v. Freeman, 872 F.2d 907, 910 (9th Cir.
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1989). Access to Just Dance series existed because the works were widely distributed.
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Three Boys Music Corp. v. Bolton, 212 F.3d 477, 482 (9th Cir. 2000). OG does not concede
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a high degree of access. Oppân at 8 n.2.
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The Ninth Circuit applies a two-part test to assess to âdistinguish between permissible
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lifting of ideas and impermissible copying of expression.â Mattel, Inc v. MGA Entmât, Inc.,
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616 F.3d 904, 913 (9th Cir. 2010). The test includes an âextrinsicâ inquiry to determine
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whether elements between the works are protectable, and an âintrinsicâ inquiry to determine
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whether an ordinary reasonable observer would consider the copyrighted and challenged
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works substantially similar. Id. at 913-14. The starting point is to determine the breadth of
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possible expression, and if there is a wide range of possible expression, âa work will infringe
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if itâs substantially similar to the copyrighted work.â Id. If there is a narrow range of
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possible expression, then copyright protection is thin and a work must be virtually identical
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to infringe. Id.
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a.
Extrinsic Inquiry
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Ubisoft argues the âavatarâ and âinstructorâ elements of its games are unique
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expressions of the avatar and instructor ideas that are entitled to broad protections because
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there is a wide range of possible expressions for those general ideas. See Mattell, 616 F.3d at
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913-14. OG counters that there is only a narrow range of expression of avatars and
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instructors in an instructional-based dance video game, and thus, the âvirtually identicalâ
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standard should apply. Alternatively, OG argues Ubisoft fails to demonstrate the avatars and
United States District Court
For the Northern District of California
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instructors meet the substantial similarity standard as well.
Ubisoft compares its unique expression of the avatar and instructor ideas to the case of
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the âgobblerâ and âghost monstersâ in the PAC-MAN game, which were found to be
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protectable elements of expression entitled to broad protection. Atari, Inc. v. North
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American Philips Consumer Electronics Corp., 672 F.2d 607, 616-620 (7th Cir. 1982). In
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Atari, the Court held that general elements such as a maze, scoring table, tunnel exits, were
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standard game devised only protected from identical copying, but the unique expressions of
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PAC-MAN like the âgobblerâ pursuing âghost monstersâ were entitled to broad protection.
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Ubisoft argues Atari applies here, in that competing video games in the dance genre (other
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than Get Up and Dance) have used several different ways to express the âavatarâ and
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âinstructorâ elements, and thus, they should be given broad protection.
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OG argues that the white-skinned, brightly clothed avatars and stick-figure instructors
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are not protectable expressions of ideas, but rather features that necessarily flow from the
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idea of an instructional-based dance video game. OG argues the type of avatar depends
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heavily on the type of dance game because in instructional-based games the avatars are
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usually based on real-life choreographed human dancers, in contrast to other types of games.
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OG argues the situation here is similar to that in Data East USA, Inc. v. Epyx, Inc., 862 F.2d
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204, 206 (9th Cir. 1988), rather than Atari. In Data East, the Ninth Circuit held that generic
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features that necessarily followed from the idea of a karate combat video game and that were
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standard treatment of the karate sport â such as common moves of the sport, the manner of
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scoring, limitations upon the use of color in one visual image, and the use of special
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techniques for creating mobile graphic computer images â are not protectable under
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copyright law. 862 F.2d at 209. OG argues the realistic depiction of dance in the
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instructional-based dance video game context is subject to certain constraints that dictate the
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use of elements common to such games. For example, the use of avatars with white skin and
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bright clothing to stand out against a background so as to be readily followed by the player,
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and the use of stick figures to demonstrate upcoming dance moves, are common features of
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such games.
United States District Court
For the Northern District of California
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OG also argues Atari is inapplicable because Pac-man featured monsters and other
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creatures of fantasy. OG argues there are countless ways to express fanciful monsters,
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countless ways to express monstersâ movements, and countless ways for a player to earn
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points based on monster chases. Yet, there are only a limited number of ways to express
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dancers dancing in a non-animated, instructional-based dance video game. Like karate, OG
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argues, dance is ânot susceptible to a wholly fanciful presentation.â Data East, 862 F.2d at
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209. Ubisoft responds that the features at issue in Data East were not aesthetic design
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choices but rather were necessary aspects of karate games, id., and thus not analogous to the
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avatars and instructors at issue here.
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OG also argues the Ubisoft cannot copyright white skin and brightly colored clothing
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of the avatars. OG argues the use of one color versus another is inherently uncopyrightable.
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37 C.F.R. § 202.1 (â[E]xamples of works not subject to copyright [include] . . . mere
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variations of . . . colorâ); see also Pasillas v. McDonaldâs Corp., 927 F.2d 440, 443 (9th Cir.
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1991) (finding use of a white color to depict the man on the moon was not a protected
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element because it was a commonly used color for man on the moon drawings). OG also
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argues the use of bright colors to present a product in a fun and whimsical light is not
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copyrightable expression. See Excelligence Learning Corp. v. Oriental Trading Co., Inc.,
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2004 WL 2944048, at *12 (N.D. Cal. Dec. 20, 2004) (finding, in the context of catalogs, that
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a company does not have a copyright in featuring the use of whimsy and bright colors).
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Ubisoft argues that it is not attempting to copyright the color white or bright colors for
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clothing individually, but rather as expressive element parts of its avatars. Reply at 4-5. It
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argues OG is improperly defining the âideaâ versus âexpressionâ element too narrowly in an
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attempt to cast the use of white and bright colors as an idea, rather than an element of the
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expression of the idea of an avatar. See Midway Mfg. Co. v. Bandai-America, Inc., 546 F.
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Supp. 125 (D.N.J. 1982) (â[A] copyright defendant could always avoid liability merely by
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describing a plaintiffâs work in great detail and then labeling that description the âideaâ of
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plaintiffâs work.â).
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Neither of the main cases is exactly on point, at least with respect to the avatars.
United States District Court
For the Northern District of California
10
While the avatars are not as limited in scope as certain set karate moves, they are also not
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susceptible to the endless variety possible in depicting ghosts or monsters given the technical
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constraints and requirements of the game. While the avatars are not susceptible to the
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endless variety possible for elements that are wholly fanciful, the Court finds preliminarily
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that the avatars are entitled to broader protections, and thus only need to be substantially
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similar.
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The instructors are another matter. First, OG argues Ubisoft cannot copyright the use
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of stick figures as instructors. Oppân at 7, citing Blehm v. Jacobs, No. 09-2865, 2011 WL
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4369051 (D. Colo. Sept. 19, 2011). In Blehm, the Court held â[s]tick figures are by
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definition simple.â Id. at *5, citing Universal Athletic Sales Co. v. Salkeld, 511 F.2d 904,
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(3d Cir. 1975) (stating that the use of stick figures involves only âminimal amount of
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creativityâ). In addition, similarities resulting from common themes and general concepts
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such as the idea of a person skateboarding, playing frisbee, or holding his hand in a peace
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sign are excluded from protection, as are poses to the extent such poses are suggested by the
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activities themselves. Id. Thus, while OGâs argument that any claim of infringement based
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on stick figures fails as a matter of law is an overstatement, given the simple nature of the
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shapes, the fact that there are a limited range of possible dance movements, and that the
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poses of the instructors are suggested by the activities themselves, the Court finds the
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instructors are entitled only to very thin protection. This is underscored by the fact that
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several of the other instructional-based dance video games use very similar stick-figure type
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instructors. See Coats Decl. Ex. I (screen shots from Dancestar Party, Country Dance, and
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Dance Central using very similar stick figure instructors). The examples Ubisoft points to
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that do not use very similar stick figures are from other types of dance genres, and thus, not
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relevant.
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b.
Intrinsic Inquiry
In the intrinsic test the Court focuses on the key protectable elements (here avatars) to
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determine whether an ordinary reasonable observer would consider the copyrighted and
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challenged works substantially similar or virtually identical. Brown Bag Software v.
United States District Court
For the Northern District of California
10
Symantec Corp., 960 F.2d 1465, 1476 (9th Cir. 1992). Ubisoft argues Get Up and Dance is
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substantially similar because both works include avatars that are partially silhouetted stylized
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dancers with white skin and bright clothing and virtually identical stick figure instructors.
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Mot. at 15. Ubisoft argues that in comparison to the way avatars are depicted in other,
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competing games, demonstrates how similar OGâs use of the partially silhouetted, white-
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skinned, and brightly clothed avatars are to the Just Dance avatars. See Mot. at 13 (pictures
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of avatars from three other dance video games); Mot. at 15 (comparison pictures of Just
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Dance and Get Up and Dance avatars and instructors).
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i.
Avatars
OG responds that there are substantial differences in the avatars, particularly when
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viewed in context of entire screen shot of the two games. See Oppân at 10-11 (comparison of
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two full screen shots); Coats Decl. Ex. A. OG provides a chart of what it characterizes as the
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âkey differencesâ between the avatars: including size, prominence on screen, bright versus
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flat color, ombre versus constant color, use of black, facial features washed out or
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emphasized, âfunâ versus âsophisticatedâ look, and standard background versus official
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music video background. Oppân at 11. Thus, OG argues that based on the many enumerated
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differences the avatars are not substantially similar. While some of these characteristics are
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tangential to the issue, others are compelling. The Court finds the avatars are not
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substantially similar because: the size and prominence, and thus, the overall appearances are
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different; the color choices and flat versus ombre use of colors are different; the use of facial
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features instead of washed out features are different; and the heavy use of black is different.
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See Coats Decl. Ex. A. It is true that the avatars do have some elements in common, and
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perhaps more elements in common than some of the other games, but Ubisoft has not clearly
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demonstrated a likelihood that they are substantially similar â particularly given the
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functional reasons for some of the choices, such as the use of white skin. See Scott Decl. ¶
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21.
ii.
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Instructors
OG argues its instructors are not virtually identical to Ubisoftâs instructors because
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United States District Court
For the Northern District of California
10
they are pale, flatly colored, and placed along the left side of the screen. Oppân at 11. In
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contrast, the Just Dance instructors are outlined in neon/glowing white and placed along the
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bottom of the screen. Id. Given that the stick-figure instructors are entitled only to thin
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protection, that other similar games use very similar instructors, and that they are not
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virtually identical, there is not a likelihood of success on the claim of infringement with
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regard to the instructors.
iii.
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Independent Creation
Finally, OG argues its independent creation of the avatars and instructors is a
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complete defense to any alleged infringement. Blehm, 2011 WL 4369051, at *2
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(âIndependent creation is a complete defense to a claim of copyright infringement.â), citing
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Whelan Assocs. v. Jaslow Dental Lab, Inc., 797 F.2d 1222, 1228 n.7 (3d Cir. 1986). OG
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argues it independently developed the avatars and instructors in accordance with the
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developersâ unique vision and desired core concepts for the game. Oppân at 12; Scott Decl.
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¶¶ 11-22. Ubisoft challenges this contention as not supported by anything but ârote denialsâ
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and irrelevant facts. Reply at 2-3. As the Court finds that there is not a clear likelihood that
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the elements are substantially similar or virtually identical, it need not reach the merits of this
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issue at this time. At the least though, it appears OG provides a reasonable explanation of
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independent creation that would undermine the likelihood of success on the merits of this
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claim.
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Thus, given the above, the Court finds Ubisoft has not demonstrated a likelihood of
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success on the merits on the copyright claim sufficient to support a preliminary injunction.
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2.
Trade Dress Claim
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Trade dress ârefers to the âtotal image of a productâ and may include features such as
5
size, shape, color, color combinations, texture or graphics.â Intâl Jensen, Inc. v. Metrosound
6
U.S.A., Inc., 4 F.3d 819, 822 (9th Cir. 1993). A plaintiff may recover for trade dress
7
infringement if the trade dress is both nonfunctional and distinctive, and if there is a
8
likelihood that the public would confuse the alleged infringerâs trade dress with that of the
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plaintiff. Id. at 823. Ubisoft argues its trade dress (the expression of avatars and instructors)
United States District Court
For the Northern District of California
10
is nonfunctional because it is not essential to the use or purpose of the games. TrafFix
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Devices, Inc. v. Marketing Displays, Inc., 532 U.S. 23, 32 (2001).
12
The Ninth Circuit considers four factors to assess functionality: â(1) whether the
13
design yields a utilitarian advantage, (2) whether alternative designs are available, (3)
14
whether advertising touts the utilitarian advantages of the design, and (4) whether the
15
particular design results from a comparatively simple or inexpensive method of
16
manufacture.â Disc Golf Assân v. Champion Discs, 158 F.3d 1002, 1006 (9th Cir. 1998).
17
Ubisoft argues the avatars and instructors are nonfunctional because the particular expression
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of the characters provide no utilitarian advantage as they serve no purpose beyond
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identifying the games as part of the Just Dance franchise, nor does Ubisoft tout any such
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advantage (factors 1 and 3). See Fiji water Co., LLC v. Fiji Mineral Water USA, LLC, 741
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F. Supp. 2d 1165, 1173 (C.D. Cal. 2010) (utilitarian advantage based on aesthetic elements
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where consumer driven to purchase product based on how it looks). As to the second
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element, Ubisoft argues the other games on the market demonstrate alternative designs are
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available. Finally, Ubisoft argues the technology used to create the visual elements should
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differ little in expense from many alternatives currently on the market.
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OG responds that the expressions of the avatars and instructors are functional. First,
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OG argues the use of white skin on the avatars and instructors provides a utilitarian
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advantage in terms of visibility and in the filming process. Oppân 13-14. âA product feature
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need only have some utilitarian advantage to be considered functional.â Disc Golf Assân,
2
Inc., 158 F.3d at 1007. OG argues the white skin of the avatars serves a functional purpose
3
and provides Just Dance with a utilitarian advantage because white skin stands out from the
4
typically dark backgrounds of dance games that are broken up by pops of color or bright,
5
color-saturated backgrounds. Coats Decl. Ex. G. OG states it chose white skin for this very
6
functional, utilitarian reason. Mainey Decl. ¶ 18; Scott Decl. ¶ 21. In addition, color may be
7
functional, particularly when there is a limited range of available colors to use in the first
8
place, as there is here when depicting skin tone. See First Brands Corp. v. red Meyer, Inc.,
9
809 F.2d 1378, 1382 (9th Cir. 1987). Ubisoft responds that since other games have achieved
10
United States District Court
For the Northern District of California
1
success without this element, it is not functional. Reply at 8. Since features only need some
11
utilitarian advantage, and the white skin does provide some advantage, the Court finds the
12
expression element of the avatars functional.
13
As for the instructors, OG argues they provide a utilitarian advantage because thy
14
provide step-by-step moves to users seeking to learn the dances, and allow users to see how
15
and when they need to move each part of their body. The Court finds the instructors are
16
functional, particularly since the other instructional dance video games that are most similar
17
to the two at issue here mostly use stick figure instructors to demonstrate how the user should
18
move each part of their body. Coats Decl. Ex. I.
19
In addition, the examples of viable alternative designs Ubisoft points to come in part
20
from games with distinguishable source material and goals. For example, some of the games
21
are rhythm-based games, or games aimed at small children, or dance-mat games. In addition,
22
Ubisoft does not provide evidence demonstrating that the avatar and instruction design used
23
by other dance video games have allowed them to compete effectively with Just Dance. See
24
Disc Golf Assân, 158 F.3d at 1009. The existence of some alternative designs does not
25
demonstrate the design is non-functional, particularly when the great majority of similar
26
games use virtually identical instructors.
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OG argues Ubisoft touts the utilitarian advantage of the instructors because it states
the games will allow users to âfollow on-screen choreographed movesâ and other statements
13
1
that rely upon the use of the instructor design element. Finally, OG argues Ubisoft has not
2
demonstrated that the avatar and instructor designs were not simpler or more inexpensive to
3
create than alternative designs. The Court finds the elements are functional. Since the
4
elements are functional, it is not necessary to examine the other elements of a trade dress
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claim, distinctiveness and likelihood of confusion. Thus, the Court finds Ubisoft is not likely
6
to succeed on the merits of the trade dress claim.
7
B.
Irreparable Harm
8
Ubisoft argues it will suffer irreparable harm from the release of Get Up and Dance
because of the market dynamics and franchise status of Just Dance. Market dynamics in the
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United States District Court
For the Northern District of California
9
video game industry are driven in part by game bestseller lists, which are often reviewed by
11
new customers looking to purchase a game. Chang Decl. Ex D ¶ 14. For example, when
12
existing franchise customers buy Just Dance 3, it will trend toward the top of various game
13
bestseller lists, which a new customer turns to in deciding what game to buy. Id. Thus,
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Ubisoft argues that every sale of Get Up and Dance that would have gone to Just Dance
15
negatively impacts Just Danceâs market momentum and associated ability to attract new
16
customers to the franchise, and thus, the loss of new customers has a greater impact than the
17
loss of the sale of one game. Id. Ubisoft argues this is exacerbated by the franchise status of
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Just Dance because customers who buy one game from the series often return to buy other
19
existing and/or future games in the series. Id. ¶ 15. For example, with the release of Just
20
Dance 3, the other two titles have resurged in parallel into the top 15 best selling Wii games.
21
Chang Decl. Ex. J. Thus, Ubisoft argues it is not possible to calculate the true extent of
22
damages from the loss of a sale.
23
In addition, Ubisoft argues that the fact that Get Up and Dance will be sold for $10
24
less than the Just Dance series and may thus pull customers away because it is cheaper is an
25
incalculable harm and threatens price erosion. See Mint, Inc. v. Iddi Amad, No. 10-9395,
26
2011 WL 1792570 (S.D.N.Y. May 9, 2011) (enjoining copyright infringement, in part,
27
because price erosion constituted irreparable harm).
28
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1
There is no presumption of irreparable harm for purposes of injunctive relief in
2
copyright cases. Flexible Lifeline v. Precision Lift, No. 10-35987, 2011 WL 3659315, at *9
3
(9th Cir. Aug. 22, 2011). The party seeking a preliminary injunction must establish âa
4
significant threat of irreparable injury.â Cal. Apartment Assân v. San Diego County
5
Apartment Assân, Inc., No. 11-300, 2011 WL 1002667, at *2 (S.D. Cal. March 18, 2011.
6
âThe fact that alleged harm is primarily in the form of lost customers and business goodwill,
7
which at least in theory may be compensated by damages, weighs against [a] claim of
8
irreparable harm.â TMX Funding, Inc. v. Impero Techs., Inc., No. 10-0202 JF, 2010 WL
9
1028254, at *8 (N.D. Cal. March 18, 2010), citing Sampson v. Murray, 415 U.S. 61, 90
United States District Court
For the Northern District of California
10
(1974) (âThe possibility that adequate compensatory or other corrective relief will be
11
available at a later date, in the ordinary course of litigation, weighs heavily against a claim of
12
irreparable harm.â).
13
Still, other cases have relied on such elements. In Stuhlberg Intâl Sales Co., Inc., 240
14
F.3d at 841, the Court stated that â[e]vidence of threatened loss of prospective customers or
15
goodwill certainly supports a finding of the possibility of irreparable harm.â Yet, that case
16
involved an injunction that would allow the release of goods from customs to customers who
17
had already ordered those goods, and without the injunction, would not receive goods they
18
had ordered. Id. That is much more concrete than the rather speculative claims made here.
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Thus, the Court finds Ubisoft has not demonstrated a significant threat of irreparable injury.
20
C.
Balance of Hardships
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Ubisoft argues that OG assumed any harm when they chose to copy Ubisoftâs
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protectable expression. It argues that the many competitors in the marketplace that do not
23
use Ubisoftâs intellectual property demonstrate OG could have easily avoided infringement
24
by not incorporating Ubisoftâs prominent visual features.
25
OG argues it would be disproportionately harmed by a preliminary injunction because
26
it is a much smaller company and a relatively recent entrant into the U.S. video game market.
27
Scott Decl. ¶ 6. OG states it will lose prospective significant sales and customers and the
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ability to gain a foothold in the market for instructional-based dance video games because if
15
it misses its set launch date it will miss the Christmas shopping season. OG argues an
2
injunction will prevent it from releasing its highly-anticipated product at a critical time of the
3
year, when consumer shopping will reach its peak. Scott Decl. ¶¶ 27-28. Missing the
4
product launch date for its first big-name game could âdeal a potentially fatal blow to OGâs
5
relationship with its U.S. customers, who are relying on the November 8th product release
6
date.â Oppân at 23. Thus, it argues that while it is only speculative that Ubisoft might lose
7
some sales or market share without an injunction, with an injunction OG will lose significant
8
sales and revenue. Moreover, OG argues Ubisoft was or should have been aware of Get Up
9
and Dance since the E3 convention in June 2011, and chose to wait till the eve of the gameâs
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United States District Court
For the Northern District of California
1
release to move for injunctive relief. Thus, it argues the harm cannot be what it alleges, or it
11
would have acted far sooner. Rather, OG argues the goal is to disrupt OGâs ability to market
12
its game during the rapidly approaching holiday season. Given the speculative nature of
13
Ubisoftâs alleged harms, the Court finds the balance does not sharply in Ubisoftâs favor.
14
D.
Public Interest
15
Protecting copyrights and avoiding consumer confusion is in the public interest.
16
Warner Bros. Entmât, Inc. v. WTV Sys., Inc., â F. Supp. 2d â, 2011 WL 4001121 (C.D.
17
Cal. Aug. 1, 2011); Caesars World, Inc. v. Milanian, 247 F. Supp. 2d 1171, 1205 (D. Nev.
18
2003). Yet, this is when infringement has been established as likely. Here, the Court finds
19
there is not a clear likelihood of success on these claims. In such a situation, public policy
20
can favor competition, where a preliminary injunction could be very harmful to a small
21
company and reduce the number of options for consumers. See SRI Intâl v. Acoustic
22
Imaging Techs. Corp., No. 92-5015, 1993 WL 356896, at *4 (N.D. Cal. Sept. 3, 1993)
23
(â[P]ublic interest is also served by promoting competition, free from judicial intervention
24
that is improvident or warranted by only insubstantial grounds.â). Thus, where Ubisoft has
25
not shown a clear likelihood of success on the merits, nor a strong demonstration of
26
irreparable harm and balance of the hardships, the Court determines an injunction would not
27
be in the public interest.
28
//
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IV.
CONCLUSION
For the foregoing reasons, the Court DENIES the temporary restraining order and
preliminary injunction.
IT IS SO ORDERED.
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CHARLES R. BREYER
UNITED STATES DISTRICT JUDGE
Dated: October 26, 2011
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For the Northern District of California
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