Updated Mar 3, 2026 by AEVI
Report · January 1, 2025
Published by AEVI
The guide aims to equip video‑game developers and publishers with practical knowledge for building a robust intellectual‑property (IP) portfolio that safeguards creative assets and minimizes infringement risk. It clarifies the legal distinction between copyright‑related rights, which protect artistic and literary expressions, and industrial‑property rights such as patents, trademarks, industrial designs and trade secrets, emphasizing that trademarks and designs are the most relevant instruments for the sector. Key points outline how each component of a game—script, dialogue, soundtrack, character graphics, user‑interface, source code, middleware and databases—can be protected. Copyright arises automatically upon creation and lasts 70 years after the author’s death (or 70 years from disclosure for collective works); registration at the General Registry of Intellectual Property can serve as evidence of ownership. Trademarks require filing with the Spanish Patent and Trademark Office or the EUIPO, granting ten‑year protection renewable indefinitely, while industrial designs protect the visual appearance of GUIs for five‑year terms, renewable up to 25 years. Trade‑secret protection relies on confidentiality agreements and technical safeguards for non‑public information such as storylines or novel mechanics. The guide stresses that, under Spanish law, employees retain initial rights to their creations, so studios must secure written assignments—preferably exclusive, worldwide and lasting until the work enters the public domain—to ensure exploitable rights. Collective works, common in game development, confer ownership to the coordinating developer or publisher. For third‑party content, the document outlines limited exceptions—public‑domain use, statutory limits, and narrowly defined descriptive uses of trademarks—while noting that the EU does not recognise a broad “fair‑use” doctrine. Overall, the document provides a comprehensive, jurisdiction‑specific framework for protecting video‑game assets across Spain and the European Union, guiding stakeholders through registration procedures, contractual safeguards and permissible uses of external material to secure commercial value and legal certainty.
AEV ASOCIACION ESPANOLA DE VIDEOJUEGOS Videogames and intellectual and industrial property Guide prepared by Guide prepared by
Contents 1. What is Intellectual and Industrial Property? 5 2. What are copyright and related rights? 6 3. Which elements of a video game can be protected by Intellectual and Industrial Property rights? 7 4. How is a video game protected through Intellectual Property? 8 5. How are the elements of a video game protected as a Trademark? 10 6. How are the elements of a video game protected as an Industrial Design? 10 7. How are the elements of a video game protected as a Trade Secret? 10 8. How can I use third-party elements in my video game? 11
AEVI | VIDEO GAMES AND INTELLECTUAL AND INDUSTRIAL PROPERTY Introduction to the Guide Authors: Video game developers express their originality Andy Ramos( Pérez-Llorca) [email protected] Patricia Molina (Pérez-Llorca) [email protected] and creativity through pixels and lines of code. Therefore, the protection of these assets through intellectual and industrial property rights (known in the industry as the company's "IP") is key. With this guide, aimed at video game developers and publishers, we seek to provide general guidelines on the optimal way to protect these assets, which is essential to develop a robust IP portfolio that provides greater value to the company and to ensure that the video game can be placed on the market with total confidence, avoiding infringements of third-party rights. Specifically, this guide will be useful regarding the following: Understanding the differences between Intellectual Property and Industrial Property: What does each protect? Understanding the impact of Intellectual and Industrial Property on the video game sector: What elements of a video game can I protect? Ensuring the protection of video games: How can I protect these elements? Avoiding the infringement of the rights of third parties: How can I use third-party elements in my video game?
1. What is Intellectual and Industrial Property? Firstly, it is important to bear in mind that, in English, the term IP (intellectual property) includes two concepts that in Spanish law are considered distinct: (i) copyright and related rights, known as copyright (intellectual property, in the strict sense), and (ii) industrial property. The main difference lies in the type of works they protect. Industrial property deals with inventions, distinctive signs and designs, mainly in the form of patents, trademarks and industrial designs, while copyright and related rights mainly protect artistic and literary expressions, as well as other types of services related to them (such as recordings, and artistic performances, among others). As we can see, the key issues for a study of video games will be copyright and related rights. Concept What does it protect? Legislation Intellectual Expressions, by whatever means, of an original • Royal Legislative Decree 1/1996, of 12 and related rights) entific creations. It also protects artistic perfor- the Law of Intellectual Property, regumances, phonograms or audiovisual recordings. larising, clarifying and harmonising the legal provisions in force on the matter (the "LPI"). Industrial Property Inventions, distinctive signs or industrial designs. • Law 24/2015, of 24 July, on Patents. In Spain, the main industrial property rights are: • Law 17/2001, of 7 December, on
rdings. larising, clarifying and harmonising the legal provisions in force on the matter (the "LPI"). Industrial Property Inventions, distinctive signs or industrial designs. • Law 24/2015, of 24 July, on Patents. In Spain, the main industrial property rights are: • Law 17/2001, of 7 December, on • Patents and utility models: these protect Trademarks. inventions, i.e. solutions to technical problems • Law 20/2003, of 7 July, on the Legal in any field of technology, provided that they Protection of Industrial Design. are new, are the result of inventive activity and • Law 1/2019, of 20 February, on Trade have industrial application. Secrets. • Trademarks: these protect signs, whether words, figurative marks, or three-dimensional shapes, among others, which serve to distinguish goods or services on the market from others that are identical or similar. • Industrial designs: these protect the external appearance of the products. • Trade secrets: these protect any information or knowledge that is of commercial value to a natural or legal person and that is not generally known or easily accessible to third parties because it has been kept confidential. Of the above, trademarks are the most important in the video games sector, closely followed by industrial designs.
AEVI 2025 2. What are copyright and related rights? Copyright grants authors, as creators of original works, exclusive rights over their creations, giving them control over how to exploit them. Although copyright varies according to jurisdiction and type of work, Spanish law recognises two types of rights: (i) Moral rights: these are inalienable and unwaivable rights, i.e. they cannot be transferred or assigned to another person, and include the right to be recognised as the author of a work, as well as to have the integrity of the work respected. (ii) Exploitation rights: these are rights that allow economic benefit to be obtained from the different forms of use of their creation. They are divided into simple remuneration rights and exclusive rights, although the latter are the most important for video game developers, and include: ABCD The right of The righ of The righ of public The righ of reproduction distribution communication transformation The right of reproduc- This consists of making This consists of any act whereby This is the right to tion allows the fixation the original or copies a number of people can access modify or transform a of the work in order to of the work available to the work without the prior work, thereby acquirobtain copies of it or to the public, on a tangible distribution of copies to each ing ownership of that communicate it, such medium, including the of them, including, for example, transformation. as printing, recording or sale, rental or lending of live performances (of the work), digitising it. the work. an exhibition or streaming (technically referred to as the right of making available).
The guide aims to equip video‑game developers and publishers with a practical framework for safeguarding the creative and technical assets that constitute a game’s intellectual and industrial property. It clarifies the dual nature of IP under Spanish law—copyright and related rights on the one hand, and industrial property (patents, trademarks, designs, trade secrets) on the other—explaining which categories protect specific game elements such as scripts, music, graphics, code, user‑interface designs, character names and logos. Key conclusions stress that copyright arises automatically upon creation, lasting 70 years after the author’s death (or 70 years from disclosure for collective works), while related rights endure 50 years. Trademark protection requires registration and lasts ten years per filing, renewable indefinitely; design protection covers the external appearance of a GUI for five‑year periods, renewable up to 25 years. Trade‑secret measures rely on confidentiality agreements and technical safeguards rather than formal registration. The guide also outlines the legal regimes governing ownership of works created by employees, freelancers or collaborators, noting that Spanish law lacks a “work‑for‑hire” concept and therefore mandates explicit written assignments of exploitation rights, typically detailed in employment or service contracts. Practical recommendations include a step‑by‑step checklist for identifying each asset, determining the appropriate protection mechanism, confirming that all contributors have assigned their rights, and implementing NDAs to preserve secrecy during development. The guide further outlines limited exceptions for using third‑party material—public‑domain works, specific statutory limits, and narrowly defined descriptive uses of trademarks—while warning that doctrines such as “fair use” are not recognized in the EU. Overall, the document provides a comprehensive, Spain‑focused roadmap for building a robust IP portfolio that enhances a game’s market value and minimizes infringement risk.
The paper advocates a balanced approach to artificial‑intelligence deployment in the European video‑games sector, emphasizing that AI should be nurtured as a driver of creativity and economic growth while preserving the core objectives of the existing copyright framework. It argues that the industry’s reliance on technological innovation and a robust copyright regime is essential for long‑term investment, and that any regulatory response must protect creators, respect trade secrets and avoid unnecessary burdens on developers and players. AI has been embedded in games for more than a decade, from procedural terrain generation to advanced moderation tools, and generative models now promise to accelerate content creation, reduce production costs and enrich player experiences. The paper notes that most AI applications remain non‑generative, but where generative tools are used—whether for code, narrative or visual assets—they should be treated as ordinary creative aids: works that reflect a human author’s original choices retain copyright protection. It endorses the text‑and‑data‑mining exceptions of the EU’s DSM Copyright Directive as a suitable legal basis for training models, warning against additional EU legislation that could create uncertainty and distort competition. Risk‑based regulation is recommended, with low‑risk uses such as internal foundation models for short dialogue exempt from mandatory transparency or labeling. Mandatory disclosure should be limited to cases where it does not jeopardize trade secrets or impose disproportionate costs, and labeling obligations are deemed unnecessary in contexts where players already expect AI‑assisted content. The paper also highlights the need for international cooperation to harmonize standards and protect creators globally. The position reflects the perspective of a pan‑European industry body representing 19 game companies and 13 national trade associations, a sector valued at €24.5 billion with 53 % of Europeans identified as players. It calls on policymakers to engage continuously with stakeholders, to proceed cautiously with any legal changes, and to preserve the balance between innovation and creator rights that underpins the European video‑games ecosystem.
AEVI was founded in 2014 to unify Spain’s video‑game ecosystem and to position the sector as a leading technological and cultural industry. Its institutional goals focus on fostering local development, attracting investment, collaborating with public authorities, defending intellectual‑property rights, and promoting responsible consumption through the PEGI rating system. In 2014 the Spanish video‑game market generated €996 million, a 6.8 % increase over the previous year, with physical sales accounting for €755 million and online sales €241 million. Software contributed €364 million, hardware €301 million and accessories €90 million. The sector served 13 million users—36 % of the population—making Spain one of the four largest European markets after France, Germany and the United Kingdom. Players aged 11‑64 spent an average of 5.9 hours per week gaming; 40 % of adults played, 26.2 % regularly, and gender participation reached 45.3 % for men and 32.8 % for women. Physical copies remained the preferred format (7.9 million users), followed by online (5 million) and mobile applications (4.9 million). AEVI highlighted the persistent challenge of piracy, reporting 240 million illegal downloads and 2 million physical infringements in 2014, which translated into a €226 million loss of revenue. Legislative reforms in intellectual‑property law and the criminal code were cited as recent advances in combating these practices. The association also noted a 21 % rise in development studios, reaching nearly 400 companies, and projected that employment in the sector could double to over 7 000 highly qualified jobs by 2019. Through advocacy, data collection from sources such as GfK, ISFE, Gametrack and its own surveys, and partnerships with institutions like the Federation for the Protection of Intellectual Property, AEVI seeks to sustain growth, enhance the cultural perception of video games, and ensure a responsible, innovative market environment in Spain.
The guide is intended to equip Spanish video‑game publishers, developers and marketers with a practical understanding of the legal framework governing consumer rights, advertising and data protection. It draws on the General Law for the Defence of Consumers and Users, the General Advertising Law, the Unfair Competition Law, the General Data Protection Regulation and the Spanish Organic Law on Data Protection, applying them to digital products released in Spain throughout 2025. Key consumer‑protection provisions require clear pre‑purchase information, a 14‑day withdrawal right for most digital purchases, and safeguards against unfair terms such as unilateral contract changes. Exceptions apply to virtual currencies, physical copies that have been opened and age‑rated titles once gameplay begins. Developers must maintain and communicate updates, while digital assets—including NFTs—must be presented with transparent licensing terms and explicit notices when the right of withdrawal is lost. Advertising must avoid misleading claims, covert sponsorship, political content outside election periods, and any material that exploits minors, encourages violence, discrimination or unhealthy behaviours; influencer promotions must be marked with visible disclosures such as #Sponsored or #Ad. Data‑protection obligations centre on distinguishing controller and processor roles, informing users through layered privacy notices, and securing personal data—including special categories—via documented processing activities and contractual safeguards. For users under 14, parental consent must be verified through age checks or electronic signatures. The guide concludes with a checklist summarising rights to information, withdrawal, fair advertising, loot‑box age verification, ongoing game maintenance and GDPR‑compliant data handling.