Virtual Reality Content Copyright Issues In India

1. INTRODUCTION: VR CONTENT AND COPYRIGHT

What is Virtual Reality Content?

Virtual Reality (VR) refers to a computer-generated immersive environment that simulates real or imaginary scenarios. VR content includes:

360° videos

Interactive 3D games

Virtual simulations (medical, education, architecture)

Mixed reality experiences

Why VR Raises Copyright Issues

VR content combines multiple creative elements:

Software/Code – the engine powering VR

Audio-Visual Elements – graphics, images, animations

Music & Sound Effects

Literary/Story Content – scripts and dialogue

Challenges in India:

Ownership of multi-layered content

Unauthorized copying, adaptation, or distribution

Lack of clear case law specifically for VR (most cases apply general copyright principles)

2. LEGAL FRAMEWORK IN INDIA

VR content falls under The Copyright Act, 1957, which protects:

Literary works – scripts, instructions

Musical works – background music

Artistic works – 3D models, graphics

Cinematographic films – videos, animations

Relevant Sections:

Section 14 – Exclusive rights of copyright owner (reproduction, adaptation, communication, distribution)

Section 51-52 – Infringement and remedies

Section 65A-B – Digital rights protection

Key Principles Applied to VR:

VR content is treated as a cinematographic film + software

Copying VR code or graphics without authorization = infringement

Adaptation (e.g., making VR from copyrighted game/film) = derivative work

3. COPYRIGHT ISSUES SPECIFIC TO VR

Ownership Ambiguities

Who owns the VR content? Software developer, animator, or producer?

Usually determined by contractual agreements.

Unauthorized Reproduction

Copying VR environments, models, or simulations is infringement.

Derivative Works

Converting a 2D film or game into VR format requires permission from the original copyright holder.

User-Generated Content

Platforms hosting VR content may face secondary liability if users upload infringing works.

Digital Rights Management (DRM)

VR content is easily pirated; copyright owners often use DRM to protect it.

4. CASE LAWS RELATING TO VR OR SIMILAR DIGITAL CONTENT IN INDIA

Since VR-specific cases are rare in India, courts apply general copyright law principles. The following are relevant:

CASE 1: Super Cassettes Industries Ltd. v. Entertainment Network (India) Ltd., 2011

Facts:

Pirated music tracks were used on mobile platforms.

Issue was unauthorized digital reproduction.

Relevance to VR:

Court held that unauthorized reproduction in digital format infringes copyright.

VR content containing music or audio must respect copyright law.

Principle:

Digital media, including VR, cannot use copyrighted works without authorization.

CASE 2: R.G. Anand v. M/S. Deluxe Films, AIR 1978 SC 1613

Facts:

Film story copied by another filmmaker.

Relevance to VR:

VR experiences are cinematographic films under Indian law.

Reproducing plots or interactive scripts without consent = infringement.

Principle:

Copyright protects ideas expressed in a work, including VR narratives.

CASE 3: Eastern Book Company v. D.B. Modak, 2008 (Supreme Court)

Facts:

Publishers sued for unauthorized copying of law reports.

Relevance to VR:

VR libraries or educational simulations must respect textual copyrights.

Unauthorized replication of content = infringement, even in digital immersive formats.

Principle:

Copying without authorization is infringement, regardless of format.

CASE 4: Yahoo Inc. v. Akash Arora & Anr., AIR 1999 Delhi 32

Facts:

Dispute over software interface and website design.

Relevance to VR:

VR software design and user interface code is protected under copyright.

Copying VR interface elements (menus, gestures) without license may infringe.

Principle:

Software elements in VR are protected, not just audiovisual components.

CASE 5: MySpace Inc. v. Super Cassettes Industries (Digital Media, 2010)

Facts:

Social media platform hosted copyrighted music.

Relevance to VR:

Platforms hosting VR content may be liable if they allow infringing content.

Principle:

VR platforms must implement notice and takedown procedures to avoid secondary liability.

CASE 6: Gramophone Co. of India Ltd. v. Birendra Bahadur Pandey, AIR 1984 Delhi 237

Facts:

Unlicensed reproduction of sound recordings.

Relevance to VR:

Any VR content using copyrighted music or audio without license = infringement.

Principle:

Audio in VR is protected as musical work; copying is infringement.

CASE 7: Bharat Sanchar Nigam Ltd. v. Motorola, 2006

Facts:

Dispute over software embedded in telecom hardware.

Relevance to VR:

VR hardware/software combo is treated as literary + artistic work.

Unauthorized copying of code, models, or firmware is infringement.

Principle:

Software embedded in VR devices = copyrightable.

5. KEY TAKEAWAYS FROM CASE LAW

VR content is multilayered: code + audiovisual + narrative.

Copyright applies to all layers of VR content.

Unauthorized reproduction, adaptation, or distribution = infringement.

User-generated VR content: platforms have a duty to remove infringing works.

Contracts and licenses are critical for determining ownership and rights.

6. CONCLUSION

VR copyright in India is covered under general copyright principles.

Courts have applied traditional copyright law to digital, software, and immersive environments.

VR content creators must ensure:

Licensing of music, audio, or images

Ownership of software code and 3D assets

Contracts clarify rights for collaborative projects

India still needs more VR-specific case law, but existing principles from software, films, and digital content guide protection.

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