Ethics & Legal
Licensing and Legal Considerations for Game Archives
A video game is not one rights object: its code, music, images, documentation, and packaging may have different owners and permissions. In the United States, the limited copying provisions in 17 U.S.C. § 108 do not create a general right for libraries or archives to publish complete games online.
Published October 29, 2026
Start with components, not assumptions
A rights review should begin by separating a game into the materials it contains and the materials through which it was distributed. A cartridge, floppy disk, CD-ROM, or downloaded installer is a carrier; owning that object does not ordinarily mean owning the copyright in the software recorded on it. Nor does permission to preserve the executable automatically cover the soundtrack, manual, packaging, or promotional artwork.
The distinction matters in practical archival work. A hypothetical 1990s PC game might contain code written by one studio, music licensed from a composer, a font supplied under a commercial agreement, and photographs owned by a third party. Its printed manual may have been produced by a publisher different from the company that later acquired the game rights. Each layer can have its own legal history. A single label such as “the game’s copyright owner” may therefore conceal several unresolved questions.
Archives should record those questions rather than collapse them into a yes-or-no status. A rights file can identify each component, the evidence used to assess it, the relevant license or permission, and what uses that evidence supports. “Permission to preserve” and “permission to provide public access” should be separate fields: the former does not necessarily imply the latter.
Copyright attaches to expression, not to an “abandonware” label
Copyright protection does not expire just because a game is old, out of print, unsupported, or unavailable from its original publisher. “Abandonware” is an informal community term, not a category in U.S. copyright law. It may describe a real access problem, but it does not establish that a work is public domain, licensed for redistribution, or ownerless.
In the United States, copyright generally arises automatically when an original work is fixed in a tangible medium. A game may combine copyrightable code, music, writing, and visual art. The legal analysis can be complicated by the way interactive software operates, but the practical archival point is straightforward: do not infer permission from silence, business failure, a vanished website, or the absence of a copyright notice.
Ownership can also change. A studio may be acquired, a publisher’s catalogue sold, or rights divided among companies after a merger. A diligent search might include the game’s credits and packaging, company records, copyright registrations where relevant, publisher catalogues, and documented rights-holder contact attempts. The absence of a quick answer is not proof that nobody owns the work.
Copyright duration depends on facts such as authorship, publication, and the date of creation. It is not safe to apply a single “games older than a certain number of years are free” rule. For U.S. works, the Copyright Office’s public guidance and the statutory text are better starting points than an online abandonware list. When the facts are uncertain or a proposed use carries significant risk, an archive should seek qualified legal advice.
Public domain, open source, and licensed works are different categories
“Public domain,” “open source,” and “available at no cost” describe different legal situations. Public-domain material is not protected by copyright in the relevant jurisdiction, or its copyright has expired or been relinquished in a legally effective way. Open-source software remains copyrighted, but its license grants specified permissions, subject to conditions. A free download may simply be a copy offered under a limited personal-use agreement.
For a public-domain determination, document the basis rather than relying on a label. Ask which country’s law applies, who created the work, when it was published, and whether any embedded material has a separate status. A game whose code is public domain may still include a protected soundtrack or a logo governed by trademark law. Public-domain status for one element does not automatically extend to the whole package.
Open-source licenses also differ. The MIT License generally permits reuse, modification, and redistribution, provided its copyright and permission notice is retained. The GNU General Public License imposes conditions on distributing covered modified or combined software, including requirements related to source code in circumstances specified by the license. An archive should read the actual license version and assess the particular distribution rather than summarize it as “open source, so anything goes.”
Creative Commons licenses are commonly used for cultural and educational works, but Creative Commons advises against using its licenses for software. A game may nevertheless include music, artwork, or documentation under a Creative Commons license. Check the exact version and conditions: a license with “NC” restricts commercial uses, while “ND” restricts distribution of adaptations. Attribution requirements also need to be followed. Do not assume that a license attached to one asset covers every asset in the game.
When documenting a licensed release, preserve the license text, its version, the source URL, the date checked, and any accompanying notices. If the project’s repository has a license file, verify whether it covers the entire repository or only particular files. A README statement, forum post, or download button may not grant the same rights as a formal license or written permission from the rights holder.
What Section 108 does—and does not—provide
Section 108 of Title 17 of the U.S. Code sets out limited copying provisions for qualifying libraries and archives. It is not a general exemption for every collector, preservation group, or educational website, and it is not a blanket authorization to make copyrighted games available to the public online. Institutions must consider the statutory requirements, the kind of work, the purpose and circumstances of copying, and any applicable exclusions.
Among other provisions, § 108(b) addresses certain reproductions of unpublished works for preservation or security, while § 108(c) addresses certain replacement copies of published works that are damaged, deteriorating, lost, or stolen, subject to statutory conditions. These provisions include limits on the number and circumstances of copies. Section 108 also contains a requirement, for particular replacement-copy situations, concerning whether an unused replacement can be obtained at a fair price. The exact rule depends on the provision being relied upon; it should not be reduced to “archives can make three copies.”
Section 108(h) has a narrower provision for certain works in the last 20 years of their copyright term, with conditions and exclusions. It is not a general web-publication license for all older works. The statutory text specifies requirements concerning commercial availability, notices, and uses. An institution considering reliance on this provision should examine those details carefully rather than treating “last 20 years” as permission to upload a title.
Section 108 also does not erase other legal concerns. A copy may implicate contractual terms, technological protection measures, privacy, or rights in separately included materials. The statute includes a relationship with fair use, but it does not turn fair use into an automatic consequence of institutional status. A preservation plan should identify the legal basis for each activity—acquisition, copying, format migration, research access, or public distribution—rather than cite § 108 as a single all-purpose answer.
Preservation copying and public access are separate decisions
An archive may have a defensible reason to make a controlled preservation copy without having permission to offer that copy for general download. Keeping a verified master in restricted storage, allowing supervised research access, and distributing a copy to the public are materially different activities. Each should have its own documented rationale and access policy.
This separation is especially important for games whose original hardware or online services have disappeared. Emulation can help researchers examine how software behaved, but the emulator itself does not confer rights in the game. Likewise, a technically successful disk image does not settle whether the image may be distributed. Preservation staff can document file formats, checksums, and hardware dependencies while access staff assess the legal and ethical conditions for use.
Technological protection measures add another layer. In the United States, the Digital Millennium Copyright Act’s anti-circumvention provisions, including 17 U.S.C. § 1201, are distinct from ordinary copyright infringement rules. The Librarian of Congress adopts temporary exemptions through a triennial rulemaking process. Some exemptions address preservation of video games by qualifying libraries, archives, and museums under defined conditions. These exemptions are specific and time-bound; they do not create a general right to distribute circumvention tools or provide unrestricted public access to preserved games.
Before relying on an exemption, an institution should consult the current rulemaking text, confirm that it qualifies, and check the exact covered activity and conditions. A past exemption should not be assumed to remain unchanged. The legal analysis may also differ between a game that is no longer commercially available and one that remains available through a legitimate store or service.
Use a component-level rights record
A concise rights record makes decisions reviewable and helps future staff understand why an item was acquired, copied, or restricted. For each component, capture at least:
- Identification: title, version, platform, component type, and any known creator, publisher, or rights holder.
- Provenance: where the item came from, who supplied it, and the chain of custody or acquisition record.
- Rights evidence: license file, written permission, public-domain research, institutional legal analysis, or other supporting documentation.
- Permitted activities: preservation copying, migration, emulation, supervised research, classroom use, or public distribution—recorded separately.
- Restrictions and attribution: license conditions, required notices, access limits, privacy concerns, and any expiration or review date.
- Uncertainty: unresolved components, unsuccessful searches, and the reason a particular access decision was made.
Consider an archive that receives a source-code repository for a historical game. The repository contains code under the GPL, a soundtrack folder with no license statement, and a scanned manual supplied by a former developer. A sound workflow would preserve the repository and its original notices, identify the GPL version, and evaluate whether the manual can be held under the donor agreement. The music should remain a separately flagged rights question. Neither the GPL code license nor the donor’s possession of the manual proves that the archive may publish every component.
Keep evidence with the item. A URL alone is fragile: pages disappear, terms change, and a later researcher may not know what was visible at the time of review. Save the relevant license text or a legally appropriate record of the permission, note when it was collected, and retain correspondence. An audit trail is not a substitute for legal judgment, but it makes the judgment traceable.
Permission requests should specify the use
When contacting a rights holder, describe the material and proposed activities precisely. “May we archive this game?” is ambiguous. Explain whether the request concerns a preservation master, a migrated copy, emulation for onsite research, online streaming, downloadable files, screenshots, or excerpts in a scholarly publication. Ask whether permission covers third-party material and whether the grant is limited by territory, duration, or audience.
A written permission should identify the granting party and the material covered, state the permitted uses, and clarify attribution and any restrictions. If the contact cannot authorize all embedded works, record that limitation. A response from a person associated with a company is not necessarily evidence that the person controls the relevant rights. Preserve the correspondence and verify authority as far as practicable.
For an orphan-work situation—where a rights holder cannot be identified or located after a documented search—record the search methods, databases, dates, and results. Orphan status is not itself a license in the United States. A careful search may support an institution’s risk assessment, but it does not convert a copyrighted work into public-domain material.
Copyright is not the only relevant right
Names, logos, and branding may raise trademark questions even where copyright status is clear. Trademark law generally concerns source identification and the likelihood of consumer confusion, rather than ownership of the game’s code. A historical catalogue can often use a title to identify a work, but should not imply endorsement or affiliation where none exists. Preserve original packaging for research when justified, while making the archive’s independent role clear.
Privacy and publicity rights may matter when a game contains identifiable people, personal data, or recorded performances. Contracts can impose terms on a lawful purchaser or platform user, although the scope and enforceability of those terms depend on circumstances and jurisdiction. An institution should review the acquisition agreement, donor conditions, and platform terms instead of assuming that copyright is the only legal layer.
Jurisdiction matters throughout. A game created in one country, acquired in another, and served through a website to readers elsewhere may encounter multiple legal systems. This article describes U.S. concepts for educational purposes; it is not individualized legal advice. Archives operating internationally should consult the laws and institutional policies relevant to their own activities.
Ethical access requires more than a technically available file
Legal permission establishes a boundary, not a complete ethical policy. A game may be legally accessible while its distribution still raises concerns about personal data, harmful content, donor expectations, or the wishes of a living creator. Conversely, a compelling historical value does not automatically authorize an archive to ignore rights. Sound practice makes the evidence and trade-offs visible.
Access decisions should be proportionate to the research need. An archive might provide a descriptive catalogue record and screenshots while withholding a complete executable; offer supervised onsite access rather than public downloads; or restrict a component pending rights review. Restrictions should be explained in the catalogue where possible, with a review date so that temporary uncertainty does not become permanent neglect.
Attribution should be accurate and component-specific. Credit a developer, composer, artist, publisher, or donor only when the evidence supports that credit, and distinguish creator from rights holder. A donor’s name belongs in provenance documentation, but donation does not necessarily transfer copyright. Do not remove license notices or technical metadata simply to make a file appear cleaner.
A practical decision sequence
- Describe the object. Identify the edition, platform, files, and components, and distinguish the physical carrier from the content recorded on it.
- Establish provenance. Record the acquisition source and any donor agreement, purchase terms, or repository history.
- Map rights by component. Separate software, music, artwork, documentation, branding, and third-party materials.
- Collect evidence. Review license texts, notices, registrations where useful, permissions, and relevant institutional records.
- Define each activity. Assess preservation, migration, emulation, research access, and public distribution as distinct uses.
- Document uncertainty and review. Record unresolved issues, choose proportionate access controls, and set a date to revisit the decision.
This process does not guarantee that every question has an easy answer. It does prevent a common error: treating age, educational purpose, noncommercial status, or technical availability as a substitute for rights evidence. Where a proposed use depends on a statutory exception, a complex license, or a disputed ownership chain, obtain advice from counsel familiar with copyright and cultural heritage work.
Reliable starting points for research
For U.S. questions, consult the text of Title 17, especially §§ 107, 108, and 1201, and the U.S. Copyright Office’s guidance on copyright duration, registration, and fair use. The Library of Congress provides the official records for DMCA triennial rulemakings. These primary sources are more dependable than a claim that a game is “free to share” because it is missing from a storefront.
For open-source software, read the license accompanying the specific release and consult the license steward’s official text, such as the Free Software Foundation’s GNU GPL materials or the Open Source Initiative’s license references. For preservation practice, institutions such as the Library of Congress and the National Archives and Records Administration offer useful models for documenting provenance, formats, and stewardship. Their institutional policies do not automatically apply to every independent archive, but their records and standards can help make local practice rigorous.
A responsible game archive preserves more than bytes. It preserves evidence: how a copy was obtained, what permissions accompanied it, what remains uncertain, and why a researcher can—or cannot—use it in a particular way. That record is part of the historical object. It allows future archivists to revisit decisions as rights evidence, law, and legitimate access options change.