Defeating mobile game clones: Why copyright protection is not enough

copycat

Cloning is as old as the video game industry itself. With classics like Pong and Space Invaders and modern titles like WarCraft and Farmville, video games have “borrowed” heavily from their predecessors. The term “cloning” is pejorative and suggests a level of borrowing that exceeds an implicit industry acceptance. Indeed, many successful game developers have witnessed elements of their creations appear in the games of their competitors. However, the prevalence of cloning has seemingly increased as developers create more games for mobile applications. These games are often easier to clone and distribute, making it likely that a fast-follower can get a clone on the market soon after the launch of the original game.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.