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Challenges and Possibilities for Classifying Digital Cultural Products in the WTO: A Case Study of Video Games

  • 2023
  • OriginalPaper
  • Chapter
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Abstract

The chapter delves into the intricate challenges of classifying digital cultural products, such as video games, under WTO law. It discusses the relevance of this classification for trade negotiations and the application of WTO rules. The author explores two main challenges: the ‘good or service’ dichotomy and the outdated service classification system. Using a case study of video games, the chapter suggests that the current classification system is inadequate and proposes the adoption of a ‘cluster approach’ to advance negotiations. The chapter also highlights the need for a more detailed and updated classification system to address the evolving nature of digital cultural products.

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Title
Challenges and Possibilities for Classifying Digital Cultural Products in the WTO: A Case Study of Video Games
Author
Siqi Zhao
Copyright Year
2023
DOI
https://doi.org/10.1007/978-3-031-41996-6_6
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    Image Credits
    Schmalkalden/© Schmalkalden, NTT Data/© NTT Data, Verlagsgruppe Beltz/© Verlagsgruppe Beltz, ibo Software GmbH/© ibo Software GmbH, Sovero/© Sovero, Axians Infoma GmbH/© Axians Infoma GmbH, genua GmbH/© genua GmbH, Prosoz Herten GmbH/© Prosoz Herten GmbH, Stormshield/© Stormshield, MACH AG/© MACH AG, OEDIV KG/© OEDIV KG, Rundstedt & Partner GmbH/© Rundstedt & Partner GmbH, Doxee AT GmbH/© Doxee AT GmbH , Governikus GmbH & Co. KG/© Governikus GmbH & Co. KG, Vendosoft/© Vendosoft