Blog

ESA warns ‘No Fakes Act’ fails to distinguish between deepfakes and digital replicas used in video games

The No Fakes Act is drawing concern from the Entertainment Software Association (ESA), which says the proposed legislation may not clearly separate harmful deepfakes from digital replicas created as part of video games. The group warns that this uncertainty could affect both existing games and future development in the United States.

Image credit: Entertainment Software Association

Why the No Fakes Act concerns the video game industry

ESA president and CEO Stanley Pierre-Louis asked the US Senate Judiciary Committee to revise the bill before its scheduled markup on June 11. In a letter to senators Chuck Grassley and Dick Durbin, he argued that the current wording could create legal risks for game companies.

The bill describes a digital replica as a newly created, computer-generated and highly realistic representation that can readily be recognized as a person’s voice or appearance. It applies to sound recordings, images and audiovisual works where the individual did not actually perform or appear.

ESA says that definition could be interpreted broadly in the context of games. A title may include thousands of background characters, and some may resemble real people by coincidence. According to Pierre-Louis, that could encourage claims against developers even when a likeness was not intentionally based on a particular individual.

Practical context: The concern raised is about the potential scope of the proposed definition, not a report that lawsuits have already been filed under this bill. The legislation’s final wording and legal interpretation would matter.

Questions about liability for creative tools

The ESA also objects to provisions that could create liability for certain tools and services used to make digital replicas. It says the bill should distinguish products designed specifically to produce harmful replicas from general-purpose tools that have legitimate uses but could be misused by others.

This distinction matters to game development because digital production tools can support many kinds of creative work. A rule that does not account for how a tool is designed or used could create uncertainty for developers and service providers, the association argues.

  • For developers: unclear definitions may make it harder to assess legal risk when designing characters and other digital content.
  • For tool providers: lawmakers may need to clarify how the bill treats general-purpose software compared with services built to enable harmful replicas.
  • For readers following the bill: the committee’s revisions and the final statutory language will determine whether these concerns are addressed.

What happens next for the No Fakes Act

Pierre-Louis urged senators to amend the proposal, emphasizing that video games are created digitally and may involve many fictional or background characters. The ESA’s position is that the bill should protect people from harmful digital replicas without creating unnecessary exposure for games or legitimate creative tools.

The No Fakes Act remains a legislative proposal in the account described here, and the concerns raised by the ESA do not establish how courts would ultimately interpret it. For game developers and players, the key issue to watch is whether lawmakers make the definitions and liability rules precise enough to distinguish harmful impersonation from ordinary digital creation.

Related Posts

Leave a Reply

Your email address will not be published. Required fields are marked *

Newguarf
Privacy Overview

This website uses cookies so that we can provide you with the best user experience possible. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful.