To license or not to license: that is the question for professional sport leagues and the NCAA.
Moorman, Anita M. ; Hambrick, Marion E.
Three recent cases that are currently pending in federal courts
assert a variety of legal theories and, at first glance, may seem to
bear no connection. However, a common thread links all three legal
challenges: the business activity of licensing. These three cases, one
of which will soon be heard by the United States Supreme Court, have the
potential to dramatically affect licensing practices in both
professional and collegiate sport. When one thinks of the sport
licensing industry, the first thought may be of T-shirts, jerseys, and
coffee mugs emblazoned with familiar names, logos, and mascots. The
sport licensing industry ranks as one of the top revenue producers in
the licensing world. However, as sport licensing has grown, it has also
become more sophisticated, extending into goods and services well beyond
the traditional T-shirt, jersey, or branded collectible item
(International Licensing Industry Merchandisers' Association,
2009).
Revenues from global licensed sports apparel and other goods grew
by $3.1 billion in 2008 to $19.9 billion, according to the market
research firm's annual estimate (Johnson, 2008). Sports leagues and
other sports-related companies garnered five of the top 20 spots among
leading global licensors. MLB registered $5.1 billion in global sales,
followed by the NFL ($3.4 billion), the NBA ($3 billion), the Collegiate
Licensing Co. ($2.5 billion), and NASCAR ($2 billion) (Johnson, 2008).
Initially, the United States sport licensing business was dominated by
the four major sports leagues--National Football League, Major League
Baseball, National Basketball Association, and the National Hockey
League (International Licensing Industry Merchandisers'
Association, 2009). Each of those leagues runs certain licensing
activities on behalf of its teams out of a centralized league office.
The centralization of certain licensing practices for the professional
leagues is the critical focus of the case currently pending before the
United States Supreme Court, American Needle v. National Football League
(2009).
Other sport organizations also have significant licensing deals now
such as NASCAR, the U.S. Olympic Committee, and the National Collegiate
Athletic Association (NCAA) (International Licensing Industry
Merchandisers' Association, 2009). In addition, more than 300
colleges and universities in the U.S. operate licensing programs,
marketing their rights primarily to the apparel and novelties markets.
Similar to the centralization of licensing activities among the major
sport leagues, the NCAA also conducts a number of licensing programs
beyond promoting NCAA championships and events. These licensing
activities of the National Collegiate Athletic Association are the
target of two pending cases against the NCAA, Electronic Arts, Inc.
(EA), and the Collegiate Licensing Company (CLC) (Keller v. Electronic
Arts, Inc. (2009); O'Bannon v. NCAA (2009)).
The following three cases illuminate challenges currently facing
the sport licensing segment in both collegiate and professional sport
related to publicity rights and managing intellectual property rights.
Licensing Litigation and the NCAA
In Keller v. Electronic Arts, Inc. plaintiff Sam Keller filed a
class action lawsuit against EA, the NCAA, and CLC. The lawsuit focuses
on the rights of publicity for student-athletes governed by the NCAA.
Keller played football for Arizona State University and the University
of Nebraska. He argues the defendants used the likenesses of
student-athletes inappropriately and deprived them of associated
benefits.
Electronic Arts is a software company based in Redwood City,
California, and develops and sells sports-related video games. Popular
titles include NCAA Football, NCAA Basketball, and NCAA March Madness.
The video games showcase competitions between opposing teams and are
known for their realistic depiction of sporting events. Keller argues EA
violated NCAA Bylaw 12.5, which "specifically prohibits the
commercial licensing of an NCAA athlete's 'name, picture, or
likeness'" (p. 4) and the NCAA allows the software company to
do so without penalty. The video games use jersey numbers rather than
names to distinguish players. Yet the plaintiff argues even without
names, players can be readily identified by their physical attributes
and equipment preferences (e.g., helmet visors and headbands).
Additionally, video game consumers can upload player names from various
websites. Once an upload is complete, actual player names are integrated
throughout the game, including on player jerseys and during the audio
play-by-play.
Keller's complaint asserts seven causes of action against EA,
CLC, and the NCAA. The first three address the deprivation and violation
of rights of publicity by the three organizations. Keller asserts the
defendants used student-athlete "names, voices, signatures,
photographs, images, likenesses, distinctive appearances, gestures, and
mannerisms" (p. 17) for commercial gain and without proper consent
from the athletes. Keller contends a civil conspiracy and unfair
competition violations exists as the defendants use the student-athlete
likenesses to their advantage while limiting benefits received by the
class members. Keller also argues the NCAA breached its contractual
obligations to student-athletes for failing to protect them from said
deprivations and violations. Finally, Keller alleges unjust enrichment
by EA, which profits from the software sales at the expense of
student-athletes. On behalf of all class members, Keller has demanded
actual damages, statutory damages, punitive damages, disgorgement of
profits, and permanent enjoinment of using student-athlete likenesses in
the future (Keller v. Electronic Arts, Inc, 2009).
In a second case, O'Bannon v. NCAA, Edward O'Bannon, a
former basketball player, filed a class-action lawsuit against the NCAA
and CLC, asserting unreasonable restraint of trade under the Sherman
Antitrust Act. O'Bannon filed on behalf of himself and former
student-athletes who played in the NCAA's Division I basketball and
Football Bowl Subdivision.
O'Bannon played basketball for the University of
California-Los Angeles. Like all student-athletes, he was required to
sign NCAA Form 08-3a, stating he would not violate the NCAA's
amateur status rules by receiving compensation for the "name,
visual likeness ... voice, photograph, signature or physical
mannerisms" (p. 7). O'Bannon acknowledges the spirit of
amateurism for student-athletes while they attended school but argues
the agreement binds them beyond their collegiate careers. The same form
permits the NCAA and related third parties to use a
student-athlete's image to publicize NCAA-sanctioned events.
However, the plaintiff argues the NCAA, colleges and universities, and
commercial partners benefit unfairly from the agreement as they sell
television broadcasts rights, photographs, and apparel featuring the
athletes. Similar to Keller, the O'Bannon suit specifically
mentions EA for the revenues generated from sports video game sales and
CLC for its sales of other licensed merchandise. The organizations
accrue profits while the athletes are students and continue to do so
after they have graduated. The NCAA treats the student-athlete consent
form as operating "in perpetuity" long after the
student-athlete has left the university (O'Bannon v. NCAA, 2009, p.
5).
Citing the Sherman Antitrust Act, O'Bannon asserts multiple
causes of action against the defendants, including unreasonable
restraint of trade, group boycott, and refusal to deal. O'Bannon
argues the NCAA and CLC manage the licensing and contractual agreements,
the number of licenses sold and price, and ensure current and former
student-athletes never participate in negotiations. The defendants are
unjustly enriched, according to O'Bannon, whereby the NCAA, CLC,
and others receive compensation for the sales of student-athlete
merchandise without compensating the athletes for the value they afford
the related licenses and products. The plaintiff has asked for
accounting of receipts to determine exactly how much the NCAA and other
organizations benefit from the sales, assess damage amounts, and
compensate class members for their losses. Like Keller, O'Bannon
seeks damages, disgorgement of profits, and a permanent injunction.
However, unlike Keller, O'Bannon's remedy is targeting former
student-athletes, rather than current student-athletes.
While both of these cases are in the early stages of litigation,
the potential impact is quite significant. Keller alleges the
NCAA's 2008 revenues were $614 million and EA's 2008 fiscal
year revenues were $3.67 billion. None of the video game-related revenue
is being paid to the individuals whose likenesses are featured in the
games. If Keller's request to establish a class of potential
plaintiffs succeeds, the damages requested could be in the millions
(Rodenberg, 2009). As a point of reference, the NFL Players Association
settled a lawsuit in June 2009 with retired players who claimed they
were not compensated for their likenesses on EA's Madden NFL video
game. The payout was $26.3 million to more than 2,000 retirees. The NCAA
has many, many, many more players featured in EA's NCAA Football
and Basketball video games (Harry, 2009).
Similarly, the stakes of O'Bannon v. NCAA are substantial. If
O'Bannon and former student-athletes prevail or receive a favorable
settlement, the NCAA, along with its member conferences and schools,
could be required to pay tens of millions, if not hundreds of millions,
of dollars in damages--particularly since damages are trebled under
federal antitrust law (McCann, 2009). These decisions could alter the
current landscape of amateurism in collegiate sport and could be the
first step toward compensating student-athletes on some level. The
marketplace for goods may change as well, with potentially more
competition over the identities and likenesses of former college
athletes.
Professional Sport Leagues and Licensing Practices Litigation
In American Needle, Inc. v. New Orleans Louisiana Saints, et al.,
American Needle, Inc. sued the National Football League, its member
football teams, and NFL Properties LLC, along with Reebok International
Ltd. ("Reebok"), alleging the teams' exclusive licensing
agreement with Reebok violated the Sherman Antitrust Act. See 15 U.S.C.
[sectiomn][section] 1-2.
For several years, NFL Properties granted headwear licenses to a
number of different vendors simultaneously. One of those vendors was
American Needle, which held an NFL headwear license for over 20 years.
In 2000, the NFL teams collectively authorized NFL Properties to solicit
bids from the vendors for an exclusive league headwear license. Reebok
won the bidding war, and in 2001 the NFL teams allowed NFL Properties to
grant an exclusive license to Reebok for 10 years. NFL Properties thus
did not renew American Needle's headwear license or the licenses of
the other headwear vendors. American Needle responded to the loss of its
headwear license by filing an antitrust action against the NFL, NFL
Properties, the individual NFL teams, and Reebok.
American Needle claimed the exclusive headwear licensing agreement
between NFL Properties and Reebok violated [section] 1 of the Sherman
Antitrust Act (15 U.S.C. [section] 1). Section 1 of the Sherman Act
states that any "contract, combination ... or conspiracy in the
restraint of trade or commerce ... is declared to be illegal." The
single entity exemption provides that where the only defendant to a
Section 1 suit is a single entity, a conspiracy in restraint of trade
cannot exist. Basically one can not conspire with oneself. However, as
American Needle saw it, because each of the individual teams separately
owned their team logos and trademarks, their collective agreement to
authorize NFL Properties to award the exclusive headwear license to
Reebok was, in fact, a conspiracy to restrict other vendors'
ability to obtain licenses for the teams' intellectual property.
The NFL moved for summary judgment on the antitrust claims,
asserting that when the teams agreed to allow NFL Properties to exploit
their various intellectual property rights, the NFL and its 32 teams
were acting as a single entity and therefore not subject to Section 1 of
the Sherman Act. The district court concluded that with regard to the
licensing facet of the NFL and its teams' operations, they have
become so integrated their joint operations should be deemed those of a
single entity rather than joint venture[rs] cooperating for a common
purpose (American Needle, Inc. v. New Orleans Louisiana Saints, 2007).
The district court relied in part on Copperweld Corp. v. Independence
Tube Corp., 467 U.S. 752 (1984), in which the Supreme Court held that a
parent corporation and its wholly owned subsidiary are a single entity
for antitrust purposes.
American Needle appealed to the Seventh Circuit Court of Appeals.
The court of appeals noted it had yet to decide whether the teams of a
professional sports league can be considered a single entity in light of
Copperweld. The court explained that "in some contexts, a league
seems more like a single entity immune from antitrust scrutiny, while in
others a league appears to be a joint venture between independently
owned teams that is subject to antitrust scrutiny" (p. 74). Citing
its decision in Chicago Professional Sports Ltd. Partnership v. NBA, 95
F.3d 593 (7th Cir. 1996) (Bulls II), the court of appeals held that
"whether a professional sports league is a single entity should be
addressed not only 'one league at a time,' but also 'one
facet of a league at a time'" (p. 742). The court, therefore,
only considered the actions of the NFL, its members' teams, and NFL
Properties with regard to the teams' agreement to license their
intellectual property collectively via NFL Properties. On August 18,
2008, the Seventh Circuit agreed with the district court and ruled that
NFL teams act as a single entity "when promoting NFL football
through licensing teams' intellectual property" and are,
therefore, not subject to scrutiny under Section 1 of the Sherman Act
(American Needle v. National Football League, 2008). American Needle
next sought certiorari from the United States Supreme Court, and the
Supreme Court granted certiorari on June 29, 2009. The case should be
heard before the Supreme Court sometime in late 2009 or early 2010.
This case is of course significant for antitrust and labor lawyers
and has already been extensively examined in the legal literature (see
Edelman, 2008; Grow, 2008; McKeown, 2009; Paolino, 2009), but it has
practical significance for sport managers as well. Between the years
1982 and 2006, the NFL clubs raised the single-entity defense at least
seven times with the reviewing court rejecting the defense each time
(Edelman, 2009). However, since the Seventh Circuit decision, leagues
undoubtedly feel more freedom to act collectively as they explore new
and innovative licensing, marketing, and sponsorship deals.
For example, Topps and Major League Baseball recently announced on
August 6, 2009, an exclusive deal starting in 2010 to make Topps the
sole licensed producer of baseball cards (Sandomir, 2009). The deal will
return baseball cards to the era of exclusivity enjoyed by Topps for
many years. Although Upper Deck still has a deal with the Players
Association, it will lose access to the trademarks and logos of Major
League Baseball. Major League Baseball has similarly established
exclusive league-wide licensing or sponsorship deals with other
companies. For example, Chevrolet (official car), MasterCard (credit
card), Pepsi (soft drink), and New Era (cap) already have exclusive
deals. For that reason, MLB's Executive Vice President Tim Brosnan
said baseball does not believe there are antitrust implications in
entering a similar deal with Topps. Brosnan said the American Needle
decision that backed the NFL's right to make Reebok its exclusive
headwear sponsor affirmed baseball's policy (Sandomir, 2009).
On the other side of this equation, as the SportsBusiness Journal
recently reported, a number of companies are developing new online video
sports games without licensing deals from the sports leagues. Quick Hit,
Inc. acknowledged it would like to have a license, but obtaining one is
unlikely and "definitely, not the end of the world" (Fisher,
2009). The Eighth Circuit Court of Appeals decision that allowed C.B.C.
Distribution and Marketing, Inc., to continue operating its fantasy
sports leagues without a league license or permission from players has
emboldened some companies (see C.B.C. Distribution & Marketing, Inc.
v. Major League Baseball Advanced Media, L.P., 2007; Grady, 2007).
Another unlicensed entrant is a street basketball video game from a
South Korean developer and the Midway "Blitz" football game
recently acquired by Warner Bros. as part of Midway's bankruptcy
proceeding. Even EA Sports, which has many official licensing deals with
major league sports and the NCAA, chose to develop a mixed martial arts
game without UFC licensing. Instead, EA is pursuing licensing with
individual fighters (Fisher, 2009).
Summary
As these cases wind their way through the legal system, the NCAA
must revisit the delicate balance it believes it has achieved between
preserving amateurism, and avoiding exploitation and
over-commercialization of student-athletes and maintaining its vital
revenue producing activities, including licensing student-athletes'
names, image, likeness, or other aspects of identity. Similarly, the
myriad of contracts, waivers, and disclaimers student-athletes are
required to execute as a condition of participation should be carefully
examined by the NCAA and its member institutions as Keller and
O'Bannon's cases progress. Perhaps it is time for
student-athletes to exert greater control over these agreements and be
more fully informed as to the effect of these form agreements.
While a few doomsday scenarios have been offered by legal scholars
and others in the event the Supreme Court affirms the American Needle
decision, such as envisioning a sports world where leagues can exercise
total control--from fixed salaries on players and coaches, no free
agency, no independent TV contracts--leading to labor unrest and
escalating ticket prices (Harry, 2009), many other legal scholars
suggest a win for the NFL could be limited solely to merchandising
licenses and have little or no impact on the labor market or other
business functions of the league. It is also debatable how great an
impact a favorable decision for the NFL would have outside of the
professional sport leagues, such as with the NCAA, due to the different
organizational structures and economic conditions. Some insights may be
found as various organizations such as labor unions, other leagues,
consumer groups, and industry organizations submit amicus curiae briefs
to the Supreme Court and offer additional arguments regarding the
potential impact of a decision affirming or reversing the Seventh
Circuit. It is also possible that regardless of the outcome of American
Needle in the Supreme Court, the various interested parties will seek
recourse in Congress to amend the antitrust laws. The leagues could seek
an exemption for certain types of activities such as licensing,
merchandising, and sponsorship activities, whereas consumer groups may
seek to limit the scope of the single-entity defense. Certainly, all
these cases will be watched closely by sport lawyers and sport marketers
alike.
References
American Needle, Inc. v. New Orleans Louisiana Saints, 496 F. Supp.
2d 941 (N.D. Ill. 2007).
American Needle v. National Football League, 538 F.3d 736 (7th Cir.
2008).
American Needle v. National Football League, 2000 U.S. LEXIS 4899
(U.S., June 29, 2009).
C.B.C. Distribution & Marketing, Inc. v. Major League Baseball
Advanced Media, L.P., 505 F.3d 818 (8th Cir. 2007).
Edelman, M. (2008). Why the "single entity" defense can
never apply to NFL Clubs: A primer on property-rights theory in
professional sports. Fordham Intellectual Property, Media &
Entertainment Law Journal, 18, 891-927.
Edelman, M. (2009, February 25 and 2008, January 2). Single entity
ruling: 'Needle" in haystack. New York Law Journal, 239, np.
Retrieved August 9, 2009, from
http://papers.ssrn.com/sol3/cf_dev/AbsByAuth.cfm?per_id=1145394
Edmonds, E. (2009, August 6). Topps and Major League Baseball to
announce exclusive deals staring 2010. Sports Law Blog. Retrieved on
August 9, 2009, from http://sports-law.blogspot.com/
Fisher, E. (2009, July 27). No licensing deal, no problem for
publishers of these video game titles. SportsBusiness Journal. Retrieved
August 7, 2009, from http://www.sportsbusinessjournal.com/article/63125
Flint, J. (2009, June 3). License revenue, like everything else,
takes the plunge. Los Angeles Times. Retrieved August 7, 2009, from
http://latimesblogs.latimes.com/entertainmentnewsbuzz/2009/06/license
-revoked-.html
Grady, J. (2007). Fantasy stats case tests limits of intellectual
property protection in the digital age. Sport Marketing Quarterly,
16(4), 230-232.
Grow, N. (2008, Spring). A proper analysis of the National Football
League under Section One of the Sherman Act. Texas Review of
Entertainment and Sports Law, 9, 281-305.
Harry, C. (2009, August 9). Three cases: NCAA and NFL facing the
gavel. Orlando Sentinel. Retrieved August 10, 2009, from
http://www.orlandosentinel.
com/sports/orl-sportsncaa-asf09080909aug09,0,7650539.story/
Johnson, G. (2008, December 22). Sports licensing in for tough year
in 2009. Los Angeles Times. Retrieved August 7, 2009, from
http://latimesblogs.
latimes.com/sports_blog/2008/12/sports-licens-1.html
International Licensing Industry Merchandisers' Association.
(2009). Types of licensing. International Licensing Industry
Merchandisers' Association. Retrieved August 7, 2009, from
http://www.licensing.org/education/licensing-types.php
Keller v. Electronic Arts, Inc. and the NCAA.
McCann, M. (2009, July 21). NCAA faces unspecified damages, changes
in latest anti-trust case. Sports Illustrated. Retrieved August 10,
2009, from http://sportsillustrated.cnn.com/2009/writers/michael_mccann/07/21/nc aa/index.html#ixzz0NkvyG1Me/
McKeown, J. T. (2009, Spring). 2008 antitrust developments in
professional sports: To the single entity and beyond. Marquette Sports
Law Review, 19, 363-393.
O'Bannon v. NCAA and Collegiate Licensing Company.
Paolino, R. C. (2009, Spring). Upon further review: How NFL Network
is violating the Sherman Act. Sports Lawyers Journal, 16, 1-46.
Rodenberg, R. M. (2009, June 19). Play calling Keller v. NCAA,
Electronic Arts, and CLC. Sports Litigation Alerts. Retrieved August 10,
2009, from http://www.hackneypublications.com/sla/archive/000864.php
Sandomir, R. (2009, August 5). Topps get exclusive deal with
baseball, landing blow to Upper Deck. The New York Times, p. B16.
DISCLAIMER: Professors Anita M. Moorman, JD, of the University of
Louisville and Steve McKelvey, JD, of the University of Massachusetts,
Amherst are the co-editors of this feature column. Professors Moorman
and McKelvey teach sport law in the sport administration programs at
their respective universities.
The materials in this column have been prepared for informational
and educational purposes only, and should in no way be considered legal
advice. You should not act or rely upon these materials without first
consulting an attorney. By providing these materials it is not the
intent of Professor Moorman or McKelvey to enter into an attorney-client
relationship with the reader. This is not a solicitation for business.
If you choose to contact either of us through e-mail, please do not
provide us with any confidential information.
Inquiries regarding this feature may be directed to Anita M.
Moorman at amm@louisville.edu and Steve McKelvey at
mckelvey@sportmgt.umass.edu.
Anita M. Moorman, JD, is an associate professor in sport
administration at the University of Louisville, where she teaches sport
law and legal aspects of sport. Her research interests include
commercial law issues in the sport industry, and legal and ethical
issues related to sport marketing practices, brand protection, and
intellectual property issues in sport.
Marion E Hambrick is a doctoral candidate in the sport
administration program at the University of Louisville. His research
interests focus on sponsorship and marketing issues in sport.