Can I make fan merchandise and sell it? Can I create Overwatch fan merchandise (such as prints, buttons, keychains, etc.) and sell it at conventions?
Legally, yes, if you get a license from Blizzard (unlikely, and if so, they'll probably want either money or a portion of your profits). Otherwise, not legally. This is exactly the situation that IP law (e.g. copyright and trademark) was created to address. Blizzard created the game and so they have rights to control and benefit from derivatives there of. There are some exceptions, but prints, buttons, and keychains are not likely to meet the requirements for those.
In your example is the spare part the subject of a design patent? I assume it is not. When you combine the spare part to create a “different product” does the finished product resemble the drawings in the design patent? If, in its intended use, the final thing is close enough to the design patent to fall within its scope then you might by indirectly infringing by inducing people to infringe. The scope of a design patent is very difficult to determine reliably. This has nothing to do with how you got the components of your product, just how the completed thing looks. Copyright does not cover products (unless it is a model of a building or a statue or mold for a statue).
Technically, as I've read the unreal license agreement, the person who made the mod would owe Epic 5% royalties on all your sales related to the mod, even if they did not collect the sale price. You cannot be a party to a license you did not agree to, but Epic has very strange royalty terms that seem unreasonable on the surface and I'm not sure they've tested that in court. Here is what the license says: Royalty You agree to pay Epic a royalty equal to 5% of all worldwide gross revenue actually attributable to each Product, regardless of whether that revenue is received by you or any other person or legal entity, as follows: a. Gross revenue resulting from any and all sales of a Product to end users through any and all media, including but not limited to digital and retail; b. Gross revenue resulting from any and all in-app purchases, downloadable content, microtransactions, subscriptions, sale, transfer, or exchange of content created by end users for use with a Product, or redemption of virtual currency, either within a Product or made externally but which directly affect the operation of the Product; c. Gross revenue from any Kickstarter or other crowdfunding campaign which is directly associated with Product access or in-Product benefit (e.g., in a multi-tiered campaign, if an amount is established in an early tier solely for Product access, your royalty obligation will apply to that amount for each backer with the same access, but not on additional amounts in higher tiers based on ancillary benefits); d. Your revenue from in-app advertising and affiliate programs; e. Revenue from advance payments for a Product (from a publisher or otherwise); f. Revenue received in connection with a Product’s inclusion in a streaming, subscription, or other game-delivery service (e.g., Apple Arcade, Microsoft GamePass, or any similar or successor services), including without limitation development funds and bonuses; and g. Revenue in any other form actually attributable to a Product (unless excluded below). So the first part says "regardless of whether that revenue is received by you or any other person or legal entity". So somebody else may have revenue attributable to the product (aka a 50% increase in sales due to this mod), and you owe it even if you are not collecting or receiving that money directly. The last part (g) also says that revenue in any other form attributable to the product. Epic's license doesn't allow you to make a "front-end" to a paid product and release the front-end free, and collect money on the back-end. So if revenue is attributable to the product you develop, you owe royalties on the sales related to the product regardless of you collecting that income or not. Notice how it doesn't say "directly attributable to each Product...", it says "actually attributable to each Product". This is the part I find a bit egregious and not sure it will hold up in court, however the terms of the license are written so that the developer of the Unreal product has to pay royalties even if they don't collect money from it themselves.
Generally speaking, you must be Licensed, or enter a written agreement, in order to use any logos from any company, especially any time the reference is referenced commercially. There are exceptions to the rule, and some are more lenient than others, but you should always check before showing any company's trademarks or brand icons. For example, Intel® allows third parties to refer to them by name, but displaying a logo requires a license or written permission, per their Trademarks and Brands guideline. You'll find that most companies are probably willing to overlook violations of Licensing as long as the product is placed in a favorable light, since's that's basically free advertising, but you'll want to take the extra few moments and simply call them and ask. A ten minute call could save you tons in legal fees and/or fines. From what I've seen, most companies will allow use of their company name for most commercial and non-commercial uses, but reserve some logos only for licensed partners, and others still only for themselves. They will also generally specify appearance guidelines, such as rendering ® and ™ only the first time on each page of printed material, as well as a specific guideline for sentences and phrases that the name may or may not appear in. They also usually specify that such phrases may not imply that the company is a partner or representative of the company, etc. You can see Intel's Trademark Symbols and Acknowledgements page for an example of what you'd expect to be required to do. This page also gives some example sentences of acceptable and unacceptable phrases. For example: Correct Usage Look for PCs with Intel® Core™ processors. Incorrect Usage Look for PCs with Intel® Core. Mostly, they're concerned about making sure ™ is used correctly, as well as specifying that they make processors, not entire systems. You'll want to try and stay on the good side of their legal department, and represent fairly.
a few quick notes that come to mind. As the commenters point out: DSGVO is indeed the German equivalent name to the GDPR (English term) "Imprint" isn't a privacy related topic that much, as such it's not really changed by the upcoming GDPR The GDPR changes many things, but the requirement for up front information isn't one of them - so it would've already been a rule to follow Sometimes the question who is responsible for privacy information might not be that easy to decide when you're on platforms. I take this situation as being pretty clear though. You are basically given a blank slate, you can do with that page whatever you want, and the visitor has no clue whatsoever that it might be hosted by Github. In addition to this, Github would be classified as a data processor (providing the tool) and you as the data controller who is in charge of practically everything except for the provision of the page. I hope this helps. Btw. it's not that hard anymore to write a privacy policy these days.
No you don't. There are two copyright holders regarding the derivative work: yourself, for creating the original. the other artist, for creating the modified version. The other artist has received the right to use your original through the CC-BY license, under the condition that they attribute you appropriately. However, you have not received any rights to the other artist's work.
In what way is the mark you made not your acceptance of the contract? It doesn’t matter if it’s your name, or someone else’s name, or an X or the Bluetooth logo or a caricature of Donald Trump. You made it - it’s your signature.
I think the law there is quite clear - you have 14 days to return the goods for a full refund, except for digital content, which you can't return once you started downloading it. That's what it says. The arguments that you try to give were quite obvious to the law makers. I think you can assume they were aware that "digital content does not have a physical form". Now if you purchased, but haven't downloaded or started downloading yet, then obviously you can get your money back. You came up with some theory that this is a "visual vanity item". You can't see it unless you download it. Once you download it, that's it. If you don't download it, you can return it. Let me repeat this: Your fancy analogies mean nothing. There are in the EU laws about being allowed to return goods for a refund. There's the general rule for buying in a store (no right other what the store offers voluntarily), online purchases (some days to return), and online purchases of digital goods (no return once you started downloading). That's the law. Your attempts at redefining the situation are totally pointless. The law says what it says. What you try to redefine doesn't mean one thing. The law clearly distinguishes several situations, and analogies don't count. What happens counts. You bought from a digital item from an online store that needs to be downloaded. And as soon as you start downloading, there is your right to return it gone. And your reasons for wanting to return the goods are completely irrelevant. You don't need any reasons, and having reasons doesn't help you.