Legal Protection of Third-Party Game Modification: A Copyright Case Study of GTA San Andreas Indonesia
DOI:
https://doi.org/10.29303/jkh.v11i1.357Keywords:
Copyright, derivative work, End User License Agreement, game modification, GTA San Andreas IndonesiaAbstract
The proliferation of user-generated game modifications in Indonesia, exemplified by the GTA San Andreas Indonesia project, has created significant legal tension between grassroots digital creativity and the exclusive rights of copyright holders. This local modification transforms the original Grand Theft Auto: San Andreas by injecting Indonesian socio-cultural elements, yet it operates without formal authorisation from the rights holder, Rockstar Games, thereby raising fundamental questions about the boundaries of derivative works under Indonesian law. This study aims to analyse the legal status of third-party game modifications within the framework of Law No. 28 of 2014 on Copyright and to examine the forms of legal liability arising from potential violations of the original creator’s moral and economic rights, as well as the contradictions inherent in End User License Agreements (EULA). Employing a normative juridical method, this research utilises statutory and conceptual approaches to critically evaluate the applicable legal norms against the realities of digital innovation. The findings reveal that, from a positivist legal standpoint, the GTA San Andreas Indonesia modification constitutes an unlawful derivative work due to the absence of written consent from the copyright owner, as mandated by Article 9 of the Copyright Law. Furthermore, the circumvention of technological protection measures through reverse engineering techniques explicitly violates Article 52 of the same law. The analysis further indicates that while such modifications formally infringe upon the creator’s moral and economic rights, the selective tolerance exhibited by developers operates merely as a strategy of “tolerated infringement”, thereby creating profound legal uncertainty. The study concludes that the current legal framework fails to accommodate the transformative socio-cultural value of non-commercial modding, underscoring an urgent need for regulatory reform to establish fair use parameters and balance exclusive rights with public innovation.
References
AllahRakha, Naeem. “The Legality of Reverse Engineering and the Protection of Trade Secrets in the Software Industry.” Jurisdictie: Jurnal Hukum Dan Syariah 15, no. 2 (2024): 309–36. https://doi.org/10.18860/j.v15i2.28422.
Beck, Kellen. “Rockstar’s Cool with Mods, Just Don’t Mess with Their Online Services.” Mashable, 2017. https://mashable.com/article/rockstar-gta-mods.
Christie A. Lee. “Video Game Modding in the U.S. Intellectual Property Law: Controversial Issues and Gaps.” Digital Law Journal 3, no. 4 (2022): 8–31. https://doi.org/10.38044/2686-9136-2022-3-4-8-31.
Dahen, Lovelly Dwina, dan Afnan Rasyidi. “Perlindungan Hukum bagi Pemegang Lisensi Hak Cipta Game Online terhadap Pihak Ketiga sebagai Pembuat Program Modifikasi.” Eksekusi: Journal of Law 1, no. 2 (2019): 156–80. https://doi.org/10.24014/je.v1i2.8428.
Divyanshu Mishra. “Derivative Works and Video Game Mods Under Copyright Law.” International Journal for Legal Research and Analysis 2, no. 7 (2022). https://www.ijlra.com/details/derivative-works-and-video-game-mods-under-copyright-law-by-divyanshu-mishra.
Dosi, Inggrid Holonita, Budi Santoso, dan Rinitami Njatrijani. “Aspek Hukum Perlindungan Hak Cipta Program Komputer di dalam Creative Commons Indonesia.” Diponegoro Law Journal 6, no. 2 (2017): 1–20. https://doi.org/10.14710/dlj.2017.17433.
Erika Weisdorfer. “Transformative Play: The Legalities of Modding in the Video Game Industry.” Cybaris® 16, no. 1 (2024): 79–115.
Ernatudera, Wendelina, Arief Syahrul Alam, dan Andy Usmina Wijaya. “Tinjauan Yuridis Perlindungan Hak Moral Pencipta Berdasarkan Undang-Undang No. 28 Tahun 2014.” Jurnal Ilmu Hukum Wijaya Putra 1, no. 2 (2023): 189–202. https://doi.org/10.38156/jihwp.v1i2.131.
Hari Purwanto. “Analisa End User License Agreement (EULA) sebagai Bentuk Perjanjian Baku dalam Aplikasi WON by BWS.” Jurnal Globalisasi Hukum 1, no. 1 (2024): 143–54. https://doi.org/10.25105/jgh.v1i1.19849.
Ikhsanul Fikri. “Perlindungan Hak Ekonomi dalam Karya Adaptasi Berdasarkan Hukum tentang Hak Cipta.” Ijtihad: Jurnal Hukum dan Ekonomi Islam 15, no. 2 (2021): 217–35. https://doi.org/10.21111/ijtihad.v15i2.6907.
Iqbal Abdul Malik, Budi Santoso, dan Siti Mahmudah. “Perlindungan Hukum atas Karya Cipta Permainan Video Menurut Undang-Undang Nomor 28 Tahun 2014 tentang Hak Cipta.” Diponegoro Law Journal 6, no. 2 (2017): 1–13. https://doi.org/10.14710/dlj.2017.16983.
Kiara Rygel, Yenny Eta Widyanti, dan Shanti Riskawati. “Kriteria Karya Penggemar Fanfiction sebagai Karya Turunan yang Sah dalam Undang-Undang Hak Cipta Indonesia.” RechtJiva 2, no. 2 (2025): 393–407. https://doi.org/10.21776/rechtjiva.v2n2.12.
Marcella Favale, Neil McDonald, Shamal Faily, dan Christos Gatzidis. “Human Aspects in Digital Rights Management: The Perspective of Content Developers.” SCRIPTed 13, no. 3 (2016): 289–304. https://doi.org/10.2966/scrip.130316.289.
Pritha Arintha Natasaputri. “Perlindungan Hukum atas Karya Cipta terhadap Tindakan Fanfiksasi: Studi pada Novel The Twilight Saga ‘Breaking Dawn’ dan Web Novel Renesmee’s Normal Life.” Jurnal USM Law Review 1, no. 2 (2018): 216–23. https://doi.org/10.26623/julr.v1i2.2254.
Putri Hascaryaningrum, Nova Windiastri, Yassinta Salsabila M., Deni Tri Pamungkas, dan Aditya Pratama. “Perlindungan Hukum Hak Cipta terhadap Hak Cipta atas Logo melalui Mekanisme Cross Border Measure.” Jurnal Hukum, Politik dan Ilmu Sosial 1, no. 4 (2022): 42–52. https://doi.org/10.55606/jhpis.v1i4.633.
Rockstar Games. “Legal.” Rockstar Games. Diakses 1 Oktober 2025. https://www.rockstargames.com/legal.
Rohaini, Harsa Wahyu Ramadhan, Nenny Dwi Ariani, dkk. Pengantar Hukum Kekayaan Intelektual. Pusaka Media, 2021. https://repository.lppm.unila.ac.id/50481/.
Saputra, Indra Wira Agung. “Analisis Yuridis Terhadap Tindakan Modifikasi Permainan Video (Modding) Berdasarkan Pasal 52 Undang-Undang No. 28 Tahun 2014 Tentang Hak Cipta.” Skripsi Sarjana, Universitas Brawijaya, 2017. https://repository.ub.ac.id/id/eprint/112941/.
Silfiyah Rohmawati. “Penerapan Hasil Modifikasi Permainan Monopoli sebagai Media Pembelajaran Berbicara Bahasa Arab.” Al Mi’yar: Jurnal Ilmiah Pembelajaran Bahasa Arab dan Kebahasaaraban 2, no. 2 (2019): 165–82. https://doi.org/10.35931/am.v2i2.141.
Taupiqqurrahman, Alivia Putri Aina, dan Syamsul Hadi. “Perlindungan Hak Cipta Terkait Pelanggaran Modifikasi Karya Ciptaan Asing yang Dilakukan Tanpa Izin di Indonesia.” SUPREMASI: Jurnal Hukum 4, no. 1 (2021): 95–108. https://doi.org/10.36441/supremasi.v4i1.548.
TOI Sports Desk. “The Legal Battle over GTA V Mods: Creative Freedom vs. Rockstar’s Control.” The Times of India, 17 April 2025. https://timesofindia.indiatimes.com/sports/esports/gta/the-legal-battle-over-gta-v-mods-creative-freedom-vs-rockstars-control/articleshow/120372765.cms.
Yuching Li. “Legal Status of End-User License Agreements for Online Games in Taiwan in 2020.” AIP Conference Proceedings 2685, no. 1 (2023): 030027. https://doi.org/10.1063/5.0111640.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Kristoforus Pedro Naibaho, Adhitya Widya Kartika

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.







