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Chronicles

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Epic Games is facing lawsuits over Fortnite dance emotes, real-life dance moves used in the game, raising questions about whether dance moves are copyrightable

Epic Games' Fortnite is the biggest game on the planet right now, but one of its biggest sources of revenue — the ubiquitous dance …

The Verge Nick Statt

Context & Ripple Effects

Fortnite's dance emotes are one of its biggest revenue lines, and Epic now faces lawsuits from performers whose real-life moves were turned into paid in-game items — a direct challenge over whether choreography is protectable property. The Verge's follow-up framing was stark: these [[a:939041|suits could set a precedent for media companies to convert the shared culture of dance into private property]].

The legal ground under the plaintiffs then shifted: the US Copyright Office refused a copyright claim for the Carlton Dance, a potential blow to performers seeking rights over moves that games like Fortnite have already commercialized.

First-order effects

  • Epic must defend a core monetization channel — emotes sold on top of a free game — against performers claiming ownership of the underlying moves.
  • Performers gain a test case for registering and enforcing rights over short dance sequences, though the Copyright Office's refusal of the Carlton Dance claim has already undercut one path.

Second-order effects

  • If the suits fail, other game publishers can keep sourcing viral dances without licenses; if they succeed, every studio adding an emote faces a clearance step, and rights holders gain leverage over pricing.
  • Media companies watching the outcome get a template either way — the related coverage explicitly warns the suits could normalize turning collectively known dance moves into private, licensable assets.

Third-order effects

  • The pattern points toward a structural fork for games and social platforms built on remixing culture: either short-form movement stays unprotectable common material, or it becomes an enclosable asset class requiring licensing pipelines similar to music.
  • How courts and the Copyright Office draw the line here will shape whether performers — not just labels and publishers — hold enforceable claims when their work is digitized into virtual goods.

The trend: Courts and the Copyright Office are being forced to decide whether vernacular dance moves become licensable intellectual property as games monetize them as virtual goods.