Research articles on INTELLECTUAL PROPERTY RIGHTS

Knocking on Heaven’s Door: User preferences on digital cultural distribution

Joan-Josep Vallbé, University of Barcelona
Balázs Bodó, University of Amsterdam
João P. Quintais, University of Amsterdam
Christian W. Handke, Erasmus University Rotterdam
PUBLISHED ON: 18 Jun 2019 DOI: 10.14763/2019.2.1404

This paper explores the social, demographic and attitudinal basis of consumer support for a Copyright Compensation System (CCS), which, for a small monthly fee would legalise currently infringing online social practices such as private copying from illegal sources and online sharing of copyrighted works.

Public artworks and the freedom of panorama controversy: a case of Wikimedia influence

Mélanie Dulong de Rosnay, French National Centre for Scientific Research (CNRS)
Pierre-Carl Langlais, Université Paris Sorbonne
PUBLISHED ON: 16 Feb 2017 DOI: 10.14763/2017.1.447

Artworks in the public space are not in the public domain: an apparent lightweight topic is polarising European copyright lobbyists.

Virtual worlds players – consumers or citizens?

Edina Harbinja, University of Strathclyde
PUBLISHED ON: 15 Oct 2014 DOI: 10.14763/2014.4.329

Recognising the concept of constitutionalisation of virtual worlds (such as Second Life or World of Warcraft), this paper argues for a more nuanced approach towards the recognition of virtual assets of users.

The changing role of collecting societies in the internet

Sebastian Haunss, University of Bremen
PUBLISHED ON: 30 Sep 2013 DOI: 10.14763/2013.3.199

The system of national collecting societies provided a relatively stable framework for licensing musical works – until the internet changed the field of music distribution. The GEMA-Youtube case serves as a starting point to discuss the future of collective copyright management.

Law of the cloud: on the supremacy of the user interface over copyright law

Primavera De Filippi, Research and Studies Center of Administrative Science (CERSA/CNRS), Université Paris II (Panthéon-Assas)
PUBLISHED ON: 18 Jul 2013 DOI: 10.14763/2013.3.175

The provisions of copyright law can potentially be bypassed by cloud computing applications whose interface is designed to regulate the access, use and reuse of online content.

Fooling the user? Modding in the video game industry

Merlin Münch, Alexander von Humboldt Institute for Internet and Society
PUBLISHED ON: 19 Jun 2013 DOI: 10.14763/2013.2.139

Over the years, the video game industry has grown into one of the largest, most profitable entertainment industries in the world. Originality and innovation - instead of fueling competition and guaranteeing a diverse market - are regarded by many as risky ventures. Some would even argue that innovation in the industry is not really innovative at all anymore. It doesn’t come as a surprise then, that user-driven innovation has come to play a considerably important role for the industry in recent years.