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.
Research articles on INTELLECTUAL PROPERTY RIGHTS
Artworks in the public space are not in the public domain: an apparent lightweight topic is polarising European copyright lobbyists.
In the last two decades, the industry has deployed endlessly the rhetoric of the “digital threat” in order to demand harsher measures against digital piracy. This paper shows that the “digital threat” discourse is based on shaky grounds.
Re-assessing jurisdictional issues, the author examines the 'monkey selfie case' from a UK and European perspective and finds that the photographer could be subject to copyright protection in Europe.
This study analyses the online discourse related to the failure of two internet policy initiatives in two democratic countries: Germany and the United States.
This paper examines how various stakeholders in the 2014 EC consultation on copyright attempted to shape the definition of user-generated content and what this means for the reform of copyright in Europe.
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 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.
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.
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.