Fifty Years of Open Source Movement: an Analysis Through the Prism of Copyright Law
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The Game's the Thing: Properties, Priorities and Perceptions in the Video Games Industries
The game's the thing: properties, priorities and perceptions in the video games industries Mac Sithigh, D. (2017). The game's the thing: properties, priorities and perceptions in the video games industries. In M. Richardson, & S. Ricketson (Eds.), Research Handbook on Intellectual Property in Media and Entertainment (pp. 344-366). Edward Elgar Publishing. https://doi.org/10.4337/9781784710798 Published in: Research Handbook on Intellectual Property in Media and Entertainment Document Version: Peer reviewed version Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights Copyright 2017, the Author. This work is made available online in accordance with the publisher’s policies. Please refer to any applicable terms of use of the publisher. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. Download date:25. Sep. 2021 The Game’s the Thing: Property, Priorities and Perceptions in the Video Games Industries Daithí Mac Síthigh* Published in Richardson and Ricketson (eds), Research Handbook on Intellectual Property in Media and Entertainment (Edward Elgar 2017) I. -
Classification of Computer Software for Legal Protection: International Perspectivest
RAYMOND T. NIMMER* PATRICIA KRAUTHAUS** ARTICLES Classification of Computer Software for Legal Protection: International Perspectivest Computer and software technology are international industries in the full sense of the term. United States and foreign companies compete not only in U.S. markets, but also in the international marketplace. These are new industries created during an era in which all major areas of commerce have obviously international, rather than purely domestic frameworks. The technology industries are viewed as central to national economic development in many countries. However, the technology and products are internationally mobile. They entail an information base that can be recreated in many countries, and is not closely confined by local resources. International protection in this context is highly dependent on reciprocal and coordinated legal constraints. The computer industry deals in new and unique products that have no clear antecedents. Defining the character of international legal protection entails not merely defining a framework for protection of particular products, but also developing frameworks of international technology transfer, information flow, and the like. International patterns of legal protection and classification of computer software serve as a case study of legal policy adaptations to new technologies; undoubtedly, in this era of high technology many more such adaptations will be necessary. In this article, we review the developing patterns of international legal protection for software. This review documents a marked differentiation of technology protection themes. In technologically advanced countries, *Professor of Law, University of Houston, Houston, Texas. **Attorney at Law, Houston, Texas. tThe Editorial Reviewer for this article is Larry D. Johnson. 734 THE INTERNATIONAL LAWYER national decisions about software protection reflect an emerging consen- sus that supports copyright as the primary form of product and technology protection. -
Online Software Copyright Infringement and Criminal Enforcement
Online Software Copyright Infringement and Criminal Enforcement Submitted: May 14, 2005 Randy K. Baldwin American University Washington College of Law What are Warez and Who Trades Them? This paper will discuss infringement of software copyrights with a focus on criminal ‘warez trading‘ of copyrighted software on the Internet. Warez are infringing electronic, digital copies of copyrighted works whose copy protection measures have been removed.1 Warez are most often ‘cracked’ software programs whose digital rights management (DRM) and copy control measures have been circumvented. Once DRM controls have been disabled, warez are subsequently distributed and traded on the Internet, usually without any direct financial gain to the distributors and traders.2 Distribution of warez usually starts as small-scale deployments from password- protected file transfer protocol (FTP) servers and encrypted and/or password-protected web sites run by warez groups. Warez are then traded on the Internet among broader groups via direct peer-to-peer (P2P) connections, and encrypted emails with warez attachments. Trading and downloading of warez is coordinated via closed, invite-only Internet Relay Chat (IRC) channels, Pretty Good Privacy (PGP) encrypted email, Instant Messaging (IM), private chat rooms, direct connect P2P networks, and messages posted to Usenet groups under pseudonyms.3 Servers and sites hosting warez and communications means used by warez traders are designed to avoid detection and identification by law enforcement.4 File and directory names are intentionally 1 Goldman, Eric, A Road to No Warez: The No Electronic Theft Act and Criminal Copyright Infringement. 82 Or. L. Rev. 369, 370-371 (2003). [hereinafter Road to No Warez], available at http://ssrn.com/abstract=520122 (last visited May 9, 2005) (on file with author) (Defines warez and warez trading. -
Copyleft, -Right and the Case Law on Apis on Both Sides of the Atlantic 5
Less may be more: copyleft, -right and the case law on APIs on both sides of the Atlantic 5 Less may be more: copyleft, -right and the case law on APIs on both sides of the Atlantic Walter H. van Holst Senior IT-legal consultant at Mitopics, The Netherlands (with thanks to the whole of the FTF-legal mailinglist for contributing information and cases that were essential for this article) DOI: 10.5033/ifosslr.v5i1.72 Abstract Like any relatively young area of law, copyright on software is surrounded by some legal uncertainty. Even more so in the context of copyleft open source licenses, since these licenses in some respects aim for goals that are the opposite of 'regular' software copyright law. This article provides an analysis of the reciprocal effect of the GPL- family of copyleft software licenses (the GPL, LGPL and the AGPL) from a mostly copyright perspective as well as an analysis of the extent to which the SAS/WPL case affects this family of copyleft software licenses. In this article the extent to which the GPL and AGPL reciprocity clauses have a wider effect than those of the LGPL is questioned, while both the SAS/WPL jurisprudence and the Oracle vs Google case seem to affirm the LGPL's “dynamic linking” criterium. The net result is that the GPL may not be able to be more copyleft than the LGPL. Keywords Law; information technology; Free and Open Source Software; case law; copyleft, copyright; reciprocity effect; exhaustion; derivation; compilation International Free and Open Source Software Law Review Vol. -
Pirating in Lacuna
Beijing Law Review, 2019, 10, 829-838 http://www.scirp.org/journal/blr ISSN Online: 2159-4635 ISSN Print: 2159-4627 Pirating in Lacuna D. S. Madhumitha B.com LLB (Hons), Tamil Nadu National Law University, Tiruchirapalli., India How to cite this paper: Madhumitha, D. S. Abstract (2019). Pirating in Lacuna. Beijing Law Review, 10, 829-838. With development of industries and a welcome to the era of globalization https://doi.org/10.4236/blr.2019.104045 along with information technology, many software companies came into be- ing. Tech and tech experts made it easier to pirate the software of the pro- Received: May 31, 2019 Accepted: August 17, 2019 ducers. Problems to the customer as well as to the content owner are present. Published: August 20, 2019 One of major lacunas is the Judiciary being indecisive with the adamant growth of digital world as to the punishment and the reduction of crime, no Copyright © 2019 by author(s) and separate laws by the legislators to protect the software piracy as a distinct Scientific Research Publishing Inc. This work is licensed under the Creative crime. Lack of enforcement mechanism by the executive and administrative Commons Attribution International bodies leads to the increase of piracy in software. License (CC BY 4.0). http://creativecommons.org/licenses/by/4.0/ Keywords Open Access Software, Law, Piracy, Judiciary, Punishment 1. Introduction Software piracy is a theft by both direct and indirect means such as use of soft- ware, copying or distribution of software by illegal means. It is such profitable business that causes heavy losses for the publishers of the software, the result is the inflation in price for the consumer. -
Paolo Guarda Faculty of Law – University of Trento 1 Image Courtesy of Jscreationzs at Freedigitalphotos.Net
University of Trento Crash Course Copyright software protection: proprietary vs. open source licenses May 8, 2018 Paolo Guarda Faculty of Law – University of Trento 1 Image courtesy of jscreationzs at FreeDigitalPhotos.net CC_CopyrightSoftware_Guarda_18 2 Overview of intellectual property Legal right What for? How? Application and Patents New inventions examination Original creative or artistic Copyright Exists automatically forms Distinctive identification of Use and/or Trade marks products or services registration Registered designs External appearance Registration* Valuable information not known Reasonable efforts to Trade secrets to the public keep secret From EPO, Patent teaching kit CC_CopyrightSoftware_Guarda_18 3 Some IP found in a mobile Trade marks: • Made by "Nokia" phone • Product "N95" • Software "Symbian", "Java" Patents: • Data-processing methods • Semiconductor circuits © Nokia • Chemical compounds • … Trade secrets: ? Copyrights: • Software code Designs (some of them registered): • Instruction manual • Form of overall phone • Ringtone • Arrangement of buttons in oval shape • … • Three-dimensional wave form of buttons • … From EPO, Patent teaching kit CC_CopyrightSoftware_Guarda_18 4 IPRs Rationale § The Statute of Anne (1710): “An act for the encouragement of learning, by vesting the copies of printed books in the authors or purchasers of such copies, during the times therein mentioned” § U.S. CONST. art. I, Sec. 8, cl. 8 “The Congress shall have Power . To promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries” CC_CopyrightSoftware_Guard 5 a_18 Copyright CC_CopyrightSoftware_Guarda_18 6 Psychological pressure CC_CopyrightSoftware_Guarda_18 7 CC_CopyrightSoftware_Guarda_18 8 A recent law § Unlike the property on material things (which dates back to the dawn of time, which means the earliest forms of human legal organization). -
Diverted Derived Design
Diverted Derived Design Table of Contents Introduction 0 Motivations 1 Licenses 2 Design (as a) process 3 Distributions 4 Economies 5 Propositions 6 This book 7 Glossary 8 2 Diverted Derived Design Introduction The term open source is becoming popular among product designers. We see websites and initiatives appear with a lot of good intentions but sometimes missing the point and often creating confusion. Design magazines and blogs are always rushing into calling an openly published creation open source but rarely question the licenses or provide schematics or design files to download. We are furniture designers, hackers and artists who have been working with free/libre and open source software for quite some time. For us, applying these prirciples to product design was a natural extension, providing new areas to explore. But we also realized that designers coming to this with no prior open source experience had a lot of information to grasp before getting a clear picture of what could be open source product design. So we set ourselves to mobilize our knowledge in this book. We hope that this tool can be a base for teaching and learning about open source product design; a collective understanding of what one should know today to get started and join the movement; a reference students, amateurs and educators can have in their back pocket when they go out to explain what they are passionate about. How to read this book We have divided this book in sections that make sense for us. Each of these tries to address what we think is a general question you might have about open source product design. -
Peer Participation and Software
Peer Participation and Software This report was made possible by the grants from the John D. and Cath- erine T. MacArthur Foundation in connection with its grant-making initiative on Digital Media and Learning. For more information on the initiative visit www.macfound.org. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning Peer Participation and Software: What Mozilla Has to Teach Government by David R. Booth The Future of Learning Institutions in a Digital Age by Cathy N. Davidson and David Theo Goldberg with the assistance of Zoë Marie Jones The Future of Thinking: Learning Institutions in a Digital Age by Cathy N. Davidson and David Theo Goldberg with the assistance of Zoë Marie Jones New Digital Media and Learning as an Emerging Area and “Worked Examples” as One Way Forward by James Paul Gee Living and Learning with New Media: Summary of Findings from the Digital Youth Project by Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Z. Martínez, Dan Perkel, Christo Sims, and Lisa Tripp Young People, Ethics, and the New Digital Media: A Synthesis from the GoodPlay Project by Carrie James with Katie Davis, Andrea Flores, John M. Francis, Lindsay Pettingill, Margaret Rundle, and Howard Gardner Confronting the Challenges of Participatory Culture: Media Education for the 21st Century by Henry Jenkins (P.I.) with Ravi Purushotma, Margaret Weigel, Katie Clinton, and Alice J. Robison The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh, and Chris Evans Peer Production and Software What Mozilla Has to Teach Government David R. -
Guide to Using Public Domain Tools
Creative Commons makes sharing easy Public domain works are valuable because anyone What is the difference between can freely build upon, enhance, and reuse them for CC0 and the Public Domain Mark? any purposes without restriction under copyright or database law. CC0 (“CC Zero”) is intended for use only That’s why it’s important for creators to have a clear and by authors or holders of copyright and legally robust way to place their works in the public domain as related rights (including database rights), in connection Guide to completely as possible, and it’s also important for publishers with works that are still subject to those rights in one or and archives to have a standardized way to identify works that are already in the public domain. more countries. Creative Commons supports two distinct public domain tools, When CC0 is applied to a work, copyright and related using public rights are relinquished worldwide, making the work free the CC0 Public Domain Dedication and the Public Domain Mark. Creative Commons copyright licenses help authors from those restrictions to the greatest extent possible. manage their copyright on terms they choose. Conversely, CC0 domain tools enables authors and copyright owners who want to dedicate The Public Domain Mark (PDM) is used their works to the worldwide public domain to do so, and PDM to label works that are already free of facilitates the labeling and discovery of works that are already known copyright restrictions. Unlike CC0, PDM doesn’t free of known copyright restrictions. change the copyright status of a work. -
DRAGEN V3.2 EULA and Readme
Software Copyright Notice Software: DRAGEN v3.2 © Illumina, Inc. 2018 This Software is licensed for use under an End User Software License Agreement: ILLUMINA END-USER SOFTWARE LICENSE AGREEMENT IMPORTANT-READ CAREFULLY. THIS IS A LICENSE AGREEMENT THAT YOU ARE REQUIRED TO ACCEPT BEFORE INSTALLING AND USING ILLUMINA, INC. SOFTWARE. CAREFULLY READ ALL THE TERMS AND CONDITIONS OF THIS LICENSE AGREEMENT BEFORE PROCEEDING WITH THE DOWNLOADING AND/OR INSTALLATION OF THIS SOFTWARE. YOU ARE NOT PERMITTED TO DOWNLOAD AND/OR INSTALL THIS SOFTWARE UNTIL YOU HAVE AGREED TO BE BOUND BY ALL OF THE TERMS AND CONDITIONS OF THIS LICENSE AGREEMENT. BY DOWNLOADING, INSTALLING, OR OTHERWISE ACCESING OR USING THE SOFTWARE, YOU ACKNOWLEDGE THAT YOU HAVE REVIEWED AND ACCEPTED THIS LICENSE AGREEMENT, AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE AGREEMENT. YOU ALSO REPRESENT AND WARRANT THAT YOU ARE DULY AUTHORIZED TO ACCEPT THE TERMS AND CONDITIONS OF THIS LICENSE AGREEMENT ON BEHALF OF YOUR EMPLOYER. This End User License Agreement (“Agreement”) is made and entered into by and between Illumina, Inc., a Delaware corporation, having offices at 5200 Illumina Way, San Diego, CA 92122 (“Illumina”) and you as the end-user of the Software (hereinafter, “Licensee” or “you”). All computer programs identified above, software, firmware, and associated media, printed materials and online and electronic documentation, including any updates or upgrades thereof (collectively, “Software”) provided to Licensee are for use solely by Licensee and the provisions herein shall apply with respect to such Software. By using the Software, you indicate your acceptance of these terms and conditions, at which point this Agreement will become a legally binding agreement between you and Illumina. -
John F. Kennedy School of Government Harvard University Faculty Research Working Papers Series
John F. Kennedy School of Government Harvard University Faculty Research Working Papers Series Code as Governance, The Governance of Code Serena Syme and L. Jean Camp April 2001 RWP01-014 The views expressed in the KSG Faculty Research Working Paper Series are those of the author(s) and do not necessarily reflect those of the John F. Kennedy School of Government or Harvard University. All works posted here are owned and copyrighted by the author(s). Papers may be downloaded for personal use only. THE GOVERNANCE OF CODE: CODE AS GOVERNANCE Page: 1 THE GOVERNANCE OF CODE: CODE AS GOVERNANCE Serena Syme1 L. Jean Camp2 Masters of Public Policy Assistant Professor Kennedy School of Government Kennedy School of Government Harvard University Harvard University Cambridge, MA 02138 Cambridge, MA 02138 [email protected] [email protected] 617-596-4738 617-496-6331 www.ljean.net The governance of a network society is tightly bound to the nature of property rights created for information. The establishment of a market involves the development of a bundle of rights that both create property and define the rules under which property-based transactions might occur. The fundamental thesis of this work is that the creation of property through licensing offers different views of the governance of the network society. Thus this article offers distinct views of the network society drawn from examinations of the various forms of governance currently applied to code, namely: open code licensing, public domain code, proprietary licenses, and the Uniform Computer Information Transactions Act (UCITA). The open code licenses addressed here are the GNU Public License, the BSD license, the artistic license, and the Mozilla license. -
Sega Enterprises LTD. V. Accolade, Inc.: What's So Fair About Reverse Engineering?
Loyola of Los Angeles Entertainment Law Review Volume 14 Number 3 Article 3 3-1-1994 Sega Enterprises LTD. v. Accolade, Inc.: What's so Fair about Reverse Engineering? David C. MacCulloch Follow this and additional works at: https://digitalcommons.lmu.edu/elr Part of the Law Commons Recommended Citation David C. MacCulloch, Sega Enterprises LTD. v. Accolade, Inc.: What's so Fair about Reverse Engineering?, 14 Loy. L.A. Ent. L. Rev. 465 (1994). Available at: https://digitalcommons.lmu.edu/elr/vol14/iss3/3 This Notes and Comments is brought to you for free and open access by the Law Reviews at Digital Commons @ Loyola Marymount University and Loyola Law School. It has been accepted for inclusion in Loyola of Los Angeles Entertainment Law Review by an authorized administrator of Digital Commons@Loyola Marymount University and Loyola Law School. For more information, please contact [email protected]. NOTES SEGA ENTERPRISES LTD. v. ACCOLADE, INC.: WHAT'S SO FAIR ABOUT REVERSE ENGINEERING? I. INTRODUCTION You are the president of a major corporation that develops and distributes computer video game cartridges and the consoles on which the games can be played. Your company has maintained a majority of the market share by remaining at the forefront of the game cartridges field. Your company's ability to be the first to incorporate all the latest enhance- ments is due to the efforts of one man-your chief designer of game concepts. If he were to leave, your company's position as number one in the industry would be jeopardized. One day, your chief designer demands that if he is not made an executive vice-president and equity shareholder in the company he will resign and take with him a new concept he has been privately developing at home that will take video game technology to the next level.