Copyright Jason Rutter 2009: The Digiplay Initiative.Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This paper explores how production has moved from linear to networked and recursive models, involving users as producers in a variety of ways. It suggests that intellectual property and copyright law are based on linear models unsuited to these new forms. The paper further explores the definition of content in the context of social software such as Massively Multi-user Online Games and raises issues pertaining to community governance by publishers, who have moved beyond their traditional role as manag...
This article considers the current licensing regime used to control the exploitation of copyright pr...
This article considers the current licensing regime used to control the exploitation of copyright pr...
This paper explores the ontological construction of the player in copyright law. The player has a ce...
Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the m...
This chapter considers how the interactive and social nature of massively multiplayer online games (...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
This chapter considers how the interactive and social nature of massively multiplayer online games (...
Copyright 2005 (The authors). Copyright © QUT. All rights reserved.Fan based or third party content ...
Video games incentivise creativity and cultural participation via play. This Play/Write phenomenon, ...
Copyright, it is commonly said, matters in society because it encourages the production of socially ...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
User-generated content (UGC) is notoriously difficult to regulate under the, often rightsholder-cent...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two s...
This article considers the current licensing regime used to control the exploitation of copyright pr...
This article considers the current licensing regime used to control the exploitation of copyright pr...
This paper explores the ontological construction of the player in copyright law. The player has a ce...
Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the m...
This chapter considers how the interactive and social nature of massively multiplayer online games (...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
This chapter considers how the interactive and social nature of massively multiplayer online games (...
Copyright 2005 (The authors). Copyright © QUT. All rights reserved.Fan based or third party content ...
Video games incentivise creativity and cultural participation via play. This Play/Write phenomenon, ...
Copyright, it is commonly said, matters in society because it encourages the production of socially ...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
User-generated content (UGC) is notoriously difficult to regulate under the, often rightsholder-cent...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two s...
This article considers the current licensing regime used to control the exploitation of copyright pr...
This article considers the current licensing regime used to control the exploitation of copyright pr...
This paper explores the ontological construction of the player in copyright law. The player has a ce...