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Volumn , Issue , 2010, Pages 74-112

User created content in virtual worlds and cultural diversity

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EID: 84860003975     PISSN: None     EISSN: None     Source Type: Book    
DOI: None     Document Type: Chapter
Times cited : (16)

References (164)
  • 2
    • 56749111096 scopus 로고    scopus 로고
    • The New Audiovisual Media Services Directive: Television without Frontiers, Television without Cultural Diversity
    • Mira Burri-Nenova, 'The New Audiovisual Media Services Directive: Television without Frontiers, Television without Cultural Diversity' (2007) Common Market Law Review 44:6, pp. 1689-1725.
    • (2007) Common Market Law Review , vol.44 , Issue.6 , pp. 1689-1725
    • Burri-Nenova, M.1
  • 3
    • 84881834843 scopus 로고    scopus 로고
    • See chapter 1.
  • 4
    • 84881825078 scopus 로고    scopus 로고
    • http://secondlife.com/. Other examples are There.com (www.there.com), The Sims Online (http://thesims.ea.com) and Activeworlds (www.activeworlds.com).
  • 5
    • 84881802359 scopus 로고    scopus 로고
    • www.worldofwarcraft.com.
  • 6
    • 33847731833 scopus 로고    scopus 로고
    • OECD defines UCC as (i) content made publicly available over the Internet; (ii) which reflects a 'certain amount of creative effort'; and (iii) which is 'created outside of professional routines and practices' (OECD, Participative Web: User-created Content, DSTI/ICCP/IE(2006)7/FINAL, 12 April 2007, at pp. 4; 8-9). We downplay here the last criterion not only because the line between fun and work becomes blurred but also because professional artists, private companies and public institutions are increasingly becoming major contributors of content (Nick Yee, 'The Labor of Fun: How Video Games Blur the Boundaries of Work and Play' (2006) Games and Culture 1:1, pp. 68-71).
  • 7
    • 84881793227 scopus 로고    scopus 로고
    • UNESCO, Convention on the Protection and Promotion of the Diversity of Cultural Expressions, adopted by the 33rd Session of the General Conference, 20 October 2005, Paris; entry into force 18 March 2007. Hereinafter the UNESCO Convention.
  • 8
    • 84881679414 scopus 로고    scopus 로고
    • Article 4(3) UNESCO Convention. As Article 4(2) clarifies, 'cultural content' is to be understood as 'the symbolic meaning, artistic dimension and cultural values that originate from or express cultural identities'. On the concept of culture underlying the UNESCO Convention,
  • 9
    • 84881719797 scopus 로고    scopus 로고
    • Christoph Beat Graber, 'Substantive Rights and Obligations under the UNESCO Convention on Cultural Diversity' in Hildegard Schneider and Peter van den Bossche (eds.), Protection of Cultural Diversity from an International and European Perspective, Antwerp: Intersentia, 2008, pp. 141-62, at pp. 143-5.
  • 10
    • 84881688648 scopus 로고    scopus 로고
    • Herman et al. note however that the legal status of both categories in terms of real-life intellectual property may be the same.
  • 11
    • 33645124679 scopus 로고    scopus 로고
    • Andrew Herman, Rosemary J. Coombe and Lewis Kaye, 'Your Second Life? Goodwill and the Performativity of Intellectual Property in Online Digital Gaming' (2006) Cultural Studies 20:2/3, pp. 184-210, at p. 205, endnote 6. On IP, see infra section 3.1.3.
  • 12
    • 84881756466 scopus 로고    scopus 로고
    • See chapter 2.
  • 13
    • 84881722122 scopus 로고    scopus 로고
    • See chapter 7.
  • 14
    • 84881800075 scopus 로고    scopus 로고
    • In the US, courts have recognised much simpler games, such as first person shooter games, as artistic expressions protected under the First Amendment. argumentum a fortiori, MMORPGs will also qualify as such.
  • 15
    • 84881767165 scopus 로고    scopus 로고
    • Jack M. Balkin, 'Law and Liberty in Virtual Worlds' (2004) New York Law School Law Review 49, pp. 63-80, at p. 69, referring among other cases to Interactive Digital Software Ass'n v. St. Louis County, 329 F.3d 954 (8th Cir. 2003); American Amusement Mach. Ass'n v. Kendrick, 244 F. 3d 572 (7th Cir. 2001); Sanders v. Acclaim Entm't, Inc., 188 F. Supp. 2d 1264 (D. Colo. 2002). In Europe, the practice is less straightforward although moving in the same direction.
  • 16
    • 84881734027 scopus 로고    scopus 로고
    • European Commission, Decision of 11 December 2007 on State Aid C 47/06, Tax credit introduced by France for the creation of video games, OJ L 118/16, 6 May 2008 and chapter 7, this volume.
  • 17
    • 84881734090 scopus 로고    scopus 로고
    • John Baldrica, 'Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-Modified Videogame Projects' (2007) Minnesota Journal of Law, Science and Technology 8:2, pp. 681-713, at p. 687
  • 18
    • 84881765933 scopus 로고    scopus 로고
    • According to the established practice, both in the EC and in the US, the relevant product/service market comprises all those products or services that are sufficiently interchangeable or substitutable to the consumer, not only in terms of their objective characteristics, by virtue of which they are particularly suitable for satisfying the constant needs of consumers, their prices or their intended use, but also in terms of the conditions of competition and/or the structure of supply and demand on the market in question. The SSNIP test proves the interchangeability by introducing a hypothetical small (in the range of 5-10%) permanent increase in the price of product A to see whether this price increase would make customers switch to product B as a readily available alternative, and whether they would do so to an extent sufficient to make the price increase unprofitable.
  • 19
    • 84881735547 scopus 로고    scopus 로고
    • In addition, some games are not one-off consumption products, but rather dynamic networks with strong network effects that need to be examined over a period of time.
  • 20
    • 0006704789 scopus 로고    scopus 로고
    • Relevant Market Definition in Network Industries: Air Transport and Telecommunications
    • See Pierre Larouche, 'Relevant Market Definition in Network Industries: Air Transport and Telecommunications' (2000) Journal of Network Industries 1, pp. 407-45
    • (2000) Journal of Network Industries , vol.1 , pp. 407-445
    • Larouche, P.1
  • 21
    • 33644486065 scopus 로고    scopus 로고
    • A Closer Look at Some Assumptions Underlying EC Regulation of Electronic Communications
    • Pierre Larouche, 'A Closer Look at Some Assumptions Underlying EC Regulation of Electronic Communications' (2002) Journal of Network Industries 3, pp. 129-49.
    • (2002) Journal of Network Industries , vol.3 , pp. 129-149
    • Larouche, P.1
  • 22
    • 84881778080 scopus 로고    scopus 로고
    • Which distinguishes games from other UCC platforms, for instance Flickr (for pictures) or YouTube (for videos).
  • 23
    • 84881698282 scopus 로고    scopus 로고
    • Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture, Boston: Beacon Press, 1985 (first published 1938).
  • 24
    • 84881821564 scopus 로고    scopus 로고
    • Jan H.G. Klabbers, The Magic Circle: Principles of Gaming and Situation, Rotterdam/Taipei: Sense Publishers, 2006.
  • 25
    • 84881728816 scopus 로고    scopus 로고
    • Salen and Zimmerman build upon the notion of the 'magic circle' and understand the 'meaningful play' as all actions and outcomes within a magic circle that add to the emotional and psychological experience of playing the game.
  • 26
    • 84881727092 scopus 로고    scopus 로고
    • Katie Salen and Eric Zimmermann, Rules of Play: Game Design Fundamentals, Cambridge, MA: MIT Press, 2004. 21 On the concept of 'situated play',
  • 27
    • 84881794814 scopus 로고    scopus 로고
    • Digital Games Research Association (DiGRA), Situated Play, Proceedings of DiGRA 2007 Conference, available at www.digra.org/dl. 22 T.L. Taylor, Play between Worlds: Exploring Online Game Culture, Cambridge, MA: MIT Press, 2006.
  • 28
    • 34547556576 scopus 로고    scopus 로고
    • Dmitri Williams, Nicolas Ducheneaut, Li Xiong Yuanyuan Zhang, Nick Yee and Eric Nickell, 'From Tree House to Barracks: The Social Life of Guilds in World of Warcraft' (2006) Games and Culture 1:4, pp. 338-61. On video games as contexts for the circulation, interpretation and deployment of meaning,
  • 29
    • 84881705878 scopus 로고    scopus 로고
    • Ian Bogost, 'The Rhetoric of Video Games' in Katie Salen (ed.), The Ecology of Games: Connecting Youth, Games, and Learning, Cambridge, MA: MIT Press, 2008, pp. 117-40.
  • 31
    • 84881684887 scopus 로고    scopus 로고
    • 'Ludology' is the newly coined term for game studies, which are interdisciplinary and analyse games from the perspective of social sciences and humanities, as well as design and engineering.
  • 32
    • 84881738228 scopus 로고    scopus 로고
    • Although both Pong and Pac-Man have been used as a basis for further cultural creation.
  • 33
    • 33645128282 scopus 로고    scopus 로고
    • Escaping the Gilded Cage: Building the Metaverse
    • Cory Ondrejka, 'Escaping the Gilded Cage: Building the Metaverse' (2004) New York Law School Law Review 49:1, pp. 81-101.
    • (2004) New York Law School Law Review , vol.49 , Issue.1 , pp. 81-101
    • Ondrejka, C.1
  • 34
    • 84881781250 scopus 로고    scopus 로고
    • See http://secondlife.com/whatis.
  • 35
    • 79952530763 scopus 로고    scopus 로고
    • Fostering Creativity in Virtual Worlds: Easing the Restrictiveness of Copyright for User-Created Content
    • pp. 73-5.
    • Todd David Marcus, 'Fostering Creativity in Virtual Worlds: Easing the Restrictiveness of Copyright for User-Created Content' (2007/2008) New York Law School Law Review 52, pp. 67-92, at pp. 73-5.
    • (2007) New York Law School Law Review , vol.52 , pp. 67-92
    • Marcus, T.D.1
  • 36
    • 84881824829 scopus 로고    scopus 로고
    • Creating Your World: The Official Guide to Advanced Content Creation for Second Life, New York: Wiley and Sons
    • Aimee Weber, Kimberley Rufer-Bach and Richard Platel, Creating Your World: The Official Guide to Advanced Content Creation for Second Life, New York: Wiley and Sons, 2007.
    • (2007) Kimberley Rufer-Bach and Richard Platel
    • Weber, A.1
  • 37
    • 84881814887 scopus 로고    scopus 로고
    • Hilde G. Corneliussen and Jill Walker Rettberg, Digital Culture, Play and Identity: A World of Warcraft Reader, Cambridge, MA: MIT Press, 2008.
  • 38
    • 84881832413 scopus 로고    scopus 로고
    • Blizzard Entertainment, 'World of Warcraft Subscriber Base Reaches 11.5 Million Worldwide', Blizzard Entertainment Press Release, 23 December 2008, available at www.blizzard.com/us/press/081122.html
  • 39
    • 33846946863 scopus 로고    scopus 로고
    • Napster's Second Life?: The Regulatory Challenges of Virtual Worlds
    • p. 1786.
    • Viktor Mayer-Schönberger and John Crowley, 'Napster's Second Life?: The Regulatory Challenges of Virtual Worlds' (2006) Northwestern University Law Review 100:4, pp. 1775-826, at p. 1786.
    • (2006) Northwestern University Law Review , vol.100 , Issue.4 , pp. 1775-1826
    • Mayer-Schönberger, V.1    Crowley, J.2
  • 40
    • 84881813485 scopus 로고    scopus 로고
    • For more on machinima, see infra section 2.1.3.
  • 41
    • 84881764806 scopus 로고    scopus 로고
    • There are games that would not neatly fit into either of the categories defined. The 2008 released game Spore, for instance, which came out of the work of the author of the Sims, Will Wright, enables players to control the evolution of a speciesfrom its beginnings as a unicellular organism, through development as an intelligent and social creature, to interstellar exploration. It is a 'massively single-player online game', which develops procedurally. See www.spore.com.
  • 42
    • 84881731137 scopus 로고    scopus 로고
    • On the complex representation of users in the design of digital games, Aphra Kerr, 'Representing Users in the Design of Digital Games' in Frans Mäyrä (ed.), Proceedings of Computer Games and Digital Cultures Conference, Tampere: Tampere University Press, 2002, pp. 277-95.
  • 43
    • 85044915623 scopus 로고    scopus 로고
    • High-Performance Play: The Making of Machinima
    • Henry Lowood, 'High-Performance Play: The Making of Machinima' (2006) Journal of Media Practice 7:1, pp. 25-42.
    • (2006) Journal of Media Practice , vol.7 , Issue.1 , pp. 25-42
    • Lowood, H.1
  • 45
    • 84881699346 scopus 로고    scopus 로고
    • For the first attempts of 'teleporting',
  • 46
    • 84881816607 scopus 로고    scopus 로고
    • Linden Lab, 'Linden Lab and IBM Achieve Major Virtual World Interoperability Milestone: Open Grid Protocol Enables Avatars to Teleport between Second Life and OpenSim Virtual Worlds', Linden Lab Press Release, 8 July 2008, available at http://lindenlab.com/pressroom/releases/ 07_08_08
  • 47
    • 84881728644 scopus 로고    scopus 로고
    • Also because it influences the other two: with regard to price, because of the size of the investment in the production and the support of the game; with regard to the regulatory framework within virtual worlds, because this set of rules is intertwined in and dependent upon the content of the game.
  • 48
    • 0004175691 scopus 로고    scopus 로고
    • Cambridge, MA: Harvard Business School Press
    • Carl Shapiro and Hal R. Varian, Information Rules, Cambridge, MA: Harvard Business School Press, 1999, at pp. 173-225.
    • (1999) Information Rules , pp. 173-225
    • Shapiro, C.1    Varian, H.R.2
  • 49
    • 84881793731 scopus 로고    scopus 로고
    • The Future of Massively Maultiplayer Gaming: A Visionary Panel
    • GameSpy, November
    • Dave Kosak, 'The Future of Massively Maultiplayer Gaming: A Visionary Panel', GameSpy, November 2003
    • (2003)
  • 50
    • 79955528065 scopus 로고    scopus 로고
    • Changing the Rules of the Game: How Video Game Publishers Are Embracing User-Generated Derivative Works
    • Christina J. Hayes, 'Changing the Rules of the Game: How Video Game Publishers Are Embracing User-Generated Derivative Works' (2008) Harvard Journal of Law and Technology 21:2, pp. 567-87.
    • (2008) Harvard Journal of Law and Technology , vol.21 , Issue.2 , pp. 567-587
    • Hayes, C.J.1
  • 51
    • 84881746777 scopus 로고    scopus 로고
    • See Lawrence Lessig, Code and Other Laws of Cyberspace, New York: Basic Books, 1999 and the updated version, Lawrence Lessig, Code: Version 2.0, New York: Basic Books, 2006.
  • 52
    • 77955890072 scopus 로고    scopus 로고
    • The Supremacy of Techno-Governance. Privatization of Digital Content and Consumer Protection in the Globalized Information Society
    • Nicola Lucchi, 'The Supremacy of Techno-Governance. Privatization of Digital Content and Consumer Protection in the Globalized Information Society (2007) International Journal of Law and Information Technology 15:2, pp. 192-225.
    • (2007) International Journal of Law and Information Technology , vol.15 , Issue.2 , pp. 192-225
    • Lucchi, N.1
  • 54
    • 84881779855 scopus 로고    scopus 로고
    • Castronova, who has argued in favour of restrictive EULAs in order to keep the game space 'pure' and unencumbered by reallife property laws (Edward Castronova, 'The Right to Play' (2004) New York Law School Law Review 49:1, pp. 185-210).
  • 55
    • 84881676091 scopus 로고    scopus 로고
    • 'Expulsion as an enforcement mechanism is effective because participants in virtual worlds incur significant social and financial costs when they are forced to leave. They not only have to leave behind a network of friends and their accumulation of social and other capital, but also are forced to abandon the persistent narrative that they have constructed around their avatar'.
  • 56
    • 64849109254 scopus 로고    scopus 로고
    • Virtual Worlds as Comparative Law
    • pp. 176-8.
    • James Grimmelmann, 'Virtual Worlds as Comparative Law' (2004) New York Law School Law Review 49:1, pp. 147-84, at pp. 176-8.
    • (2004) New York Law School Law Review , vol.49 , Issue.1 , pp. 147-184
    • Grimmelmann, J.1
  • 57
    • 84881783459 scopus 로고    scopus 로고
    • e.g. in publishing.
  • 58
    • 84881726574 scopus 로고    scopus 로고
    • Chris Anderson, 'The Long Tail', 12:10 Wired, October 2004 and Chris Anderson, The Long Tail: Why the Future of Business Is Selling Less of More, New York: Hyperion, 2006). The name has to do with the image of a demand curve that gets longer and longer and covers more and more niche 'non-hit' products. Anderson's theory builds upon substantiated previous and parallel economic research.
  • 59
    • 84881819074 scopus 로고    scopus 로고
    • Erik Brynjolfsson, Yu Hu and Michael D. Smith, 'Consumer Surplus in the Digital Economy: Estimating the Value of Increased Product Variety at Online Booksellers' (2003) MIT Sloan Working Paper No 4305
  • 60
    • 33746659458 scopus 로고    scopus 로고
    • Erik Brynjolfsson, Yu Hu and Michael D. Smith, 'From Niches to Riches: The Anatomy of the Long Tail' (2006) Sloan Management Review 47:4, pp. 67-71
  • 61
    • 84881829266 scopus 로고    scopus 로고
    • Erik Brynjolfsson, Yu Hu and Duncan Simester, 'Goodbye Pareto Principle, Hello Long Tail: the Effect of Search Costs on the Concentration of Product Sales' (2007) MIT Center for Digital Business Working Paper. For an overview of the 'long tail' theory and some of its implications for regulation of media markets and for cultural diversity,
  • 62
    • 65449173227 scopus 로고    scopus 로고
    • Mira Burri-Nenova, 'Tradeversus Culture in the Digital Environment: An Old Conflict in Need of a New Definition' (2009) Journal of International Economic Law 12:1, pp. 17-62.
  • 63
    • 84881834962 scopus 로고    scopus 로고
    • Especially if there is a move towards more digital download platforms and networks that support the self-publishing business model and that are not just a replication of the high street retail model. This will allow independent publishers to compete on a more equal footing with the larger entertainment media companies.
  • 64
    • 84881684000 scopus 로고    scopus 로고
    • Screen Digest et al., Interactive Content and Convergence: Implications for the Information Society, A Study for the European Commission (DG Information Society and Media), October 2006, section 2.4.5.3 at p. 113.
  • 65
    • 84881705478 scopus 로고    scopus 로고
    • Panel, 'User-Created Content and Program-Modification in Video Games and Virtual Worlds', presented at the Conference 'Meaningful Play 2008', Michigan State University, East Lansing. MI, 9-11 October 2008, available at http://meaningfulplay.msu.edu/program.php?detailed=1
  • 66
    • 84881805070 scopus 로고    scopus 로고
    • Exemplifying this is the fact that in 2003, eight of the top ten selling PC video games included bundled editors allowing users to manipulate and create in-game characters and generate new game worlds.
  • 67
    • 84873369494 scopus 로고    scopus 로고
    • Andrew V. Moshirnia and Anthony C. Walker, 'Reciprocal Innovation in Modding Communities as a Means of Increasing Cultural Diversity and Historical Accuracy in Video Games' in Situated Play: Proceedings of the DiGRA 2007 Conference, pp. 362-8, at p. 362, referring to Dave Kosak, 'The Future of Massively Multiplayer Gaming: A Visionary Panel', GameSpy, November 2003, summarising opinions of key players of the game industry.
  • 68
    • 84881770264 scopus 로고    scopus 로고
    • See chapter 5.
  • 69
    • 84881759249 scopus 로고    scopus 로고
    • The Economist, 'If You Build It. .', 21 August 2008.
  • 70
    • 84881771918 scopus 로고    scopus 로고
    • Candidus Dougherty, 'Bragg v. Linden: Virtual Property Rights Litigation' (2007) E-Commerce Law and Policy 9:7.
  • 71
    • 84881709951 scopus 로고    scopus 로고
    • Cory Ondrejka, 'Changing Realities: User Creation, Communication, and Innovation in Digital Worlds' (2005) Annenberg School of Communication Working Paper, pp. 1-23.
  • 72
    • 84881827753 scopus 로고    scopus 로고
    • C. Edwin Baker, Media, Markets, and Democracy, Cambridge: Cambridge University Press, 2001.
  • 73
    • 84881835514 scopus 로고    scopus 로고
    • John Quiggin and Dan Hunter, 'Money Ruins Everything' (2008) Hastings Communications and Entertainment Law Journal 30 pp. 203-55, at pp. 227-37.
  • 74
    • 33847739415 scopus 로고    scopus 로고
    • Nick Yee, 'Motivations to Play' (2006) CyberPsychology and Behavior 9:6, pp. 772-5
  • 75
    • 61049403708 scopus 로고    scopus 로고
    • John Banks and Sal Humphreys, 'The Labour of Co-Creators: Emergent Social Network Markets' (2008) Convergence: The International Journal of Research into New Media Technologies 14:4, pp. 401-18.
  • 76
    • 84881736361 scopus 로고    scopus 로고
    • Under IPR as a general category, one understands the rights granted to creators and inventors to control the use made of their productions. They are traditionally divided into two main branches: (i) 'copyright and related (or neighbouring) rights' for literary and artistic works and (ii) 'industrial property', which encompasses trade marks, patents, industrial designs, geographical indications and the layout designs of integrated circuits. Most pertinent in the present context, is the discussion of copyright protection.
  • 77
    • 84881695833 scopus 로고    scopus 로고
    • Machinima (a combination of the words 'machine' and 'cinema') is the recording and editing footage generated within the game. Machinima creators use the graphics, characters and/or sounds of a video game (normally a first person shooter or MMOG) to create a computer-animated film in real time. Red vs. Blue is perhaps one of the most famous machinima video series, which was created by Rooster Teeth Productions and chronicles the story of two opposing teams of soldiers fighting a civil war in the middle of a desolate box canyon in a parody of first person shooter games, sci-fifilms and military life. Machinima is being increasingly mainstreamed and enjoys growing popularity (www.machinima.com).
  • 78
    • 84881723056 scopus 로고    scopus 로고
    • Henry Lowood, 'Found Technology: Players as Innovators in the Making of Machinima' in Tara McPherson (ed.), Digital Youth, Innovation, and the Unexpected, Cambridge, MA: MIT Press, 2008, pp. 165-96.
  • 79
    • 84881728432 scopus 로고    scopus 로고
    • Matthew Brett Freedman, 'Machinima and Copyright Law' (2005) Journal of Intellectual Property Law 13, pp. 235-54.
  • 80
    • 84881679432 scopus 로고    scopus 로고
    • Casey Fiesler, 'Everything I Need to Know I Learned from Fandom: How Existing Social Norms Can Help Shape the Next Generation of User-Generated Content' (2008) Vanderbilt Journal of Entertainment and Technology Law 10:3, pp. 729-62.
  • 81
    • 84881831142 scopus 로고    scopus 로고
    • 'A 'derivative work' is a work based upon one or more preexisting works, such as translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which a work may be recast, transformed, or adapted' (s. 101, US Copyright Act of 1976, contained in Title 17 of the US Code).
  • 82
    • 84881691599 scopus 로고    scopus 로고
    • In the case Marvel v. NCSoft, for instance, Marvel, a publisher of superhero comic books, sued NCSoft, the owner of the MMOG City of Heroes, for direct and contributory copyright infringement, since the game City of Heroes allowed players to create superhero characters and customise them. The case was eventually settled, but it is worth mentioning that the court dismissed most of Marvel's claims before the settlement.
  • 83
    • 84881801070 scopus 로고    scopus 로고
    • Marvel Enters. v. NCSoft Corp., 74 U.S.P.Q.2d 1303 (C.D. Cal. 2005).
  • 84
    • 84881784883 scopus 로고    scopus 로고
    • 'Subject to sections 107 through 120, the owner of copyright under this title has the exclusive rights to do and to authorize any of the following: [. . ] (2) to prepare derivative works based upon the copyrighted work [. . ]' (s. 106 of the US Copyright Act).
  • 85
    • 84881779669 scopus 로고    scopus 로고
    • The fair use doctrine as a broad category is typical to the US. Other jurisdictions, such as the UK and Canada, have the so-called 'fair dealing' exemptions for activities, such as news reporting, parody and criticism, which have been developed by the courts' practice and some legislation. Civil code countries like Germany, France and most of the other EU Member States, enumerate specifically the exemptions to copyright, which are similar in essence to those under the fair use doctrine. In the following, we refer to the US law and practice since most relevant cases until now have been in the US. Under US law, the fair use limitation on exclusive rights sets out four factors to consider: '(1) the purpose and character of the use, including whether such use is of a commercial nature or is for non-profit educational purposes; (2) the nature of the copyrighted work; (3) the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and (4) the effect of the use upon the potential market for or value of the copy-righted work' (s. 107 of the US Copyright Act).
  • 86
    • 84881680879 scopus 로고    scopus 로고
    • At the EC level, copyright limitations are only partly harmonised (except for computer programs and databases). Directive 2001/29/EC of the European Parliament and of the Council of 22 May 2001 on the harmonisation of certain aspects of copyright and related rights in the Information Society (OJ L 167/10, 22 June 2001), which implemented the WIPO Copyright Treaty and the WIPO Performances and Phonograms Treaty (both adopted in Geneva, 20 December 1996), was also intended to clarify the permissible limitations under EC copyright law, with respect to both analogue and digital works. Such clarity, however, proved elusive and as a compromise, the Directive introduced an exhaustive list of 21 optional limitations in additionto the 'three-step-test'. The three-step-test requires that limitations and exceptions must be (i) confined to special cases; (ii) not in conflict with a normal exploitation of the work; and (iii) of no unreasonable prejudice to the legitimate interests of the author. It was first applied to the exclusive right of reproduction by Article 9(2) of the Berne Convention for the Protection of Literary and Artistic Works in 1967. Since then, it has been transplanted into the TRIPS Agreement, the EC Copyright Directive and the WIPO Copyright and Performances and Phonograms Treaties. Article 10 of the WIPO Copyright Treaty adds expressly that signatory countries may devise new exceptions and limitations that are appropriate in the digital network environment. For an overview on exceptions and limitations,
  • 87
    • 84881831744 scopus 로고    scopus 로고
    • Paul Goldstein, International Copyright: Principles, Law and Practice, Oxford: Oxford University Press, 2001, at pp. 249-70, 292-319.
  • 88
    • 84881767961 scopus 로고    scopus 로고
    • Michael W. Carroll, 'Fixing Fair Use' (2007) North Carolina Law Review 85, pp. 1087-154.
  • 89
    • 22744444521 scopus 로고    scopus 로고
    • Rebecca Tushnet, 'Copy This Essay: How Fair Use Doctrine Harms Free Speech and How Copying Serves It' (2004) Yale Law Journal 114:3, pp. 535-90.
  • 90
    • 84881710468 scopus 로고    scopus 로고
    • David Nimmer, '"Fairest of Them All" and Other Fairy Tales of Fair Use' (2003) Law and Contemporary Problems 66, pp. 262-87, at pp. 267-77.
  • 91
    • 84881764421 scopus 로고    scopus 로고
    • Jacques de Werra, 'Moving beyond the Conflict between Freedom of Contract and Copyright Policies: In Search of a New Global Policy for On- Line Information Licensing Transactions' (2003) Columbia Journal of Law and the Arts 25, pp. 239-375, at pp. 318-46.
  • 92
    • 84881807679 scopus 로고    scopus 로고
    • Lucie M.C.R. Guibault, Copyright Limitations and Contracts: An Analysis of the Contractual Overridability of Limitations on Copyright, The Hague: Kluwer Law International, 2002.
  • 93
    • 1042291344 scopus 로고    scopus 로고
    • Gregory Lastowka and Dan Hunter, 'The Laws of the Virtual Worlds' (2004) California Law Review 92, pp. 1-73.
  • 94
    • 84881775135 scopus 로고    scopus 로고
    • A recent report shows that many of the user-generated video creators are not informed or are misinformed about the copyright law.
  • 95
    • 84881834624 scopus 로고    scopus 로고
    • Pat Aufderheide and Peter Jaszi, The Good, the Bad, and the Confusing: User-Generated Video Creators on Copyright, Washington, DC: Center for Social Media, 2007.
  • 96
    • 12344297455 scopus 로고    scopus 로고
    • Jack M. Balkin, 'Virtual Liberty: Freedom to Design and Freedom to Play in Virtual Worlds' (2004) Virginia Law Review 90:8, pp. 2043-98, at pp. 2049-50.
  • 97
    • 84881676538 scopus 로고    scopus 로고
    • For instance, while the Creative Commons (cc) licence was introduced in Second Life as a potentially more flexible and less restrictive form of licensing, it has remained largely unused.
  • 98
    • 84881734994 scopus 로고    scopus 로고
    • See Game Content Usage Rules, available at www.xbox.com/en-us/ community/developer/rules.htm
  • 99
    • 84881784244 scopus 로고    scopus 로고
    • See Letter to the Machinimators of the World, available at www.worldofwarcraft. com/community/machinima/letter.html
  • 100
    • 0012919553 scopus 로고    scopus 로고
    • Andrew Leyshon, 'Scary Monsters? Software Formats, Peer-to-peer Networks, and the Spectre of the Gift' (2003) Environment and Planning D: Society and Space 21:5, pp. 533-58.
  • 101
    • 84881829368 scopus 로고    scopus 로고
    • Such machinima-like creations may in fact enjoy more freedom without the licence. In Mattel v. MCA Records, 296 F. 3d 894 (9th Cir. 2002), e.g., the Court of Appeals for the Ninth Circuit found that 'Barbie Girl' by the Dutch band Aqua, which allegedly infringed Mattel's trademark of Barbie, was not purely commercial speech and therefore fully protected under the First Amendment.
  • 102
    • 84881726333 scopus 로고    scopus 로고
    • For some proposals on copyright law reform, Lawrence Lessig, Free Culture, London: Penguin, 2004, at pp. 287-306 and Pamela Samuelson, 'Preliminary Thoughts on Copyright Reform' (2007) Utah Law Review 3, pp. 551-71.
  • 103
    • 84881748057 scopus 로고    scopus 로고
    • Wendy J. Gordon and Daniel Bahls, 'The Public'sRight to Fair Use: Amending Section 107 to Avoid the "Fared Use" Fallacy' (2007) Utah Law Review 3, pp. 619-58.
  • 104
    • 84881709722 scopus 로고    scopus 로고
    • Urs Gasser and Silke Ernst, 'From Shakespeare to DJ Danger Mouse: A Quick Look at Copyright and User Creativity in the Digital Age' (2006) Berkman Center for Internet and Society Research Publication No 5, at pp. 16-18.
  • 105
    • 84881798696 scopus 로고    scopus 로고
    • www.gnu.org/licenses/gpl.html
  • 106
    • 84881777217 scopus 로고    scopus 로고
    • http://creativecommons.org/license. Very comprehensively on cc,
  • 107
    • 84881829510 scopus 로고    scopus 로고
    • Lydia Pallas Loren, 'Building a Reliable Semicommons of Creative Works: Enforcement of Creative Commons Licenses and Limited Abandonment of Copyright' (2008) George Mason Law Review 14:2, pp. 271-328.
  • 108
    • 84881790999 scopus 로고    scopus 로고
    • In 2007, the Electronic Frontier Foundation together with other concerned organisations published its 'Fair Use Principles for User Generated Content' (see www.eff.org/issues/ip-and-free-speech/fair-use-principles-usergen). In October 2007 a few of the world's leading media companies, including CBS, Dailymotion, Fox Entertainment, Microsoft, MySpace, NBC, Sony, Veoh, Viacom and Walt Disney also announced their joint support for a set of principles that would enable the continued growth and development of user-generated content online and respect the intellectual property of content owners (see www.ugcprinciples.com/index.html).
  • 109
    • 84881798224 scopus 로고    scopus 로고
    • There is no practical way to compare UCC across virtual worlds since it is such a complex mix of creations and practices occurring in idiosyncratic space. Data exists for some specific worlds, such as Second Life or WoW (mostly provided by the owner companies) but this does not necessarily mean that one can compare them.
  • 110
    • 84881832699 scopus 로고    scopus 로고
    • www.runescape.com
  • 111
    • 84881730001 scopus 로고    scopus 로고
    • These 11 games in order of reducing market share are: RuneScape (7.5%); Lineage (6.6%); Lineage II (6.3%); Final Fantasy XI (3.1%); Dofus (2.8%); EVE Online (1.5%); EverQuest II (1.2%); EverQuest (1.1%); The Lords of the Rings Online (0.9%); City of Heroes (0.8%); and Tibia (0.6%). 115 These statistics are put together by Bruce Woodcock, made available and regularly updated at www.mmogchart.com. See in particular www.mmogchart.com/ Chart7.html, last updated April 2008. Also interesting is the data provided by market share subscription by genre. There, fantasy games take 94.2% of the market, scifi/ superhero 3.7%, combat simulation/first person shooter games 0.2% and the remaining 1.9% is accounted for by puzzle/social/other (see www.mmogchart.com/Chart8.html). There are two caveats to be made with regard to this data. First, as Woodcock himself admits, the data does not cover all existing MMOGs. Secondly, the data reflects the situation of the global market. It may very well be the case that other games have stronger positions within national markets, e.g., Lineage in South Korea.
  • 112
    • 84881834226 scopus 로고    scopus 로고
    • Amanda Lenhart et al., Teens, Video Games, and Civics, PEW Internet and American Life Project, 16 September 2008.
  • 113
    • 2442473073 scopus 로고    scopus 로고
    • Jack M. Balkin, 'Digital Speech andDemocratic Culture: A Theory of Freedom of Expression for the Information Society' (2004) New York University Law Review 79:1, pp. 1-55
  • 114
    • 84881777274 scopus 로고    scopus 로고
    • William W. Fisher III, Promises to Keep: Technology, Law, and the Future of Entertainment, Stanford: Stanford University Press
  • 115
    • 84881736616 scopus 로고    scopus 로고
    • Lawrence Lessig, Free Culture: How Big Media Uses Technology and the Law to Lock Down Culture and Control Creativity, London: Penguin, 2004
  • 116
    • 84881784482 scopus 로고    scopus 로고
    • Nicholas Garnham, 'The Media and the Public Sphere' in Craig Calhoun (ed.), Habermas and the Public Sphere, Cambridge, MA: MIT Press, pp. 359-76.
  • 117
    • 84881727289 scopus 로고    scopus 로고
    • Benkler frames this argument in a negative way and claims that, 'increases in costs [of becoming a producer of information] lead to three effects: (i) Concentration - because the cost of becoming a professional provider of the type whose activity is facilitated by the regulation creates an entry barrier; (ii) Commercialisation - because of the high cost providers must adopt a strategy that relies on sale of their information and cultural products, and it becomes more difficult to sustain production on a noncommercial model; (iii) Homogenisation - because most producers must be commercial, their reasons to produce are similar, and their need to attract wide audiences leads to convergence of the content towards the mainstream and the inoffensive'.
  • 118
    • 84881742796 scopus 로고    scopus 로고
    • Yochai Benkler, 'From Consumers to Users: Shifting the Deeper Structures of Regulation toward Sustainable Commons and User Access' (2000) Federal Communications Law Journal 52, pp. 561-79, at p. 576.
  • 119
    • 84881775112 scopus 로고    scopus 로고
    • Peter S. Jenkins, 'The Virtual World as a Company Town - Freedom of Speech in Massively Multiple On-line Role Playing Games' (2004) Journal of Internet Law 8:1.
  • 120
    • 84881722235 scopus 로고    scopus 로고
    • Reuters and BBC for instance joined Second Life back in 2006.
  • 121
    • 84881695422 scopus 로고    scopus 로고
    • Article 4(3) UNESCO Convention.
  • 122
    • 84881767792 scopus 로고    scopus 로고
    • Andrew Keen, The Cult of the Amateur: How Today's Internet Is Killing Our Culture, New York: Currency, 2007).
  • 123
    • 0013315511 scopus 로고    scopus 로고
    • Cass R. Sunstein, 'Deliberative Trouble? Why Groups Go to Extremes' (2000) Yale Law Journal 110:1, pp. 71-120 and Cass R. Sunstein, Republic 2.0, Princeton, NJ: Princeton University Press, 2007).
  • 124
    • 84881728255 scopus 로고    scopus 로고
    • Henry Jenkins, Textual Poachers: Television, Fans and Participatory Culture, Oxford: Routledge, 1992.
  • 125
    • 84881836349 scopus 로고    scopus 로고
    • Henry Jenkins, Convergence Culture: Where Old and New Media Collide, Cambridge, MA: MIT Press, 2006. In the same vein, Coombe and Herman state: 'The Web provides unprecedented opportunities for new and dynamic dialogues between producers of products and imagery and those who consume them. It enables consumers themselves to become producers of mass culture and permits corporate producers to become better consumers of alternative meanings and of customer opinion'.
  • 126
    • 84881733197 scopus 로고    scopus 로고
    • Rosemary J. Coombe and Andrew Herman, 'Culture Wars on the Net: Intellectual Property and Corporate Propriety in Digital Environment' (2001) The South Atlantic Quarterly 100:4, pp. 919-47, at p. 921.
  • 127
    • 84881700280 scopus 로고    scopus 로고
    • Paula Kay Hooper, They Have Thoughts of Their Own: Children's Learning of Computational Ideas from a Cultural Constructionist Perspective, Cambridge, MA: MIT Press, 1998.
  • 128
    • 84881823031 scopus 로고    scopus 로고
    • T.L. Taylor, 'Pushing the Borders: Player Participation and Game Culture' in Joe Karaganis (ed.), Structures of Participation in Digital Culture, New York: Social Science Research Council, 2007, pp. 113-30.
  • 129
    • 84881680854 scopus 로고    scopus 로고
    • Jack Goldsmith and Tim Wu, Who Controls the Internet? Illusions of a Borderless World, Oxford: Oxford University Press, 2006.
  • 130
    • 84881783366 scopus 로고    scopus 로고
    • Ronald J. Deibert, John G. Palfrey, Rafal Rohozinski and Jonathan Zittrain, Access Denied: The Practice and Policy of Global Internet Filtering, Cambridge, MA: MIT Press, 2007.
  • 131
    • 84881785011 scopus 로고    scopus 로고
    • The Audiovisual Media Service Directive (AVMS) of the EC, for instance, which updated the previous Television without Frontiers Directive and extended its scope to cover all types of audiovisual media services, includes some soft provisions on cultural diversity for on-demand media services and preserved the quota system for linear services. See Council Directive 89/552/EEC on the coordination of certain provisions laid down by law, regulation or administrative action in Member States concerning the pursuit of television broadcasting activities, last amended by Directive 2007/65/EC of 11 December 2007, OJ L 332/27, 18 December 2007.
  • 132
    • 84881833974 scopus 로고    scopus 로고
    • See chapter 7.
  • 133
    • 84998010563 scopus 로고    scopus 로고
    • Tom O'Regan and Ben Goldsmith, 'Making Cultural Policy: Meeting Cultural Objectives in a Digital Environment' (2006) Television and New Media 7:1, pp. 68-91, at p. 88.
  • 134
    • 0036444783 scopus 로고    scopus 로고
    • Madhavi Sunder, 'Cultural Dissent' (2001) Stanford Law Review 54, pp. 495-567, at p. 498.
  • 135
    • 84881748798 scopus 로고    scopus 로고
    • Arjun Appadurai, Modernity at Large: Cultural Dimensions of Globalization, Minneapolis, MN: University of Minnesota Press, 1996, at p. 48
  • 136
    • 84881689792 scopus 로고    scopus 로고
    • Arif Dirlik, The Postcolonial Aura: Third World Criticism in the Age of Global Capitalism, Boulder, CO: Westview Press, 1998, at p. 72.
  • 137
    • 33746048802 scopus 로고    scopus 로고
    • Yudhishtir Raj Isar, 'Cultural Diversity' (2006) Theory, Culture and Society 23:2/3, pp. 371-5, at p. 372, referring to Nick Stevenson, Cultural Citizenship: Cosmopolitan Questions, Maidenhead: Open University Press, 2003, at p. 62.
  • 138
    • 84881694667 scopus 로고    scopus 로고
    • Rachael Craufurd Smith, 'The UNESCO Convention on the Protection and Promotion of Cultural Expressions: Building a New World Information and Communication Order?' (2007) International Journal of Communication 1, pp. 24-55.
  • 139
    • 84881710493 scopus 로고    scopus 로고
    • Article 1(g) UNESCO Convention.
  • 140
    • 84881720057 scopus 로고    scopus 로고
    • Michael Walzer is one of the advocates of 'separate spheres' of the commodified and non-commodified worlds, even thinking that 'when such separate spheres come into contact they contaminate each other'.
  • 141
    • 84881677022 scopus 로고    scopus 로고
    • Michael Walzer, Spheres of Justice: A Defence of Pluralism and Equality, New York: Basic Books, 1983.
  • 142
    • 84881767329 scopus 로고    scopus 로고
    • Margaret Jane Radin, Contested Commodities, Cambridge, MA: Harvard University Press, 1996, at p. 46
  • 143
    • 84881837358 scopus 로고    scopus 로고
    • Joan C. Williams and Vivian A. Zelizer, 'To Commodify or Not to Commodify: That Is Not the Question' in Martha M. Ertman and Joan C. Williams (eds.), Rethinking Commodification: Cases and Readings in Law and Culture, New York: New York University Press, 2005, pp. 362-82.
  • 144
    • 29544450751 scopus 로고    scopus 로고
    • Julie E. Cohen, 'The Place of the User in Copyright Law' (2005) Fordham Law Review 74, pp. 347-74, at p. 373.
  • 145
    • 84881803034 scopus 로고    scopus 로고
    • The AVMS includes a soft-law provision for non-linear media services, which creates an obligation for the Member States to ensure that media service providers under their jurisdiction 'promote, where practicable and by appropriate means, production of and access to European works'. It is further clarified that such promotion could relate, inter alia, to the financial contribution to the production and rights acquisition of European works or to the share and/or prominence of European works in the catalogue of programmes. See Article 3(i)(1) AVMS.
  • 146
    • 84881685030 scopus 로고    scopus 로고
    • The definition of European work is based merely on the construct that a majority of its authors and workers reside in one or more Member States and comply with one of the three conditions: (a) the work is made by one or more producers established in a Member State or States party to the European Convention on Transfrontier Television of the Council of Europe; (b) the production is supervised and actually controlled by producer(s) established in one or more of those States; or for co-productions © the contribution of co-producers of those States to the total co-production costs is preponderant and the co-production is not controlled by producer(s) established outside those States. See Article 1(n)(i)-(iii) AVMS.
  • 147
    • 84881698892 scopus 로고    scopus 로고
    • For a detailed and more differentiated analysis, see chapter 7.
  • 148
    • 84881671269 scopus 로고    scopus 로고
    • Article 87(3)(d) EC Treaty. There are a number of other specialised support schemes for the cultural industries. Decision No 1718/2006/EC of the European Parliament and the Council of 15 November 2006 concerning the implementation of a programme of support for the European audiovisual sector (MEDIA 2007), OJ L 327/12, 24 November 2006, and chapter 7.
  • 149
    • 84881788837 scopus 로고    scopus 로고
    • José-Antonio Garcia and Damien Neven, 'State Aid and Distribution of Competition: A Benchmark Model' (2005) HEI Working Paper 6.
  • 150
    • 0004976955 scopus 로고    scopus 로고
    • Bruno S. Frey, 'State Support and Creativity in the Arts: Some New Considerations' (1999) Journal of Cultural Economics 23, pp. 71-85.
  • 151
    • 84881832849 scopus 로고    scopus 로고
    • See chapter 7.
  • 152
    • 84881775081 scopus 로고    scopus 로고
    • The British Broadcasting Company (BBC) has already experimented in this field. See Ofcom, ANew Approach to Public Service Content in the Digital Media Age: The Potential Role of Public Service Publisher, Ofcom Discussion Paper, 24 January 2007.
  • 153
    • 84881710880 scopus 로고    scopus 로고
    • Jamie Cowling and Damien Tambini (eds.), From Public Service Broadcasting to Public Service Communications, London: Institute for Public Policy Research, 2004.
  • 154
    • 84881829838 scopus 로고    scopus 로고
    • See www.metaplace.com/information/about.
  • 155
    • 84881747081 scopus 로고    scopus 로고
    • David Rolfe et al., Study on the Application of Measures Concerning the Promotion of the Distribution and Production of European Works in Audiovisual Media Services, Draft Final Report, 21 October 2008, at pp. 305 et seq. See also chapter 7 in this volume.
  • 156
    • 80051744519 scopus 로고    scopus 로고
    • Regulating Virtual Realms Optimally: The Model End User License Agreement
    • Jason T. Kunze, 'Regulating Virtual Realms Optimally: The Model End User License Agreement' (2008) Northwestern Journal of Technology and Intellectual Property 7:1, pp. 101-18
    • (2008) Northwestern Journal of Technology and Intellectual Property , vol.7 , Issue.1 , pp. 101-118
    • Kunze, J.T.1
  • 157
    • 34248580695 scopus 로고    scopus 로고
    • On Virtual Worlds: Copyright and Contract Law at the Dawn of the Virtual Age
    • Erez Reuveni, 'On Virtual Worlds: Copyright and Contract Law at the Dawn of the Virtual Age' (2007) Indiana Law Journal 82, pp. 261-308.
    • (2007) Indiana Law Journal , vol.82 , pp. 261-308
    • Reuveni, E.1
  • 158
    • 84881701309 scopus 로고    scopus 로고
    • On such initiatives with regard to the protection of minors, see chapter 8.
  • 160
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    • A Pattern-Oriented Approach to Fair Use
    • at p. 1625.
    • Michael J. Madison, 'A Pattern-Oriented Approach to Fair Use' (2004) William and Mary Law Review 45, pp. 1525-690, at p. 1625.
    • (2004) William and Mary Law Review , vol.45 , pp. 1525-1690
    • Madison, M.J.1
  • 161
    • 84881815560 scopus 로고    scopus 로고
    • Article 7(1) UNESCO Convention (emphasis added).
  • 162
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    • Media Policy Out of the Box: Content Abundance, Attention Scarcity, and the Failures of Digital Markets
    • at pp. 1395-9.
    • Ellen P. Goodman, 'Media Policy Out of the Box: Content Abundance, Attention Scarcity, and the Failures of Digital Markets' (2004) Berkeley Technology Law Journal, pp. 1389-472, at pp. 1395-9.
    • (2004) Berkeley Technology Law Journal , pp. 1389-1472
    • Goodman, E.P.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.