The Motion Picture Association asked L.E.K., an international strategy consulting firm, to conduct a study on the financial losses incurred by the film industry due to piracy. The MPA (the international version of the MPAA) is comprised of seven major Hollywood studios - Buena Vista Pictures Distribution, Metro-Goldwyn Mayer Studios Inc., Paramount Pictures, Sony Pictures Entertainment Inc., Twentieth Century Fox Film Corp., Universal Studios LLP, and Warner Bros. Entertainment Inc.
The overall major statement expressed in the report is that 'piracy is the biggest threat to the US motion picture industry.' I disagree - I believe that lack of innovation is the biggest threat. The results of this report will provide the framework for my own thesis, which is to argue against the idea that piracy will take down the motion picture industry. The lack of consumer choices and convenience leads to piracy. This report appears to be pointing fingers in the wrong direction. Throughout history, Hollywood has been very slow to adopt new technologies - whether they were beneficial to consumers or not. With as much risk as Hollywood deals with daily, any slight change can severely hamper the bottom line. One one hand I can understand their hesitancy, but not their focus solely on fighting piracy. The results of this study will form the backbone for my own research.
In 2004, the MPA appointed L.E.K. to spearhead the study not only to determine financial losses on a global scale, but also to pinpoint the demographics of the typical pirate.
Three major areas that the report focuses on:
-losses due to both 'internet and hard goods piracy'.
-analysis of the cost of piracy as it affects not only the domestic industry, but worldwide as well
-typical pirate profile
Internet piracy is defined in the report as movie goods downloaded from the internet or obtained from a personal source who had downloaded from the internet. Hard goods piracy, meanwhile, takes place in real space - a consumer either purchases a bootleg copy via a commerical source or obtains a copy from a personal source.
An $18.2 billion worldwide loss to piracy was reported. This figure indicates losses to the studios, foreign and domestic producers, distributors, theaters, video stores, and pay-per-view handlers. The MPA studios alone lost $6.1 billion. 80 percent of these losses are a result of overseas piracy. 62 percent represent hard goods losses, while only 38 percent are from the internet. Only seven percent of all digital piracy occurs in the US.
China, Russia, and Thailand represent the top three countries engaging in the most digital piracy (90% China, 79% in both Russia and Thailand). According to the report, piracy rates are determined from 'MPA member company legitimate revenue plus estimated revenue lost to piracy in each market. They are a static snapshot of the percentage of the potential market that is lost due to piracy' (page 6). In other words, the preparers of this report did not take into account any possible market growth if piracy did not exist.
The report also states that the typical snapshot of a digital pirate is male, aged 16-24, and resides in an urban environment.
The countries where the most potential revenue lost is highest are Mexico, the UK, and France. These mature markets ensure higher amounts of revenue compared to still-developing markets like China and Russia. In China's case, the country only allows the theatrical release of 20 non-Chinese films per year, therefore the amount that US studios make there is small compared to the free markets of Mexico, the UK, and France.
This shows somewhat new tactic in the fight against illegal file sharing. Rather than going after the makers of individual programs such as in Grokster and Napster, they went after those providing access to the infringing content. This has a great deal to do with the nature of BitTorrent itself, and speaks to the fact that the potential for non-infringing use is so great, that the MPAA likely would not have thought it worth their time to fight what would have almost inevitably been a lost battle against the technology. The people who run and even use various torrent trackers are likely a bit more worried than they would have been even a month ago, but those using BitTorrent for non-infringing purposes likely need not worry.
The article also goes into a fair amount of detail as to the establishment of a school’s network. One possible solution offered by the article is the establishment of a school sponsored download service. There are downsides to such a solution, but it can have a major impact on illegal downloading, if a legal alternative is easily available at no additional cost (other than what comes out of tuition to pay for the service). Peer-to-peer sharing is a major issue on most college campuses, and with programs such as BitTorrent, it’s only going to continue to grow. If a university can curb illegal file sharing, it lowers the chance of RIAA lawsuits coming into the campus, which would be bad for everyone but the RIAA.
The article also compares the reaction of the MPAA to the flood of movie sharing that has come with BitTorrent to the reaction of the RIAA to the music swapping with Napster and Grokster and the like. The article considers possible outcomes such as the MPAA adopting BitTorrent technology to provide legal movie downloads, such as was seen with Napster 2.0 or the iTunes music store. This thought in particular is somewhat prophetic, as just recently Bram Cohen and BitTorrent Inc. have struck a deal with the MPAA. The history of BitTorrent technology has been one of the great success stories of the information technology age, although depending on whom you ask it could be viewed as one of the worst technologies to hit the Internet. Whatever opinion you have, it seems BitTorrent will be around for a bit longer.
Essentially, this is the most recent and important case regarding peer-to-peer file sharing, and thus any predictions for the future of peer-to-peer technologies will inevitably be based at least in part on this decision. In relation to BitTorrent technologies, the object of predicting the future is somewhat more complicated than with past technologies. It would seem that BitTorrent technology has the potential for a vast amount of non-infringing use, while simultaneously the potential for vast quantities of infringing use. There are important differences between BitTorrent and previous peer-to-peer technologies, including the open nature of BitTorrent, allowing a myriad of different BitTorrent clients to interact with each other. Based solely on the precedent set in Grokster, it seems like it would be impossible to find the makers of BitTorrent applications liable for infringement.
The main finding of the study was that contrary to media claims peer-to-peer traffic had never declined. They claimed that the findings on which the media had based their reports were inaccurate due to the migration within peer-to-peer traffic towards more complicated protocols such as BitTorrent. The ability to trace and measure peer-to-peer traffic within the more basic protocols, such as those used in Napster, is much simpler than with BitTorrent. The ability to change ports, and the lack of a centralized server makes it very difficult to get accurate data using outdated methods. This report is extremely relevant to the topic of BitTorrent within the peer-to-peer world, as it shows the dramatic increase in BitTorrent traffic in the wake of the RIAA’s lawsuits against users. It shows that the lawsuits seem to have little to no effect other than to give the RIAA a negative reputation among the general public.
Looking back, it is interesting to note that, while the bill eventually died, the Supreme Court basically applied the bill when they overturned the original Grokster decision. The Supreme Court’s decision in Grokster was based on this doctrine of inducement of infringement, and just as people worried that this bill would be too broad and reaching, so do people worry that the Grokster decision could be interpreted to negate the Sony decision. The Grokster decision is of great importance to the future of peer-to-peer file sharing, although there have not been any major movements since the decision. The fears of broad interpretation have also been, as yet, unrealized.
The argument of the article is about the counterintuitive and counterproductive nature of copyright law, and how the copyright holders go to great lengths to ensure that it remains this way. Leonard also seems to be certain that these measures taken by the likes of the RIAA and MPAA such as employing spiders like the one created by BayTSP will not curb the file sharing and piracy. The file sharers and pirates seem to be perpetually one step ahead of the copyright holders, and it is hard to feel sympathy for the copyright holders, when those copyrights are preventing important films such as Eyes on the Prize from being seen. BitTorrent is clearly growing in popularity and prevalence, and this article makes it clear that copyright industry is already working to curb infringing use of the technology, so the question then is: what will be the next move for the file sharers.
The arguments presented in this brief provide another way to look at this ever-important case regarding peer-to-peer file sharing. Rather than focusing on legal or even moral standards, such as in the Creative Commons brief also included in this bibliography, they argue from a technological viewpoint. The idea that forcing networks to build inefficiency into the networks goes against the design of the internet as a whole is interesting, although perhaps not entirely convincing. Certainly the Supreme Court did not find it convincing enough, as they ruled against Grokster in the end. Despite this fact, this brief provides a unique look at the design of the Internet and how peer-to-peer file sharing networks are simply extensions of this basic design.
This piece is a brief written by Lawrence Lessig in his capacity as counsel for Creative Commons in support of Grokster in MGM v. Grokster (2005). The argument presented in the brief essentially deals with the issue of free speech enabled by peer-to-peer software such as Grokster. Essentially, it is argued that due to the high costs of traditional file distribution technologies such as FTP, the ability to host large files such as videos is limited to larger corporations that can afford to do such. Peer-to-peer software, on the other hand, enables individuals and non-profit organizations, for example, to distribute larger files without incurring excessive fees. Lessig argues that, should Grokster be held responsible for the copyright infringement of its users, it will limit the ability of non-infringing users to engage in this specific type of free speech. Many examples are given, one such dealing with the aftermath of the Indian Ocean tsunami in 2004. Many amateur videos were taken following the disaster, and only through peer-to-peer file sharing were these videos able to be made public, as the cost of traditional file distribution would have made distribution infeasible. and Creative Commons worry that such legitimate uses would be jeopardized if the Supreme Court ruled against Grokster.
This brief is of great importance to my topic. There are currently very few cases dealing with peer-to-peer file sharing, and this gives another look at one of those. While it seems that the Supreme Court disagreed with Lessig and Creative Commons, as they ruled against Grokster, it is nonetheless an important in insightful brief. The issue of free speech is not what usually comes to mind in regards to peer-to-peer file sharing. This brief provides a multitude of examples of the legal uses of peer-to-peer file sharing, including BitTorrent, and how ruling against Grokster could impede and severely limit such uses.
In the 1999 case Sony Computer Entertainment America, Inc. v. Gamemasters, Sony sought a preliminary injunction on Gamemasters’ distribution of accessories for the Sony Playstation game console. Sony alleged that Gamemasters violated anti-circumvention regulations of the Digital Millennium Copyright Act (DMCA) as well as state and federal unfair competition laws. Gamemasters, a retail store in California, was sued for selling a game enhancing device. The court granted the injunction and essentially eliminated all sales of such devices by Gamemasters.
This external device performed two primary functions when plugged into the Playstation game console. First, the game enhancer allowed users to temporarily modify aspects of the game, similar to the Game Genie, manufactured by Galoob Toys for use on the Nintendo. Nintendo v. Galoob Toys, as decided in 1992, declared that the Game Genie was not in violation of copyright laws as it was not a derivative work of the Nintendo console and the Game Genie was a fair use of the Nintendo game system. Second, and most importantly, this game enhancer permitted players to play Playstation games sold in Japan or Europe which were intended by Sony for exclusive use on Japanese or European consoles. The game discs contain electronic check codes which are checked by the console when inserted. Discs with codes that do not match the region in which the console operated were rejected. The game enhancer overrode this protection.
By invoking the DMCA, Sony stopped the use of potential copyright and trademark violating technologies. However, critics of the DMCA noted that this decision also allowed Sony to continue its controversial business practice. Sony divided its game distribution and operations into separate international regions. By disabling games from one region to be played in another, authentic Sony Playstation games played in one part of the world suddenly became illegal versions after crossing borders. With increasing video game products offering multiplayer and global competition, these restraints pose legitimate threats for the future of fair gaming, especially online games. Such restrictions enabled Sony to protect its anti-competitive business model and possibly promote price discrimination between different areas of the world.
This essay describes what an MP3 blog is, and how record labels want to capitalize on the promotion that they provide while fighting file sharing at the same time. The essay discusses the types of copyright infringement and fair use and how they apply to MP3 blogs, as well as the factors that cause the court to view MP3 blogs more favorably than peer-to-peer networks. It discusses law suits against Napster and also by the RIAA against peer-to-peer users. The article explains what establishes liability for infringing use, and the different expansions of the Copyright Act which have been brought by copyright owners in addressing new technologies. It then discusses some of these acts and gives some examples of violators. The next section explains the defense used when copyright owners bring suits, which is fair use, and it lists and describes the four factors in deciding fair use on a case by case basis.
This essay incorporates basically every aspect of my research into why copyright holders are willing to waive certain copyright in cases such as MP3 blogs, while they continue to fight against much of new technology such as peer-to-peer services. It describes what MP3 blogs are and how they are used and different sites that can link to the unauthorized music. It shows what the copyright holder needs to look for in order to bring a suit against infringing users, and also explains how the user of the work can try to use fair use as a defense.
This is a long essay about corporate power in the music industry. The argument is that cross-ownership in the media tends to reduce competition and increases profits, in turn, forcing music production to become increasingly uniform and profit driven, and harming artistic expression. It has descriptions of corporate sponsorship, and the loss of diversity. The next section is about Clear Channel Communications, and how the consolidation takes away jobs, excludes a large variety of music, and provides listeners with a biased source of information. Next, is the analysis of a recent hit, which examines the predetermined song structure which results in homogenized music and play lists, this is called the sound of corporate music. The conclusion suggests that a number of musicians would prefer to circumvent the bureaucratic systems of the industry, and that in order to preserve the artists ability to express sometimes controversial and diverse views, that musicians and the population at large would prefer legislation that moves away from monopolies.
This article is relevant to my research in finding out why copyright holders are willing to waive some of their copyright in such cases as MP3 blogs, which often involve unauthorized downloading of copyrighted work. In the conclusion of the article, it suggests that a majority of musicians are not so upset about free downloads and many who are independently minded, support distribution systems that are not connected with the industry devotion to profit. Some artists who want to make more controversial material release it for free on the internet. It also suggests that this is a reaction to media consolidation, and provides some argument that more copyright control leads to the growth of monopolies, and the limiting of new technology and expression.
This article is written by Cary Sherman, president of the RIAA as a response to a speech by Consumer Electronics CEO Gary Shapiro in which Shapiro stated that downloading off the Web is neither illegal nor immoral. Sherman says that statement is wrong and misleading. Shapiro says that legal downloading from record companies and legitimate online music companies is fine but there is a problem with unauthorized downloading of copyrighted material, and sites Title 17 of the United States Code. Sherman writes that the fair use argument employed by Shapiro makes falsely seem as if copyright owners are against fair use, and that the fair use claim is unsupported when it comes to unauthorized use. Sherman argues against Shapiro's claim that downloading is different from taking a tangible property by writing that both owners have been deprived of something of value. Sherman refutes Shapiro's use of the first amendment and also says that companies are in fact aggressively pursuing a more flexible business model that does take advantage of new technology. Shapiro writes that the industry using technology and the internet is beside the point and that the real issue in what Shapiro is saying is that "digital stealing isn't really stealing" and the last thing we need is more polarizing rhetoric.
For my research on why copyright holders are willing to waive copyright in some instances such as MP3 blogs because the new technology has benefits in promotion, this article is a firm example of the view from the record labels about copyright law and internet uses. It is written by the president of the RIAA, Cary Sherman and gives an argument in favor of strong copyright law, and a rebuttal to a speech by the Consumer Electronics CEO Gary Shapiro in favor of weaker copyright law. It provides the viewpoint of the music industry about downloading, but it is interesting in that it does not mention anything about record companies such as Warner who at times chose to solicit certain independent blogs and will send the bloggers music with the hope that the blog will help promote the record label's artist for free.
This is a speech given by Gary Shapiro, the President and CEO of the Consumer Electronics Association about growing tension between copyright owners and new technology. Shapiro speaks about how new reproduction technology and transmission technology has increased the fears of the music and motion picture industries. He draws parallels to new technology in the past such as the VCR, and CD and cassette recording. Today with mass availability of copies of music and movies, the content community has used congress, courts, and the media to challenge new technologies. Shapiro says that he believes that hardware and software companies have an interest in working together to see more products, and that they can misuse source protection and DVD encryption to sell more products while limiting new technologies. Shapiro says that lawsuits have shut down file -sharing services, threaten peer-to-peer networks, challegenged as illegal devices which allow consumers to skip commercials, and has subpoenaed ISPs to identify downloading subscribers. Congress has introduced legislation that will require technology to be shaped by a government-mandated copy protection system. Shapiro comments on the language used by Hollywood and the music industry using words like "piracy" and "stealing" to describe downloading. Shapiro asserts that downloading is neither illegal nor immoral. He says that downloading is not taking away a copy of the product from someone, and in some cases helps promotion. His principles for policymakers to follow ask that a very high amount of evidence be found before restricting technology.
For my research on MP3 blogs and why copyright holders are willing to waive some of their copyrights and allow the blogs to post their music this speech shows a view which is far to the fair-use and weak copyright law. It is clear support for allowing the new technologies and the internet to be created and exist, and for there to be significant evidence of a negative effect on the copyright holder before the technology is restricted. The key line by Shapiro for my project is when he submits that downloading off the Web is neither illegal nor immoral. He sites fair use as being given on a case by case basis and that in many cases of downloading the use has "been shown to be neutral or beneficial to the copyright owners, and have either been tolerated or accepted as fair use." He also discusses how downloading can even lead to further sales, when people buy the whole CD from the song he or she heard on the internet.
In Chapter 5 of Free Culture, Lawrence Lessig lays out anecdotes and archetypes of all manner of piracy. The duplication of copyrighted CDs and DVDs in foreign markets is touched upon, but one of the main salient points is his defense of Peer-to-Peer file sharing networks, the groundbreaking networks and servers which made Section 512 absolutely necessary and the rulings on which still protect YouTube from harm.
One of Lessig’s major talking points is his attribution of the four archetypal uses of P2P networking: stealing music, sampling music before buying, access to abandonware or other copyrighted content that is no longer available by traditional means, and those who search for content that has no copyright or a Creative Commons license and is meant to be shared.
This is a highly utopian view of both P2P networking and the internet, but at the very least interesting to consider. Lessig goes on to discuss drops in CD sales and later Jack Valenti’s ridiculous claims about VCRs as “tapeworms,” just waiting to drive the industry down. If anything, the VCR and file-sharing networks both paved the way for the kind of content generation and also server networks that my final project will use and draw attention to.
The Digital Media Consumers’ Rights Act of 2005 proposes greater care taken by the music industry in letting consumers know the types of digital rights management included on compact discs that they buy. It mentions increasing consumer dissatisfaction with current DRM practices, as well as general confusion by the mass public about the majority of new innovations in DRM technology, many of which are implemented without consumer’s knowledge.
It finds most discs to be inadequately labeled with copy-protection warnings, and assures that it is deemed deceptive and unlawful for compact discs to be sold with inaccurate advertising of their digital copyright restrictions. In this case, certain discs with copy protection must be clearly labeled that they are not, in fact, regular audio compact discs and that they may not be able to be played in some devices capable of playing compact discs.
This law can only serve as support for the anti-DRM movement, which would find it even easier to warn people about DRM if items such as this were clearly labeled. This is legislation concerning a number of digital restrictions that already exist in other formats, but are being brought to light more because of a lack of implementation of these technologies at their outset.
"Piracy battle a global one, Shiner tells AFM attendees." Hollywood Reporter -- Internaional (2005) Vol. 391 Issue 37, p96-96, 1/3p
This article from the Hollywood Reporter describes the message given y Josette Sheeran Shiner on behalf of the US Secretary of State at the American Federation of Musicians. Shiner states that international intellectual property protection is important for everyone, not just studios in Hollywood. Shiner states that the problem of intellectual piracy is rampant in the world in nearly all sectors, not just entertainment.
Shiner credits the MPA for its work protecting film products, but she states that the problem is much broader than the ‘audiovisual sector.’ The same problem that exists with intellectual piracy in film also exists with “manufactured good from baby foods to automobile parts,” Shiner states, highlighting the need for better protection. In attempts to strengthen protection of US goods, the United States has joined APAC and the G8 with hopes of timely positive results.
As countries develop protection against piracy, Shiner claims that they tend to strengthen their own investment and brand names as well. Shiner refers to China as a region in which positive progress has been made to protect intellectual property with encouraging results.
This article points to the fact that countries that better protect intellectual property, better protect their own property, and in turn help cultivate it. Intellectual property theft is extremely common in China and as steps are taken to protect rights, brands and exports are cultivated and delivered to the rest of the world. Piracy in China has greatly hurt the Chinese film industry however, as law enforcement of intellectual property improves, the cultivation of film improves.
American cinema benefits from this through distribution and potential value for American remakes of movies. Few mainland Chinese movies are released in America due to the lack of quality from extensive piracy. However, once practices change, both China and the United State can greatly benefit from better product production, distribution, and authorized adaptation.
This section of US Copyright law outlines violations of copyright-managed systems, such as bypassing digital rights management and producing a copy of a video in another format. This makes it illegal for consumers to bypass encryption that restricts content, for instance, to one device for purposes of moving the same content to another. The law also includes information on the Librarian of Congress’ selection of a class of bypassable works, exemption for educational institutions, and what construes technological violation of copyright encryption.
Section 1201 also states that no outstanding violations of this section will hinder a defendant’s fair use argument.
This section of US Copyright law is particularly salient as in order to create my project, I will be bypassing both DVD encryption codes and any DRM embedded into the music used for the piece.
These are both clear violations of Section 1201. However, were my project ever to come under copyright scrutiny, I would hope to find protection under this violation being carried out within an academic institution, for purposes of parody, and creating a transformative video which falls neatly under fair use exemption.
This is also important because for the vast majority of videos on YouTube that contain copyrighted content owned by major corporations, that content has been captured from a source which implemented digital rights management, and thus the uploaders have infringed upon Section 1201.
This is a copy of the lawsuit Universal filed against MySpace on November 17, 2006, in the United States District Court of Central California. In the suit, Universal claims that MySpace is guilty of copyright infringement. Universal claims that the songs and music videos shown on MySpace are done so illegally and without permission from copyright holders. Universal uses Jay-Z as an example in their case against MySpace, saying that songs from his new CD, "Kingdom Come", are available on MySpace even though, at the time the suit was filed, the record had not been released. Universal says that MySpace is well aware of the copyright laws that it is breaking and continues to support the "user-stolen"content distributed on the site. They also say that MySpace knows that they don't have a liscense from the copyright holders of the songs and videos it distributes. The proof, says Universal, lies in the agreement each MySpace user makes with the site that gives MySpace control over what can be done with the content. Universal says that MySpace knows that these are not the real copyright holders, and yet continues to show infringing content without permission.
This case is extremely relevant to the YouTube copyright discussion. First off, it could convince MySpace and other similar sites to follow YouTube's lead and strike revenue sharing deals with major studios. The YouTube business model would then be seen as a blue print for similar companies, and this in turn would help shield YouTube and other sites from future lawsuits. However, this case could end up hurting YouTube. Universal claims that since MySpace edits and posts much of the content on the site, they are knowingly infringing upon the copyrights of the videos and songs available on their site. Although YouTube's users do much of the posting and editing, YouTube itself still edits user content. If the courts buy Universal's arguments, YouTube could be in grave danger of future lawsuits.
This is a news item, which discusses a list of four exceptions provided by the Library of Congress, which may be legal ways to circumvent the arm of the DMCA (Digital Millennium Copyright Act) and allow limited impunity to bypass some forms of copy protection. In relation to the theme of Video Game Copyright law, it is perhaps not a hugely relevant list of exceptions, but it does effectively illustrate that there is somewhat of a gray area in the Emulator/ROM issue.
The exceptions themselves include Internet filtering lists, programs protected by a dongle (any type of hardware device which is necessary for activation), programs in obsolete formats, and ebooks, which do not contain accessible features for disabled people. While this type of “legal” circumvention of DRM measures does not create the huge impact for those who wish to see copyright restrictions loosened, it may possibly have rejuvenated the emulator debate among its proponents. The vast majority of the emulators that exist in downloadable formats on many Internet sites are made from older video game consoles that have been long out of production. The ROMs that the emulators run are ripped from games that are likely older than a great portion of those who download them. It is this very argument through which many form the moral justification to download and play these ROMs. Such an idea could even be expanded into one about the promotion of arts and sciences, or the cultural benefit of generations too young to immerse themselves in the classic games.
The article uses the short reach of these exceptions as a way to illustrate the need for more rights to be given. The author makes the point that the Library of Congress has found itself in the unique position of being able to “poke the law” and get the attention of the Government and bring these issues into light. Being from a technology-oriented site, the article is clearly in favor of loosening restrictions. However, it is not so much a call to arms as it is a reporting of the exceptions themselves as they were released. The author’s point of view is apparent and he uses the news to bring up the questions about its possible impact on the emulation debate. There is perhaps no issue that is of more importance to the subject of Video Game Copyright than this. It is through this debate that the future of the industry will transform.
Sony, because of its extensive activity in the courtrooms has garnered somewhat of a reputation for being DRM fanatics. However, when this rumor began to spread, it created an intense wave of negative backlash to Sony and perhaps to the DRM argument itself. The rumor in question was that the Playstation 3 console would have a technology that would leave a type of electronic signature on each new game disc that was placed in the machine. From that point on, the game disc would be playable on that machine and only that machine. The implications of that would have been enormous. People would not be able to loan games to their friends. Rental outlets would not be able to carry Playstation 3 games. If one were in a situation where the console needed to be replaced, that person’s entire library of games would be unplayable. And it would be the complete elimination of the used game market.
Fortunately for consumers, and Sony itself, “rumor” is exactly what it was. Sony recently made it very public that the rumor was not true. Perhaps it was a competitor who started this since interest in the Playstation 3 seemed to drop for a time due to the backlash. However, the patent for the supposed technology itself does indeed exist. It would not exist if there were not a desire by some to incorporate it. It is no secret that Game Makers have been attempting to exercise control of not only the intellectual property aspect of their software, but also its physical format. If the other video game consoles also adopted these measures, you would more than likely see alternatives such as acquisition of the games as downloads through their respective online features. Perhaps such a measure would have been tempting to Game Makers who saw the benefits of phasing out physical copies of their games as a way to cut production costs and maintain tighter control over its distribution. Cases involving the reverse-engineered production of Emulators were ruled as a fair use because the physical extraction of the object code stimulated activity for the public good. To be aware of how easily their work can be infringed (in their eyes anyhow), there is no denying that this is the ideal direction in which the industry would like to lead. It would be their proverbial check against the blows that have been dealt to them in unsuccessful litigation.
This is a short news item about the DMCA (Digital Millennium Copyright Act) backlash against modification or “mod” chips. Any relatively recent console system has embedded unto it, a DRM (Digital Rights Management) chip, which prevents pirated or counterfeit copies to played on the system. A mod chip is essentially a chip designed to replace that DRM chip that will in turn allow the user play out of region copies of games and consequently, counterfeit copies.
This particular item focuses on a Hong Kong-based online software store. The crackdown on the mod chips which the site sells, seem to have been legally strong-armed by joint lawsuit filed by Microsoft, Sony, and Nintendo. The article serves to illustrate how DMCA-like measures are occurring not just in the United States, but also around the world. The author quickly relates the aforementioned lawsuit to the renewed vigor of the Video Game Industry to stem piracy in the aftermath of the DMCA. It also effectively puts into perspective the point of view of the industry, which sells heavily equipped hardware at a loss, which is ideally made up in software sales. The effect of piracy is not a mere nuisance but something that insidiously chips away at the infrastructure of its very business model.
It is the somewhat personalized perspective of this article brings which makes it applicable to the predominant theme of the copyright issues pertaining to video games. While viewed in the context of a research item, it is limited in the amount of information it gives and is more in the area of food for thought. However, it is a piece through which perspective is gained. In this case in the near peril of the site Lik-Sang.com, which at one time was one of the world’s leading distributors of mod chips. Its struggle against the so-called “Goliaths” of video games was one that showed how these measures affected the supposed “pirates” which they had gained the reputation of being. Suddenly, the anonymous pirates and counterfeiters seem more anthropomorphic. The article makes reference to a similar lawsuit brought about by Sony against a retailer in Australia that was ruled in favor of the retailer. This contrast effectively illustrates a primary point in the whole debate in regards to the inability for international law to come to any consensus. International law is very disparate as far as the acceptance of the devices. In light of that, anything that sheds light on the global aspect of the mod chip crackdown is a ripe subject in terms of video game copyright.
This is a journal article, which is a comprehensive look at the Video Game Emulation debate. Its layout is filled with loads of historical facts and analyzes the nuances of the debate in several chapters according to each aspect. In spite of the heavy loaded nature and its plethora of facts and technical data, it does all of this to arrive at a conclusion regarding the suggestions of the authors towards finding an amicable way to solve the legal disputes surrounding copyright infringement.
Its argument is not established early on in the article, but it lays the groundwork for it by setting the debate itself into context. It begins by explaining exactly why there is a need in the first place for the emulators and how the emergence of these have only been magnified by the rise of the Internet and peer-to-peer networking. Then it devotes some chapters to examining the methodology and technical data that brought the emulators about. The economic ramifications are also discussed, at which point the direction moves towards the points of views of both sides of the debate. Several cases are cited examining the potential legality or illegality of the practice. Finally, it arrives at its conclusion, which gives the authors’ strategy for issues.
The argument given is quite adamantly against an RIAA (Recording Industry Association of America) type of attempt at simply eliminating the emulation community through endless litigation and bullying tactics. It also makes the case that Game Makers should embrace emulators by recognizing the consumer need and actually meeting that need themselves instead of persecuting the individuals from the outside who have taken the initiative to do it for them. Moreover, the claim is made that customer loyalty would be recaptured. The support of backwards compatibility among gaming consoles is another major suggestion placating consumer ennui and possibly extending the longevity of the product itself. A plethora of statistics is also given to solidify its points.
So what does all of this have to do with Copyright Law, specifically related Video Games? Much of it does, and much of it is technical data and statistics that is, perhaps inconsequential to the legal debate itself. Ultimately, the article serves as a well-researched cornucopia of information about the subject. The overarching theme of this is how legality is either upheld or circumvented in the industry. Piracy and copyright law go hand in hand. The arguments made by the authors are conventional ones, views more than likely anyone outside of a Game Developer’s office would hold. However, its methodology is very precise. It cites information in a very unbiased way and allows the reader to make up his/her own minds. This results in a very different experience for individual readers, yet at the same time brings the debate into the frame of mind that it wants. While probably more fact and data-oriented than the casual reader may care to stand, it accomplishes what it sets out to do in a very efficient way.
The important precedent set in this case was the fair use judgment involving the disassembly of copyrighted object code. According to the Judge J. Reinhart, “Where there is good reason for studying or examining the unprotected aspects of a copyrighted computer program, disassembly for purposes of such study or examination constitutes a fair use.” This decision essentially gave a validated legal existence to Emulators as well as the right to distribute them. This specifically refers to the Emulators themselves, which were created by reverse-engineered object code of the hardware of the original video game consoles. The ROMs used to play on the Emulators however, remain illegal to distribute even to this day under the DMCA (Digital Millennium Copyright Act.) However as established in other landmark fair use cases such as Sony Corp. of America v. Universal City Studios, Inc. simply providing the means to an infringing activity does not constitute an infringement itself. It is this method of argument that the Judgment seems to draw its endowment. The aim of stimulating activity for the public good qualifies object code as a fair use.
It is this very judgment from which the very crux of the pro-emulation side draws its argument. Even after the implementation of the DMCA, a person who is able to establish him/herself as a developer or an associate of one is legally permitted to create backups of game software based on the premise that they are extracting the code for either educational purposes or for providing the basis for an entirely new work. This is a very important concept in relation to Video Game Copyright Issues because serves as a prime example of what one is able to physically extract from products they pay for and own. To know that what transformative works may have resulted from that extraction is protected is key to understanding the intricacies of the emulation debate. That debate may pave the road for the future of the industry itself.
Davidson & Association (better known as Blizzard) are a software company who have developed many popular PC Video Games (Diablo, Starcraft, Warcraft, World of Warcraft.) Blizzard provides means for game players to play against one another through a specialized server whom authorized purchasers of their games are provided. This access is carefully safeguarded through a process involving an End User License Agreement (EULA) and a Terms of Use Agreement (TOU). These agreements are prompted to users before installation and applicable to this case, they strictly prohibit reverse engineering of any kind with their software.
This brings us to the defendants, Internet Gateway. In spite of these agreements, they reverse-engineered Blizzard software to create a type of emulator called the Bnetd Project, which was a namesake nod to “Battle.net,” the name of Blizzard’s server. The Bnetd software allowed users to run the online features of official Blizzard software on servers that they created themselves, in essence, bypassing Battle.net. The fair use defense of Bnetd failed even on the merits of its own arguments. What perhaps was its main defense was that Bnetd still required the official Blizzard software to operate. It may have been an argument on the possible lack of effects it would have on the market, but at the same time, it allowed potential pirated copies to enjoy benefits that would have otherwise remained exclusive to paying customers. The onus was on them to demonstrate how their software could provide legitimate non-infringing uses.
Indeed the law agrees that simply providing the means to commit infringement does not constitute infringement itself. However, no other use could be justified seeing as Bnetd existed only for the single purpose of infringing on the Blizzard licensing agreements. The standards for finding a fair use simply did not apply in this instance. The significance of this case is its demonstration of the power of the EULA and TOU. The court did uphold them as valid enforceable contracts and even went so far as to point out that Blizzard had placed the agreements on the outside packaging of the software, which also guaranteed a full refund within 30 days if the purchaser did not wish to comply.
In relation to the overall scope of Video Game Copyright Issues, you begin to see with this case where the old loopholes loose their luster when put to applicable standards which force infringing parties to reveal the underlying motive behind what they do. It may not necessarily be nefarious, but the ambiguity of copyright law was designed to create an atmosphere of innovation and creativity. If you are being honest with yourself and find that your motives are not quite so altruistic, then the concession may need to be on your part.
JS&A’s method of argument was that the device allowed users to create backups of the cartridges they owned for protection against “mechanical or electrical failure.” But given the massive library of games that already existed for the Atari 2600 system at that point, the Court did not find any other relevant non-infringing uses for it. JS&A’s other argument was that the Prom Blaster was intended to copy games sold exclusively by JS&A themselves. The Court found that argument weak since they only manufactured nine games and given the cost of the machine, it would not constitute any logical decision to do such. The burden on JS&A was rather light especially considering it came in the aftermath of the Sony Corp. of America v. Universal City Studios, Inc. case which demonstrated that if the device could justify any legitimate non-infringing uses, it could be within the scope of fair use. JS&A’s device could not reap any such uses. It’s failure to do so left the Court with little choice but to issue a preliminary injunction enjoining JS&A from selling, manufacturing, and distributing the Prom Blaster.
There have been many such devices as the Prom Blaster developed for many subsequent game consoles over the following years. But it was not until the rise of the Internet did the practice of emulation really start to make any serious kind of detrimental impact to the industry. When all one needs is a computer and Internet connection to acquire an emulator of a game console and download an entire library of games, this became a danger to them in an exponentially greater way that JS&A could compare. Unlike physical counterfeit copies, this could lead to a form of piracy where the supposed loss and damages would be inestimable. That perhaps is why the JS&A decision is so important to the issue of Video Game copyright. There had been cases regarding software programming codes, but this was the first one to specifically call video games to the forefront to be judged in its own merit of being a protected work of artistic expression.
After giving this overview, which shows how often the United States has tried to influence the IPR regimes of the four BRIC countries, the article delves into a section entitled, “Coercion as an Ineffective Strategy in Promoting Intellectual Property Protection in the BRIC Countries.” This section is long and detailed with many examples of statistics showing how the United States has not achieved its goals through means of coercion. The article explicitly gives statistics for each country. The culmination of this large number of statistics is to show that not only does coercion not necessarily work, it can often be detrimental to the original goal. Examples of poor results are given for China and India.
The final section of this article argues that unilateral initiatives are an understudied method of strengthening IPR regimes in the BRIC countries. Unilateral initiatives are defined as “a voluntary conciliatory action presented by one party to the benefit of the other.” Examples of unilateral initiatives that have been successful are then given.
This article is plainly written with an obvious objective: to endorse unilateral initiatives as opposed to coercion as a way of reforming IPR in the BRIC countries. This method of change is supportive of a gradual change in the IPR regime in China as it does not expect immediate results and therefore, presents an effective means of carrying through with the project's thesis, which is always an important consideration when proposing an argument.
The article poses an initial answer to these questions by citing empirical studies that suggest developing countries develop best with weak IPR regimes and that only as these countries become more developed should they enforce stricter regimes. Examples of countries that have enacted stronger IPR regimes as their economies developed are East Asian counties including Korea, Japan, and Taiwan, and notably the United States. Yet, what the empirical evidence lacks, according to this article, is a timetable for deciding when a country is developed enough to implement a strong IPR regime. To understand the situation further, the article turns to a study of Microsoft software in China.
In this study, the article first gives an overview explaining how prevalent piracy is in China. The article then shows that despite this piracy, Microsoft has entered the Chinese market with great difficulties. Piracy of Microsoft products subsequently increased and contrary to logic, this led Microsoft to further invest in China in an attempt to promote legal usage of Microsoft products. This further investment was presumably because Microsoft sees China as the largest potential market in the world.
This study then shows that, contrary to some scholars’ beliefs, a weak IPR regime can lead to an increased investment in developing countries. However, this is counterbalanced by the belief that an investment of high-tech products does not allow the developing country to discover its own technologies/products/ideas.
This article, although slightly redundant with other sources, is crucial to backing the project's thesis that developing countries and especially China are best advised to take a gradual approach to implementing strong IPR regimes. The article also fully supports the argument that China is best suited to a gradual increase in its IPR protection in that the article presents a case study showing that foreign investment in China will still occur despite its weaker IPR protection than developed nations.
Call#: Van Pelt Library KNQ1155 .M47 2005
This book is essential for any study of intellectual property rights or copyright in modern China. Because it is one of few books devoted entirely to this subject, The Politics of Piracy provides the reader with an indispensable source of information and a unique thesis on the problem of piracy in the People’s Republic of China. The book’s thesis is as follows: “The direction of external pressure and the characteristics of the institutions it is designed to change are crucial to understanding the effects of foreign pressure on policy enforcement outcomes.”
As can be seen by this sentence, which merely states Mertha’s hypothesis, the book can, at times, be difficult to read. The writing does not flow as smoothly as it could but this reflects some of the harder concepts that Mertha tries to tackle. To defend his thesis, Mertha mainly uses empirical case studies as opposed to broad statistical evidence, presumably because statistical evidence on piracy in China is fraught with a great deal of unreliability.
One of the best aspects of this book is that it devotes an entire chapter to each type of intellectual property: patents, copyrights, and trademarks. Because most books on IPRs deal with multiple developing economies, they tend to lump all IPRs together. This book treats each IPR as its own entity and explores their problems and possible solutions with the attention they require.
It must be stated that this book treats IPRs in China from an obvious etic perspective and argues that most reform in China’s IPR protection comes from foreign, usually United States, pressure. Mertha believes that this is a good and effective method for bringing China’s IPR standards into compliance with Western standards. However, one of the strengths of Mertha’s book, the penultimate chapter, discusses problems with his thesis and his approach to the subject. As a consequence, this book is very valuable to the topic of intellectual property rights in China despite its sometimes difficult prose.
The value of this book in relation to my thesis is that the book illustrates one aspect of the relationship between China and the US. This book shows that by pressuring China, the United States has achieved higher standards of IPR protection. To my thesis, this suggests that as China has become more important economically, it has also become more important regarding IPR. This importance proves a correlation between the strength of the economy and the strength of IPRs that goes well toward advancing the argument for China's gradual improvement of IPRs.
The Online Journal asked Fritz Attaway, a senior executive with the Motion Picture Association of America, to debate the issue over email with Wendy Seltzer, a law professor who specializes in intellectual property and First Amendment issues. Their exchange is below.
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But, as we all know, these numbers regarding China are completely bogus anyways. Because most MPAA member movies can't be sold in China so they have no loss. China only allows 20 foreign films to be imported each year, and usually 14 - 16 of these are from MPAA members. So what the MPA is talking about in this report isn't "profits lost to pirates in China" but "profits lost to closed markets in China".


