Copyright and Collective Authorship

Copyright and Collective Authorship PDF Author: Daniela Simone
Publisher: Cambridge University Press
ISBN: 1108188044
Category : Law
Languages : en
Pages :

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Book Description
As technology makes it easier for people to work together, large-scale collaboration is becoming increasingly prevalent. In this context, the question of how to determine authorship – and hence ownership - of copyright in collaborative works is an important question to which current copyright law fails to provide a coherent or consistent answer. In Copyright and Collective Authorship, Daniela Simone engages with the problem of how to determine the authorship of highly collaborative works. Employing insights from the ways in which collaborators understand and regulate issues of authorship, the book argues that a recalibration of copyright law is necessary, proposing an inclusive and contextual approach to joint authorship that is true to the legal concept of authorship but is also more aligned with creative reality.

Copyright and Collective Authorship

Copyright and Collective Authorship PDF Author: Daniela Simone
Publisher: Cambridge University Press
ISBN: 1108188044
Category : Law
Languages : en
Pages :

Get Book Here

Book Description
As technology makes it easier for people to work together, large-scale collaboration is becoming increasingly prevalent. In this context, the question of how to determine authorship – and hence ownership - of copyright in collaborative works is an important question to which current copyright law fails to provide a coherent or consistent answer. In Copyright and Collective Authorship, Daniela Simone engages with the problem of how to determine the authorship of highly collaborative works. Employing insights from the ways in which collaborators understand and regulate issues of authorship, the book argues that a recalibration of copyright law is necessary, proposing an inclusive and contextual approach to joint authorship that is true to the legal concept of authorship but is also more aligned with creative reality.

Stray Dog of Anime

Stray Dog of Anime PDF Author: B. Ruh
Publisher: Springer
ISBN: 1137437901
Category : Social Science
Languages : en
Pages : 332

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Book Description
Upon its US release in the mid 1990s, Ghost in the Shell , directed by Mamoru Oshii, quickly became one of the most popular Japanese animated films in the country. Despite this, Oshii is known as a maverick within anime: a self-proclaimed 'stray dog'. This is the first book to take an in-depth look at his major films, from Urusei Yatsura to Avalon .

Research Methods in the Social Sciences

Research Methods in the Social Sciences PDF Author: Bridget Somekh
Publisher: SAGE
ISBN: 9780761944027
Category : Reference
Languages : en
Pages : 388

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Book Description
In this book the contributors introduce all the key qualitative and quantitative research methodologies and methods and draw readers into a community of researchers engaged in reflection on the research process

Killing the Host

Killing the Host PDF Author: Michael Hudson
Publisher: Bold Type Books
ISBN: 9781568587370
Category : Economics
Languages : en
Pages : 0

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Book Description
Hudson chronicles how the financial sector has become a parasite that has taken over the brain of the US economy.

Unit Operations

Unit Operations PDF Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262261898
Category : Social Science
Languages : en
Pages : 261

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Book Description
In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.

Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon PDF Author: A. Jahn-Sudmann
Publisher: Springer
ISBN: 023058330X
Category : Social Science
Languages : en
Pages : 242

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Book Description
Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

International Handbook of Virtual Learning Environments

International Handbook of Virtual Learning Environments PDF Author: Joel Weiss
Publisher: Springer Science & Business Media
ISBN: 1402038038
Category : Education
Languages : en
Pages : 1611

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Book Description
The International Handbook of Virtual Learning Environments was developed to explore Virtual Learning Environments (VLE’s), and their relationships with digital, in real life and virtual worlds. The book is divided into four sections: Foundations of Virtual Learning Environments; Schooling, Professional Learning and Knowledge Management; Out-of-School Learning Environments; and Challenges for Virtual Learning Environments. The coverage ranges across a broad spectrum of philosophical perspectives, historical, sociological, political and educational analyses, case studies from practical and research settings, as well as several provocative "classics" originally published in other settings.

Computer Games and New Media Cultures

Computer Games and New Media Cultures PDF Author: Johannes Fromme
Publisher: Springer Science & Business Media
ISBN: 9400727771
Category : Education
Languages : en
Pages : 694

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Book Description
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Awesome Dog 5000 vs. Mayor Bossypants (Book 2)

Awesome Dog 5000 vs. Mayor Bossypants (Book 2) PDF Author: Justin Dean
Publisher: Yearling
ISBN: 0525644881
Category : Juvenile Fiction
Languages : en
Pages : 242

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Book Description
Heads up, DOG MAN lovers! Watch out, readers of BAD GUYS! Robotic dog AWESOME DOG 5000 is back in another action-packed adventure with some upgrades. . .just in time to battle a new supervillain! Time to level up the awesomeness! Ever since discovering Awesome Dog 5000, life for gamers Marty, Ralph, and Skyler has been one epic adventure! But Awesome Dog's spectacular hero work has made front page news -- and Mayor Bossypants is not happy about it. The mayor makes a plan to take down that robot dog. . . and anyone else who stands in his way. Which means Marty, Ralph, and Skyler are about to have a real-life Bossypants battle! Attention, readers! This is a wild action-comedy told through a mix of text and black-and-white illustrations, with a mystery to solve at the end. Can you handle the awesomeness? Want to replay the first adventure? Check out the first book: Awesome Dog 5000!

The Cambridge History of Science Fiction

The Cambridge History of Science Fiction PDF Author: Gerry Canavan
Publisher: Cambridge University Press
ISBN: 1316733017
Category : Literary Criticism
Languages : en
Pages :

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Book Description
The first science fiction course in the American academy was held in the early 1950s. In the sixty years since, science fiction has become a recognized and established literary genre with a significant and growing body of scholarship. The Cambridge History of Science Fiction is a landmark volume as the first authoritative history of the genre. Over forty contributors with diverse and complementary specialties present a history of science fiction across national and genre boundaries, and trace its intellectual and creative roots in the philosophical and fantastic narratives of the ancient past. Science fiction as a literary genre is the central focus of the volume, but fundamental to its story is its non-literary cultural manifestations and influence. Coverage thus includes transmedia manifestations as an integral part of the genre's history, including not only short stories and novels, but also film, art, architecture, music, comics, and interactive media.