Archive for the 'policy' Category

Derek Slater on P2P summit

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For the fifth time within two months I’m finding myself back in Cambridge, Mass. You can’t imagine how much I love this place. There are many reasons why I think Cambridge is among the most exciting and inspiring places to be. One reason, of course, are the many wonderful friends and colleagues that have been working and living here. Take as one prominent example my brilliant colleague Derek Slater, Fellow at the Berkman Cente and EFF affiliate with whom I had the pleasure to work on a couple of projects. He has just posted two interesting podcasts on his blog. In the first piece, Derek reports about the P2P litigation summit he participated in, arguing that we have to learn more about – and from! – the stories of the people that got sued by the recording industry. In the second podcast, Derek provides a big-picture analysis of possible (technological, business, and policy) approaches to the file-sharing problem. In essence, he makes a strong case why policy-makers should not take drastic measures (such as, e.g., compulsory licensing systems or, as the worst-case scenario, mandatory DRM schemes) to address the current digital media crises. Rather, policy-makers may be well advised to trust in the evolutionary power of market mechanisms on the one hand (emerging business models, in fact, might address the problem) and to focus on the reform of the DMCA and certain procedural protection measures on the other hand.

Consumer’s Perspective on DRM

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Natali Helberger, Institute for Information Law, University of Amsterdam, has written yet another good piece on Digital Rights Management from a Consumer’s Perspective.

State of Play III: Pre-Conf Thoughts

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Back at the Berkman Center, I’ve been preparing for State of Play III, where I will be participating in a workshop entitled “Building the Metaverse: The Role of Property, Intellectual Property and Commerce.” It turns out that the workshop agenda, circulated in the last-minute, develops in a different direction than I expected, but anyway, here are some pre-conference thoughts (thanks to my friend and colleague James Thurman for research assistance):

1. Virtual worlds were originally considered to be communities of fantasy, but today equally constitute communities of interest, relationship, and transactions. Indeed, virtual worlds have developed their own economies with production, assets, and trade activities comparable to national economies in the offline world. At the core of virtual economies are marketplaces for virtual world goods, where citizens/users are increasingly engaged in creating, providing, and demanding digital items. Depending on the virtual world, between 20% and 70% of citizens/users are estimated to be engaged in smaller and larger transactions of this sort.

2. The first online games that provided an immersive experience and created a persistent environment as is now characteristic for virtual worlds debuted in the second half of the 1990s. It is noteworthy that first-generation virtual worlds such as Meridian 59 already enabled transactions—besides being based on killing and adventuring. However, transactions in this stage of technological evolution were rather simple and straightforward: Avatars had the ability to deal with computer-commanded merchants who bought and sold virtual items. Those items could then be further traded between avatars within the game.

3. More recently designed social virtual spaces are centered around creation, development, exploration, and engaging in transactions as opposed to simple “hack and slash” or playing out an overall adventure or storyline. EVE Online, for instance, enables users not only to buy and sell virtual items, but also to create and operate virtual businesses, to manufacture digital items, provide services, etc. In second-generation virtual worlds, in-game transactions have both increased in importance as well as gained in complexity. In addition, the locus of the marketplace on which digital items are traded has blurred: In many cases, large-scale in-game trades simultaneously take place with economically significant trades over platforms such as ItemBay or eBay.

4. The increased participation of users in the creation of virtual world items in second-generation worlds marks the transition from a hierarchical and centralized paradigm of production to a decentralized mode of peer-production of virtual worlds. In emerging third-generation virtual worlds such as Second Life, users are no longer engaged in the production and trade of particular virtual items aimed at eliminating scarcity in the economic sense, but become co-creators of the virtual world as such. Against this backdrop, transactions in virtual items are not only of economic relevance, but will increasingly become “part of the game” in the (different) sense that they are constitutive elements of virtual worlds.

5. Each of the three stages of market evolution as outlined above is associated with a distinct set of legal/regulatory problems and governance challenges. In first-generation games, the complexity of such problems is fairly limited due to the limited number of transactions and types of transaction that constitute the in-world marketplace. Governance problems in this phase may include phenomena such as digital looting or cheating. Second-generation virtual worlds, by contrast, increase the level of complexity of transactions dramatically by enabling users to become more creative and more interactive. As a consequence, virtual worlds of this generation are facing a series of legal/regulatory challenges, ranging from the question of ownership of digital property to disputes between market participants or fraud. In third-generation virtual worlds, these governance issues get even more important and complex due to ubiquitous creation and exchange of digital items as building blocks of the virtual world. The associated re-allocation of the roles of platform providers on the one hand and users on the other hand may ultimately result in many-faceted tussles over control, both vertically (between platform providers and users) and horizontally (between users and/or group of users.)

6. A tentative and non-comprehensive analysis of the governance regimes of several online worlds across the three generations suggests that the regulatory problems and challenges mentioned above have mainly been addressed by using two modes of regulation: Code and law. (NB: It appears that alternative regulatory mechanisms such as reputation systems prove less successful in this part of cyberspace than in others.) Code, of course, seems to be the first choice to regulate behavior on the marketplaces of virtual worlds. However, an initial analysis suggests that code, in this particular case, has much more an enabling function than a constraining function based on users’ demand to be able to do more things (including transactions) in virtual worlds. Further, code is limited to in-game regulation. Where problems occur at the intersection of virtual worlds and other worlds, code-based regulation seems to be much less effective. Finally, code can be and has been circumvented.

7. Law as a mode of regulation has mainly been applied in form of End User Licensing Agreements (EULAs) and Terms of Service (ToS). Most of the first-generation-virtual-worlds EULAs, as far as we can see, have not set forth specific governance regimes aimed at regulating transactions; rather, they look similar to general software licenses. Given the characteristics of these transactions and the low conflict potential at the early stage of development, this does not come as a surprise. The EULAs of second-generation virtual worlds commonly address (if not necessarily resolve) some of the conflicts outline above. The question of content ownership and copyright as the basis for virtual commercial transactions has got a fair amount of attention in EULAs. Overall, a notable feature of many second-generation EULAs is that they seek to establish control and possession over all of the content which appears upon their platforms. Further, many of the EULAs or ToS contain provisions which explicitly restrict the real world sale of digital items or avatars. However, it does not appear that such activities have ceased concerning those games which prohibit them. Some EULAs of second-generation virtual worlds also contain provisions aimed at regulating users’ behavior on in-game marketplaces, e.g. by establishing rules against trade scams or other forms of abuse. Finally, EULAs and rules of conduct, respectively, of some virtual worlds contain provision regarding trade disputes between users and corresponding disclaimers of liability. The EULAs of emerging third-generation virtual worlds—most prominently Second Life—tend to establish a less restrictive ownership regime, i.e., recognizing that players have copyrights in their virtual creations whenever applicable. (The potential problems associated with such an approach have been discussed elsewhere.) In other respects, EULAs of third-generation worlds appear to be similar to governance regimes of second-generation virtual worlds.

8. A high-level analysis of selected EULAs and ToS’s of three generations of virtual worlds suggests that sophisticated regimes aimed at regulating digital transactions (in the broad sense of the term) have not yet emerged. It appears that EULAs and ToS of contemporary virtual worlds are eclectically dealing with questions of ownership/copyright, while paying less attention to the regulation of other important aspects of the marketplace—despite indication that some form of regulation might be (or become) necessary due to in-world market failures. Further, the analysis suggests that virtual world governance regimes, as far as they have developed and as far as transactions are concerned, are largely replicating traditional institutional arrangements of the offline world. In this regard, one can not yet observe large-scale experiments with alternative governance approaches to market regulation.

9. It remains an open question as to what extent those second-generation virtual worlds in which transactions and markets play an increasingly important role will need, over time, a more advanced approach to governance in order both to organize and protect markets. A more comprehensive framework would probably also include some form of contract law, consumer protection laws, and rules ensuring competition on virtual markets. Even more interesting is the question of whether currently available institutional frameworks—such as rules and enforcement arrangements as established by contract or corporate law, for instance—are appropriate to deal with the potential challenges that emerge in peer-produced third-generation virtual worlds. Further, current governance regimes as established, in part, by EULAs and ToS’s still have a strong vertical orientation, heavily focusing on the interactions and transactions between users and platform providers. Complementary “horizontal” and peer-oriented governance approaches, by contrast, have not gained much visibility, although precursors exist (e.g. in form of new digital institutions such as in-world laws drafted and enacted by users as in the case of A Tale in the Desert.)

10. The analysis of existing and emerging governance regimes—here focusing on transaction frameworks—suggests that we are only at the very beginning of the often quoted competition among governance regimes of virtual worlds. Whether competing governance systems also emerge between virtual worlds on the one hand and the real world on the other, depends increasingly on the creativity of virtual citizens in peer-designing their own innovative governance regimes as we move from centralized to decentralized virtual worlds.

Commission unveils plans for European digital libraries

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Last week, the European Commission unveiled its strategy to make Europe’s written and audiovisual heritage available on the Internet. From the press release:

Turning Europe’s historic and cultural heritage into digital content will make it usable for European citizens for their studies, work or leisure and will give innovators, artists and entrepreneurs the raw material that they need. The Commission proposes a concerted drive by EU Member States to digitise, preserve, and make this heritage available to all. It presents a first set of actions at European level and invites comments on a series of issues in an online consultation (deadline for replies 20 January 2006). The replies will feed into a proposal for a Recommendation on digitisation and digital preservation, to be presented in June 2006.

Update on Revision of Swiss Copyright Act

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An update in English on the current revision of the Swiss Copyright Act is available here. It does not come as a surprise that the anti-circumvention provisions as well as the proposed levy on CD and DVD burners are contested. Note that iTunes – recently launched in Switzerland (see here and here) – is now used to call for thougher legal protection of DRM. I translated the draft anti-circumvention provisions here.

OECD Music Industry Report

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Find here a terrific report by the OECD on the digital music industry (pre-release.) The report includes, inter alia, references to Terry Fisher’s seminal book Promises to Keep as well as to the Berkman Center’s iTunes case study.

The report concludes that online music distribution will grow significantly over the next few years, will force the music industry to reconsider their business models, and will continue to pose regulatory challenges to governments. The study includes a detailed impact analysis of digital music distribution on artists, consumers, the record industry, and new intermediaries.

The OECD underlines the positive potential of digital distribution, both as a new business model and a cultural phenomenon. It’s report further concludes that Internet-based piracy may be reduced, if licensed file-sharing and new forms of superdistribution evolve.

The study, part of the OECD Project on Digital Broadband Content, is the outcome of work involving a wide range of stakeholders, including many governments. It’s among the first roadmaps exploring as to how public policy should be re-evaluated in this space.

The Berkman Center’s Digital Media Team was invited to comment on a draft version of this report. Today, we congratulate the study’s authors to a thorough multi-stakeholder analysis, written in a challenging environment.

Stay tuned.

Update: The OECD report is also featured in the latest edition of The Economist (subscription required.) See also WIRED News with reactions from IFPI.

5th Frankfurt Scientific Symposium on Scholarly Works

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Check out the program of the 5th Frankfurt Scientific Symposium, asking: “Is there any progress in alternative publishing? Problems of scholarly information economy.” The event takes place in Frankfurt on October 22 and 23, 2005. Impressive line-up of speakers. (Thanks to Sacha for the pointer.)

Declaration on Human Rights and Internet

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EDRI-gram provides an overview of the Declaration on Human Rights and the Rule of Law in the Information Society that has recently been adopted by the the Council of Europe’s Committee of Ministers (see also press release.) The author of the EDRI-gram report concludes:

“… from a digital civil rights point of view, on close reading the declaration doesn’t offer any specific new rights to internet users when it comes to privacy, freedom of speech and access to knowledge. Though these rights and freedoms are all mentioned and reaffirmed repeatedly in the declaration, they are balanced against ‘challenges’ posed by the Internet, such as violation of intellectual property rights, access to illegal and harmful content and “circumstances that lead to the adoption of measures to curtail the exercise of human rights in the Information Society in the context of law enforcement or the fight against terrorism.”

Jaszi on Public Interest Exceptions in Copyright

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Peter Jaszi has written and posted an interesting paper on Public Interest Exceptions in Copyright from a comparative and international perspective. He concludes that the “balance in copyright is threatened everywhere in the world, from the least developed countries to the major copyright exporting nations,” and suggests a research project aimed at drafting a best practice model for provisions on limitations and exceptions “that mix and match provisions from all the laws of the world.”

New Reports by Berkman’s Digital Media Project

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The Berkman Center’s Digital Media Project team has released one new and one updated report on the current state of the digital media ecosystem. One report is an update of the 2003 foundational White Paper by the Berkman Center and GartnerG2 on Copyright Law in a Post-Napster World. The updated edition includes the following:

  • Updated business model section that includes new survey data and an overview of “legitimate” P2P stores like Wippit and Weed (Chapter 2)
  • Updated and expanded analysis of legal cases and decisions relevant in the digital media space, including a brief discussion of Grokster and RIAA v. Verizon (Chapter 3)
  • Revised subsection on international enforcement issues like jurisdictional questions among nations (Chapter 3)
  • Updated section on regulatory developments like provisions related to the broadcast flag and digital radio, as well as proposed laws in the U.S. such as the INDUCE Act (Chapter 4)
  • Expanded chapter on DRM systems including new standards, challenges, and policy issues related to the use of DRM (Chapter 5)
  • Updated outlook for the future (Chapter 6)

In addition, we’ve written an International Supplement to the White Paper, which examines the transition from analog/offline to digital/online media from an international legal perspective. Here’s the abstract/overview of the Supplement:

Part One briefly discusses the basic international copyright framework and provides an overview of three sets of important copyright agreements: The Berne Convention, Agreement on Trade-Related Aspects of Intellectual Property Rights (TRIPS), and the World Intellectual Property Organization (WIPO) treaties.

Part Two discusses the copyright framework in Europe as established by the European Copyright Directive and other European Union (EU) legislation. In this context, the Supplement explores legislative and regulatory developments at the level of both the EU itself and its member states. A selection of cases from European countries illustrates the current state of “digital media law in action.”

Part Three reviews legislative and regulatory developments in the Asia/Pacific region and provides brief descriptions of the copyright laws in Australia, Singapore, Malaysia, China, Japan, and South Korea. It examines the impact of the international copyright treaties discussed in Part One. This section also provides an overview of actions taken against file-sharing Web sites and peer-to-peer (P2P) services in selected countries in the Asia/Pacific region.

Part Four summarizes the legal campaign against online piracy, provides information about legal actions taken against individual file-sharers, and briefly outlines current attempts to fight online piracy in coordinated operations across the world.

Part Five offers some conclusions about how the legal landscape is evolving in response to the challenges and opportunities posed by digital media.

Comments, as always, are most welcome.

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