Browse data: Studies
From Copyright EVIDENCE
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- Studies (908)
Studies > Year :
2005 or
2009
& Discipline :
D47: Market Design or
H00: General or
L86: Information and Internet Services • Computer Software
& Data analysis method:
Quantitative Analysis Methods
& Evidence Based Policies:
D. Licensing and Business models (collecting societies; meta data; exchanges/hubs; windowing; crossborder availability)
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Cenite, M. (1) ·
Chan, G. S. (1) ·
Helberger, N. (1) ·
Huygen, A. (1) ·
Ishida, C. (1) ·
Mustonen, M. (1) ·
Oestreicher-Singer, G. (1) ·
Peiwen, C. (1) ·
Poort, J. (1) ·
Rutten, P. (1) ·
Sundararajan, S. (1) ·
Taylor, S. A. (1) ·
Van Eijk, N. (1) ·
Waldfogel, J. (1) ·
Wallace, D. W. (1) ·
Wang, M. W. (1)
Andersen and Frenz (2007) (1) ·
Banerjee (2003) (1) ·
Bhattacharjee, Gopal and Sanders (2003) (1) ·
Blackburn (2004) (1) ·
Chua, 2007a (1) ·
Frost (2007) (1) ·
Giesler & Pohlmann, 2003 (1) ·
Gopal et al. (2004) (1) ·
Helft and Fabrikant (2007) (1) ·
Hui (2003) (1) ·
Katz and Shapiro (1985) (1) ·
Landes and Posner (1989) (1) ·
Larose and Kim (2007) (1) ·
Lerner and Tirole (2002) (1) ·
Lessig, 2004 (1) ·
Liebowitz (1985) (1) ·
Liebowitz (2006a) (1) ·
Madden & Rainie, 2005 (1) ·
Peitz and Waelbroeck (2004) (1) ·
Pennington (2006) (1) ·
Pfanner, 2008 (1) ·
Rob and Waldfogel (2006) (1) ·
Sinha and Mandel (2008) (1) ·
Sundararajan (2004) (1) ·
Taylor (2007) (1) ·
Yoon (2001) (1) ·
Zentner (2003) (1) ·
Zentner (2006) (1) ·
Zentner (2007) (1)
1. Relationship between protection (subject matter/term/scope) and supply/economic development/growth/welfare (4) ·
2. Relationship between creative process and protection - what motivates creators (e.g. attribution; control; remuneration; time allocation)? (1) ·
3. Harmony of interest assumption between authors and publishers (creators and producers/investors) (1) ·
4. Effects of protection on industry structure (e.g. oligopolies; competition; economics of superstars; business models; technology adoption) (4) ·
5. Understanding consumption/use (e.g. determinants of unlawful behaviour; user-generated content; social media) (3)
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