Browse data: Studies
From Copyright EVIDENCE
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- Studies (908)
Studies > Year :
2003 or
2005
& Discipline :
D47: Market Design or
H00: General or
L82: Entertainment • Media or
L86: Information and Internet Services • Computer Software
& Evidence Based Policies:
D. Licensing and Business models (collecting societies; meta data; exchanges/hubs; windowing; crossborder availability)
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Aghion and Tirole (1994) (1) ·
Banerjee (2003) (1) ·
Besen and Kirby (1989) (1) ·
Bhattacharjee, Gopal and Sanders (2003) (1) ·
Bitzer (2004) (1) ·
Bitzer and Shroeder (2005) (1) ·
Gopal and Sanders (1997) (1) ·
Gopal and Sanders (2000) (1) ·
Gowers (2006) (1) ·
Hui (2003) (1) ·
Katz and Shapiro (1985) (1) ·
Landes and Posner (1989) (1) ·
Lerner and Tirole (2002) (1) ·
Sundararajan (2004) (1) ·
Takeyama (1994) (1) ·
Yoon (2001) (1) ·
Zentner (2003) (1)
Correlation and Association (1) ·
Descriptive statistics (counting; means reporting; cross-tabulation) (1) ·
Legal Analysis (1) ·
Multivariate Statistics (1) ·
Quantitative Analysis Methods (3) ·
Quantitative content analysis (e.g. text or data mining) (2) ·
Regression Analysis (2) ·
Structural Equation Modeling (1)
Argentina (1) ·
Australia (1) ·
Brazil (1) ·
Canada (1) ·
Chile (1) ·
Colombia (1) ·
Czech Republic (1) ·
European Union (1) ·
Finland (2) ·
France (1) ·
Greece (1) ·
Hong Kong (1) ·
Hungary (1) ·
India (1) ·
Indonesia (1) ·
Ireland (1) ·
Israel (1) ·
Japan (1) ·
Malaysia (1) ·
New Zealand (1) ·
Norway (1) ·
Poland (1) ·
Portugal (1) ·
Singapore (1) ·
Sweden (1) ·
The Netherlands (1) ·
United Kingdom (1) ·
United States (4) ·
Venezuela (1)
1. Relationship between protection (subject matter/term/scope) and supply/economic development/growth/welfare (4) ·
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) (2)
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