Browse data: Studies
From Copyright EVIDENCE
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- Studies (909)
Studies > Evidence Based Policies:
D. Licensing and Business models (collecting societies; meta data; exchanges/hubs; windowing; crossborder availability)
& Data material year :
1997 to 2000 or
1998-2003 or
February 2008
& Data industry :
Cultural education or
Video game publishing
Click on one or more items below to narrow your results.
Ayris (1999) (1) ·
Banks (2002) (1) ·
Banks and Potts (2008) (1) ·
Binken and Stremersch (2009) (1) ·
Clements and Ohashi (2005) (1) ·
Corbett (2011) (1) ·
Corts and Lederman (2009) (1) ·
Gretz and Basuroy (2013) (1) ·
Lee (2001) (1) ·
Parry (1998) (1) ·
Stobo, Deazley and Anderson (2013) (1) ·
Tschang (2007) (1) ·
Vuopala (2010) (1)
D4: Market Structure and Pricing (1) ·
E3: Prices; Business Fluctuations; and Cycles (1) ·
K: Law and Economics (1) ·
L1: Market Structure; Firm Strategy; and Market Performance (1) ·
M3: Marketing and Advertising (1) ·
O32: Management of Technological Innovation and R&D (1) ·
O33: Technological Change: Choices and Consequences • Diffusion Processes (3) ·
O34: Intellectual Property and Intellectual Capital (4) ·
O38: Government Policy (2) ·
Other (4)
Case Study (2) ·
Ethnography (1) ·
Participant Observation (1) ·
Qualitative Collection Methods (3) ·
Qualitative content/text mining (1) ·
Quantitative Collection Methods (2) ·
Quantitative data/text mining (1) ·
Semi-Structured Interview (1) ·
Survey Research (qualitative; e.g. consumer preferences) (1) ·
Survey Research (quantitative; e.g. sales/income reporting) (1)
1. Relationship between protection (subject matter/term/scope) and supply/economic development/growth/welfare (3) ·
2. Relationship between creative process and protection - what motivates creators (e.g. attribution; control; remuneration; time allocation)? (2) ·
3. Harmony of interest assumption between authors and publishers (creators and producers/investors) (2) ·
4. Effects of protection on industry structure (e.g. oligopolies; competition; economics of superstars; business models; technology adoption) (3) ·
5. Understanding consumption/use (e.g. determinants of unlawful behaviour; user-generated content; social media) (1)
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