Browse data: Studies
From Copyright EVIDENCE
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- Studies (909)
Studies > Year :
1982 or
1999 or
2005 or
2021
& Government or policy study:
Yes
& Evidence Based Policies:
D. Licensing and Business models (collecting societies; meta data; exchanges/hubs; windowing; crossborder availability)
Click on one or more items below to narrow your results.
Abrahamson and Fombrun (1994) (1) ·
Atkinson Roberts (2004) (1) ·
Bovasso (1996) (1) ·
Burt (1987) (1) ·
Cap Gemini (2004) (1) ·
Garner (2005) (1) ·
Gowers (2006) (2) ·
Jones, Hesterly, and Borgatti (1997) (1) ·
Kettler and Towse (2002) (1) ·
Light (2005) (1) ·
Oheler (2004) (1) ·
Powell (1990) (1) ·
Towse (2017) (1) ·
Towse (2020) (1)
L82: Entertainment • Media (1) ·
O34: Intellectual Property and Intellectual Capital (3) ·
O38: Government Policy (2) ·
Z11: Economics of the Arts and Literature (1) ·
Z13: Economic Sociology • Economic Anthropology • Social and Economic Stratification (1) ·
Z1: Cultural Economics • Economic Sociology • Economic Anthropology (1) ·
Other (4) ·
None (1)
Case Study (1) ·
Document Research (1) ·
Ethnography (1) ·
Longitudinal Study (1) ·
Qualitative Collection Methods (3) ·
Qualitative content/text mining (2) ·
Quantitative Collection Methods (2) ·
Quantitative data/text mining (2) ·
Semi-Structured Interview (1) ·
Snowball sampling (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 (1) ·
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) (1) ·
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) (2)
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