Browse data: Studies
From Copyright EVIDENCE
Choose a category:
- Studies (909)
Studies > Year :
2005 or
2006 or
2008 or
2010
& Data collection method :
Longitudinal Study or
Quantitative data/text mining or
Structured Interview
& Evidence Based Policies:
D. Licensing and Business models (collecting societies; meta data; exchanges/hubs; windowing; crossborder availability)
& Data industry:
Creative, arts and entertainment
Click on one or more items below to narrow your results.
Banks and Humphreys (2008) (1) ·
Gopal, Sanders, Bhattacharjee, Agrawal and Wagner (2004) (1) ·
Gopal and Sanders (2000) (1) ·
Leadbeater and Miller (2004) (1) ·
Matthews (2000) (1) ·
Shah and Tripsas (2007) (1) ·
Throsby (1982) (1) ·
Throsby (1983) (1) ·
Throsby and Hollister (2003) (1) ·
Throsby and Miller (1989) (1) ·
Throsby and Thompson (1994) (1)
L15: Information and Product Quality • Standardization and Compatibility (1) ·
L80: General (1) ·
L82: Entertainment • Media (2) ·
L8: Industry Studies: Services (1) ·
O33: Technological Change: Choices and Consequences • Diffusion Processes (1) ·
O34: Intellectual Property and Intellectual Capital (2) ·
Z1: Cultural Economics • Economic Sociology • Economic Anthropology (1) ·
Other (3) ·
None (1)
Correlation and Association (1) ·
Descriptive statistics (counting; means reporting; cross-tabulation) (1) ·
Discourse Analysis (1) ·
Qualitative Analysis Methods (1) ·
Quantitative Analysis Methods (2) ·
Quantitative content analysis (e.g. text or data mining) (2) ·
Regression Analysis (1) ·
Textual Content Analysis (2)
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) ·
4. Effects of protection on industry structure (e.g. oligopolies; competition; economics of superstars; business models; technology adoption) (2) ·
5. Understanding consumption/use (e.g. determinants of unlawful behaviour; user-generated content; social media) (3)
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