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14 result(s) for "Software piracy History."
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Software Piracy in Research: A Moral Analysis
Researchers in virtually every discipline rely on sophisticated proprietary software for their work. However, some researchers are unable to afford the licenses and instead procure the software illegally. We discuss the prohibition of software piracy by intellectual property laws, and argue that the moral basis for the copyright law offers the possibility of cases where software piracy may be morally justified. The ethics codes that scientific institutions abide by are informed by a rule-consequentialist logic: by preserving personal rights to authored works, people able to do so will be incentivized to create. By showing that the law has this rule-consequentialist grounding, we suggest that scientists who blindly adopt their institutional ethics codes will commit themselves to accepting that software piracy could be morally justified, in some cases. We hope that this conclusion will spark debate over important tensions between ethics codes, copyright law, and the underlying moral basis for these regulations. We conclude by offering practical solutions (other than piracy) for researchers.
A comparative study of college students’ ethical perception concerning internet piracy
As the rapid development in information technology (IT), and as the ease of disseminating IT between internet users throughout the world, internet piracy is a global issue that everyone has to be concerned about as it has a significant impact on the economy. In the global IT industry, Taiwan and China play important roles in the manufacturing supply chain. Unfortunately, both Taiwan and China also have significant effect on the IT piracy. Both of them share a similar culture and speak almost same language but different living style and social values. Since many studies reported that digital piracy (i.e. illegal downloading of music) was highly prevalent among college students (Lysonski and Durvasula, J Consumer Mark 25(3):167–178, 2008 ), understanding the college students’ ethical decision process is one of important issues in internet piracy context. The purpose of this study was to examine whether there is a difference in the perception of moral intensity as well as the ethical decision process for the business students between Taiwan and China. Respondents were asked to the dimensionality of the moral intensity and decision making process construct in three ethical scenarios regarding to internet piracy. The research results find that students in Taiwan possess higher level of moral intensity than students in China. Except for moral recognition, there are significant differences on the perception of moral decision process between two countries.
Pillaged Books and Plundered Maps: Pirates and the Boundaries of Language
When the king asked him what he was thinking of, that he should molest the sea, he said with defiant independence: ‘The same as you when you molest the world! Since I do this with a little ship I am called a pirate. You do it with a great fleet and are called an emperor.’ (St. Augustine’s City of God (1963), cf. Baer (1982, 19–20)). Societies sometime proceed through the punishment of small thefts, and the institutionalization of larger ones. The same might be said of research. Pirates can be writers, and writers can be pirates. Academics teach students not to plagiarize, or steal others’ words, but citations themselves, and scholarly writing more broadly, can be viewed as a type of regulated robbery. Citations acknowledge another’s contribution, while giving the author permission to take and reuse it. Authors are also the subjects of piracy, since the term piracy also refers to the downloading of copyrighted documents, books, videos and music, either through peer-to-peer torrent software or directly from websites like Aaaaarg.fail, whose name references stereotyped piratical dialects. Not coincidentally, in Europe earlier definitions of intellectual piracy were connected to mercantilist laws that excommunicated pirates from the national community (Temple 2000).
Cross-national investigation and prosecution of intellectual property crimes: the example of “Operation Buccaneer”
\"Operation Buccaneer\" was the name given to a law enforcement operation against \"DrinkOrDie,\" a highly organised but globally dispersed Internet-based software piracy group. The concerted enforcement action, led by the US Customs Service and Department of Justice, extended to several European countries and Australia. This paper contrasts the legal consequences that flowed, with numerous suspects pleading guilty in the United States, some contested prosecutions in the United Kingdom, and a sole Australian suspect facing extradition to the United States to face charges. Operation Buccaneer illustrates the cross-national reach of both Internet-based intellectual property crime and the law enforcement response, as well as some of the complexities that arise in applying jurisdictional concepts such as the \"double criminality\" requirement for extradition in this evolving prosecutorial landscape. Adapted from the source document.
Modeling the unethical intention of software piracy: a qualitative integration of network externalities and information cascades
Information cascades and network externalities have been increasingly influential in explaining the many market outcomes of information technology (IT), but their application to ethical issues of IT has been limited. This study proposes a conceptual model of unethical intention of software piracy by integrating information cascades and network externalities in terms of a theoretical perspective from the literature of economics. In the conceptual model, unethical intention of software piracy is proposed to be influenced by the network benefits of using pirated software, while the network benefits are proposed to be affected by the overall adopter base of pirated software directly and indirectly through the availability of pirated complementary software. Accordingly, whereas the perception of others’ piracy is proposed to be influenced by the overall adopter base of pirated software, the unethical intention of software piracy is proposed to be influenced indirectly by the perception of others’ piracy through the perceived signal that piracy seems a good idea. Finally, this study also provides the conclusion and limitation.
The Morality of Software Piracy: A Cross-Cultural Analysis
Software piracy is a damaging and important moral issue, which is widely believed to be unchecked in particular areas of the globe. This cross-cultural study examines differences in morality and behavior toward software piracy in Singapore versus the United States, and reviews the cultural histories of Asia versus the United States to explore why these differences occur. The paper is based upon pilot data collected in the U.S. and Singapore, using a tradeoff analysis methodology and analysis. The data reveal some fascinating interactions between the level of ethical transgression and the rewards or consequences which they produce.
Activist Listeners
Raqs Media Collective reaches well beyond the confines of the art world to appeal to communities both on and off line. \"Raqs\" translates into \"dance\" in Farsi, Arabic, and Urdu. But founding members Jeebesh Bagchi, Monica Narula, and Shuddhabrata Sengupta once jokingly stated, however, that raqs stands for \"rarely asked questions.\" The nine years of Sarai have seen an enormous change in all these areas. The Sarai fellowships have produced a tide of contemporary practice and practitioners. Forms that had no chance of developing a sustained body of practice in India, such as the graphic novel, sound art, software art, and performance, now have stable bodies of work around them, partly thanks to Sarai fellowships. We kick-started the revolution in the opening up of Indian languages to cyberspace through early interventions in free and open source software for Indian languages. Now there is a burgeoning new public sphere on the internet in Hindi and other languages that is directly attributable to [Sarai]'s efforts in the field. The robust challenges to censorship and self-censorship and the tyranny of intellectual property that have emerged in the last few years in India can be traced back to an extent to the work that began at the Sarai Program. Our preliminary investigations into surveillance, into the vibrant cultures of piracy and into the interface between politics, political economy, and information are beginning to yield a lively public debate on these issues. And a large number of questions that are now commonplace factors of public discourse - from the state of the urban environment to issues of eviction and displacement as a result of urban \"redevelopment\" to the rights of queer people in India - were in many ways first \"aired\" within the hospitable safety of the Sarai cafe, and on electronic discussion lists hosted by the Sarai website. NIELS VAN TOMME: Although internationally very active, you are still based in Delhi and often make work that directly relates to that city. Nevertheless, you refrain from labeling yourself as \"Indian.\" Can you explain why you prefer to identify yourself as being \"from Delhi\" instead?
Home turf advantage
As much as 80% of the on-line games played in China are foreign-made. But now local companies are shooting some home-made bolts-hopefully electrifying-into the $240 million gaming arena in efforts to cut out middlemens' fees and gain market share. NetEase, one of the most-watched stocks on Nasdaq, is developing three original games, spending between $1 million and $4 million per game. Shanghai-based game operator Shanda Networking is spending $10 million on creating its own games. They're not alone. A survey by 17173.com shows there were 57 on-line games either in operation or in the final phases of testing as of April this year - out of which 18 were developed by Chinese companies, including companies in Taiwan and Hong Kong. There are some signs that consumers are biting: Westward Journey, the first original game created by NetEase, has attracted 1.2 million subscribers since it was launched last year. Shanda has launched one in-house game this year, called World of Legend, and plans to launch another by year's end.
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