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The challenges of intellectual property for users of social networking sites: a case study of Ravelry

Published: 07 October 2008 Publication History

Abstract

This paper examines how the complexity of motivations and practices found in a specialist social networking site intersect with the institution of intellectual property (IP). IP is a set of conventions and legal practices which evolved in a very different environment of production and distribution. In a co-creative social networking site we find a concatenation of amateurs, semiprofessionals and professionals, occupying multiple roles in gifting economies, reputation economies, monetised charitable economies and full commercial economies. People use, buy, sell, give away, and consume in this mixed economy that can be characterised as a 'social network market' [8]. The users of online social networking sites (SNS) find themselves having to come to grips with the complexity of IP law in order to participate fully. This paper uses Ravelry, a specialist SNS for knitters and spinners, to analyse the negotiations that take place around IP in a social network market, in particular the way the discourse of copyright is mobilised to negotiate the territory between amateurs and professionals.

References

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Abrams, L. 2006. "Knitting, Autonomy and Identity: The Role of Hand-Knitting in the Construction of Women's Sense of Self in an Island Community, Shetland, c. 1850--2000." Textile History 37(2): 149--165.
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Banks, J. 2007. "Opening the production pipeline: unruly creators" in S. de Castell and J. Jenson, eds. Worlds in Play: International Perspectives on Digital Games Research. New York, Peter Lang Press.
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Banks, J. and S. Humphreys (2008). "The Labour of User Co-Creation: Emerging Social Network Markets?" Convergence 14(4): 401--418.
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Benkler, Y. 2006. Wealth of Networks: how social production transforms markets and freedom. New Haven, Connecticut, Yale University Press.
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Boyd, D. and N. B. Ellison 2008. "Social Network Sites: definition, history and scholarship." Journal of Computer-Mediated Communication 13: 210--230.
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Leadbeater, C. and P. Miller. 2004. The Pro-Am Revolution. How enthusiasts are changing our economy and society. London, Demos.
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Postigo, H. (forthcoming). 'Of Mods and Modders: Chasing Down the Value of Fan Based Digital Game Modifications' in. J. Rutter, Ed. Digital Games Industries: Work, Knowledge and Consumption. UK, Ashgate Publishing.
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Potts, J., S. Cunningham, J. Hartley, P. Omerod (forthcoming). "Social network markets: a new definition of the creative industries." Journal of Cultural Economics.

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  1. The challenges of intellectual property for users of social networking sites: a case study of Ravelry

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      cover image ACM Conferences
      MindTrek '08: Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
      October 2008
      221 pages
      ISBN:9781605581972
      DOI:10.1145/1457199
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 07 October 2008

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      Author Tags

      1. intellectual property
      2. social network markets
      3. social networking sites

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      MindTrek08
      MindTrek08: MindTrek08
      October 7 - 9, 2008
      Tampere, Finland

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      Overall Acceptance Rate 110 of 207 submissions, 53%

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      • (2019)Mundane Content on Social Media: Creation, Circulation, and the Copyright ProblemSocial Media + Society10.1177/20563051198391905:2Online publication date: 4-Apr-2019
      • (2019)Creativity, Copyright, and Close-Knit CommunitiesProceedings of the ACM on Human-Computer Interaction10.1145/33611223:GROUP(1-24)Online publication date: 5-Dec-2019
      • (2019)The Place of Shetland KnittingTEXTILE10.1080/14759756.2019.1639416(1-11)Online publication date: 13-Aug-2019
      • (2019)Commodifying Leisure and Improving Its Social Value: Knitters’ Conspicuous Production on Ravelry.comThe Social Meaning of Extra Money10.1007/978-3-030-18297-7_2(33-59)Online publication date: 30-Aug-2019
      • (2015)Tricoter sur Internet : le recadrage social et technique d’un loisir ordinaireKnitting on the Internet: the social and technical framing of an ordinary leisureTracés10.4000/traces.6156(25-44)Online publication date: 8-Jun-2015
      • (2015)Understanding Copyright Law in Online Creative CommunitiesProceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing10.1145/2675133.2675234(116-129)Online publication date: 28-Feb-2015
      • (2014)"I Am Not a Lawyer"Proceedings of the 2014 ACM International Conference on Supporting Group Work10.1145/2660398.2663774(291-294)Online publication date: 9-Nov-2014
      • (2014)Copyright and social norms in communities of content creationProceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing10.1145/2556420.2556821(49-52)Online publication date: 15-Feb-2014
      • (2014)Remixers' understandings of fair use onlineProceedings of the 17th ACM conference on Computer supported cooperative work & social computing10.1145/2531602.2531695(1023-1032)Online publication date: 15-Feb-2014
      • (2011)The Ethics of Reverse Engineering for Game TechnologyDesigning Games for Ethics10.4018/978-1-60960-120-1.ch008(110-127)Online publication date: 2011

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