scholarly journals Using of Intellectual Property Rights in a Creative Industry in a Global Dimension

2021 ◽  
Vol 92 ◽  
pp. 03024
Author(s):  
Monika Raková

Research background: The paper is based on a summary and evaluation of previously conducted domestic and international research on the issue of rights and protection of intellectual property. The own research is part of solution of the scientific project VEGA focused on the field of creative industry and is on processing. Purpose of the article: The creative industries are an integral part of any developed economy. In an effort to protect the results of their activities, it is possible to use several options for the protection of intellectual property through intellectual property rights. The article defines the possibilities of protecting the results of creative intellectual activity of its authors at the global level, as well as defining the rights associated with this protection. Methods: In the paper, there are used general methods such as analysis, synthesis, induction and deduction, which allow us a thorough knowledge of the researched issues and allow us to process information from the research. Findings & Value added: The main value added of the article is to map of the situation with intellectual property rights in a global aspect, and thus what rights are used by countries, to what extent they are used in selected countries in comparison with the Slovak Republic. At the same time, the paper also includes an evaluation of what barriers companies of the creative industry consider to be the most important in solving the protection of intellectual property and suggestions on how to eliminate them.

Author(s):  
Phan The Cong

Creative industries have been seen to become increasingly important to economic well-being, with proponents suggesting that "human creativity is the ultimate economic resource," and that “the industries of the twenty-first century will depend increasingly on the generation of knowledge through creativity and innovation.” The term creative industries, refers to a range of economic activities which are concerned with the generation or exploitation of knowledge and information. Development of creative industries will contribute to the awareness and protection of intellectual property rights and copyrights in the creative industry, in order to meet the WTO’s requirements on intellectual property rights. Government support for creative industries will help create a healthy competitive environment for businesses in the industry. It is important for Vietnam’s businesses to select a proper orientation and gain a suitable position in the global creative economy. The creative service sectors of great strength in Vietnam, which are also in need of investment are: design, art, education, tourism, performing arts, fashion, handicraft, culture, foods, and others. Additionally, empirical investigations in the present study reveal that creative industry indicators have a positive and significant influence on the economy and financial sectors. This study’s findings are highly recommended to government officials, economists, and anyone else working to make strategic decisions to achieve better economic results.


2021 ◽  
Vol 129 ◽  
pp. 05010
Author(s):  
Monika Rakova

Research background: The cultural and creative industries are one of the main drivers of the economy throughout the European Union. There is a strong competition in the creation of creative products or services. Current protection of the creation of given products and services helps to prevent mistakes that can often have liquidating consequences for artists. There is a lot of competitive pressure on social networks. It is therefore necessary for these artists to be made aware of the protection of their work, in which they have invested their time, funds and efficiency with regard to the protection of intellectual property to gain a very important role in their industry. Purpose of the article: The main purpose is to point out the use of intellectual industry rights in a selected branch of the creative industry - in the sector of specialized design activities based on questionnaire survey realized at first half of this year. Methods: The basic methods that were used in the processing of the paper include generally applied methods such as analysis, synthesis, induction or deduction. In the application part of the presented paper, we used the results of a questionnaire survey among companies operating in the field of specialized design activities. Findings & Value added: As the added value can be considered the assessment of the state of worldwide-used intellectual property protection among companies in the selected sector of the creative industry, which was significantly affected by pandemic Covid-19. Another conclusion is the proposal of possible solutions to increase the protection of their intellectual activity.


2019 ◽  
Vol 3 (1) ◽  
pp. 88
Author(s):  
Ganefi Ganefi

AbstractThe creative industry as one of the pillars of the future economy has a very strategic role in overcoming the problems faced by the community along with the government, especially in the field of employment, business fields, and as a source of state revenue (GDP). Therefore, creative industry entrepreneurs must be protected by their intellectual rights so that all copyrighted works are legally protected by their existence and not arbitrarily anyone can steal, trade, multiply without the permission of the owner. However apparently only 17% of the 16.7 million creative industry players registered the results of their creativity. This shows that the protection of Intellectual Property Rights towards the creative industry is still very weak due to several factors, namely; Lack of public awareness / creative industry players to register their creativity businesses; Lack / lack of understanding of the community / industry players regarding the protection of Intellectual Property Rights (IPR); The presumption of some people / creative industry players for the management of registration of Intellectual Property Rights requires quite a large fee; The registration process takes a long time and is complicated. AbstrakIndustri kreatif sebagai salah satu pilar ekonomi masa depan memiliki peran yang sangat strategis dalam mengatasi masalah-masalah yang dihadapi oleh masyarakat bersama pemerintah, terutama di bidang ketenagakerjaan, bidang usaha, dan sebagai sumber penerimaan negara (PDB) . Oleh karena itu, pengusaha industri kreatif harus dilindungi oleh hak intelektual mereka sehingga semua karya cipta dilindungi secara hukum oleh keberadaan mereka dan tidak sewenang-wenang siapa pun dapat mencuri, berdagang, berkembang biak tanpa izin dari pemiliknya. Namun ternyata hanya 17% dari 16,7 juta pelaku industri kreatif yang mendaftarkan hasil kreativitas mereka. Ini menunjukkan bahwa perlindungan Hak Kekayaan Intelektual terhadap industri kreatif masih sangat lemah karena beberapa faktor, yaitu; Kurangnya kesadaran publik / pelaku industri kreatif untuk mendaftarkan bisnis kreativitas mereka; Kurangnya / kurangnya pemahaman tentang komunitas / pemain industri mengenai perlindungan Hak Kekayaan Intelektual (HKI); Anggapan sebagian orang / pelaku industri kreatif untuk pengelolaan pendaftaran Hak Kekayaan Intelektual membutuhkan biaya yang cukup besar; Proses pendaftaran memakan waktu lama dan rumit.


2005 ◽  
Vol 114 (1) ◽  
pp. 16-29 ◽  
Author(s):  
Sal Humphreys ◽  
Brian Fitzgerald ◽  
John Banks ◽  
Nic Suzor

Fan-based or third party content creation has assumed an integral place in the multi-million dollar computer games industry. The emerging production ecology that involves new kinds of distributed organisations and ad hoc networks epitomises the ‘drift of value’ from producer to consumer and allows us to understand how user-led innovation influences the creative industries. But the ability to control intellectual property rights in content production is critical to the power structures and social dynamic that are being created in this space. Trainz, a train simulation game released by Brisbane developer Auran, which relies heavily on fan-created content for its success, is used as a case study. The licence agreements between Auran and the fan creators are analysed in order to understand how the balance between the commercial and non-commercial is achieved and how the tension between open networks of collaboration and closed structures of commercial competitive environments are negotiated.


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