|
The Period of Protection
The initial period of protection afforded by copyright to an author
by the Statute of Anne was between 14 and 28 years. Over time, partly
as a result of the influence of Continental events and philosophies
emerging from the French Revolution, that period has increased dramatically,
to the life of the author plus up to a further seventy five years.
To a consumer outside it, this is perceived as an unjustified level
of protectionism given protection to the content industry. Should
a craftsperson spend a week creating an object, that craftsperson
is able to amortise the costs of production factoring in an amount
for profit, only on the sale of that object. This is true whether
they bring one year or 50 years of knowledge and experience to the
task and whether it is an individual or a team of craftspeople doing
the work. However, the equivalent worker within the content industry
is able to amortise those costs over a vastly longer period.
What consumers have begun to focus on is the arbitrary nature of
the length of the monopoly rights which are granted. Any period
would substitute just as well as life of author plus 50 or 75 years,
the only consequence being that development costs are amortised
over this period. For example, if the period of protection was six
years from first sale, the amortisation period would be six years.
Of course, the period of protection must be long enough to reasonably
allow the amortisation of those costs (a one second protection period
from first publication would effectively require it to be recovered
on the first sale).
However, where there is a monopoly period any longer than the shortest
reasonable time over which to amortise development costs plus profit
the "tail period" is pure rent/pure inflation, with consumers
being required to pay more than what is, effectively, the marginal
cost of production of the article. The history of book and music
publishing indicates that this reasonable period is somewhere between
six months and six years after first publication. Indeed, the vast
majority of works the subject of copyright have a shelf life of
12 months or less. Consumers may press for legislative changes to
reduce the time-price exploitation of consumers and require that
monopoly owners ought to only be entitled to new payments when actually
adding value after this point rather than simply resting on its
laurels [73].
As consumers well know, the protection provided to the content industry
has simply increased over time and there is no guarantee that that
protection will not continue to increase, preventing forever the
entry into the public domain of works [74]. Consumers have become
increasingly restive about the absence of any legislative guarantee
that anything of value will be returned to society as reimbursement
for the monopoly rights they have ceded. In relation to computer
software in particular, by the time that a work is released from
monopoly control all value has been completely sucked from it, leaving
only a dry husk of some historical, but little cultural or social
utility [75].
Open Source Paradigm
Another innovation of the Internet age has been the creation of
new methods of research and development. These methods seek to harness
the collective input of a number of skilled individuals (often on
a volunteer basis) in return for those individuals, or the wider
community, taking the benefit of that research and development.
An early example of this was the work of the Free Software Foundation
and Richard Stallman in the 1980s. From this movement grew others
such as the GNU ("GNU's not Unix"), Linux and the Open
Source movements. Under these arrangements individuals take on the
responsibility to co-ordinate the coding of software by independent
third party programmers.
So, where a project is identified, one person can define sub-projects
and farm those sub-projects out for coding by third parties, possibly
by third parties who are unknown to any of the other developers
on the project or, indeed unknown to the project's manager. Those
third parties effectively either bid for the right to develop a
particular piece of code, or simply go ahead and do it and submit
the finished product, along with source code, to the project leader.
Quality control is assured by other volunteers using beta releases
of the software. Some of these initiatives, in particular applications
such as Linux, have received a good reputation as being stable and
functional. Indeed, the Linux operating system is seen by companies
such as IBM as being of sufficiently industrial strength to base
significant development projects around it [76].
Further, hardware vendors are waking up to the fact that the creation
of software is often much cheaper than software houses would lead
their users to believe - especially if the software is of broad,
generic use. The fact that a potential purchaser must acquire software
in order to make any use of hardware has effectively added a substantial
percentage to the cost of their hardware sales even though they
see no return for that additional cost.
As a result, we see some hardware vendors engaging in their own
software development projects to produce commercial standard software
which is then bundled with a hardware sale, effectively reducing
the total cost of the system to the end user. For example, it is
possible to acquire a software package from Sun Microsystems (Star
Office) which has all of the essential features of the Microsoft
equivalent product except the cost. Star Office can be downloaded
for free over the Internet [77]. Its producer is literally giving
the software away.
Similarly, word processing products such as Word Perfect have been
given away in certain versions [78]. It is possible today to acquire
a computer for use in the office which includes an operating system,
word processor, spread sheet application, email package, and presentation
functionality for only the cost of the hardware involved.
While the examples above are drawn from the software industry, the
principle underlying them all is of generic application. For example
in the music industry, there are numerous sites on which individuals
are making their music, or other material available to the world
for a fraction of the price of what a consumer would be charged
by a record company. This suggests that it is not that there have
needed to be incentives for creativity in the past. Rather, what
copyright appears to have been compensating for has been the cost
to market. With the removal of that cost we have witnessed a creative
chaos previously unknown to humanity.
Anti-Trust
There is a growing perception within the community that copyright
and similar rights have been used to establish positions of monopoly
exploitation, particularly by multinational monopoly cartels. For
example, where companies have been in a position to either influence
a technical standard to the extent that compliance with the standard
requires the use of technology patented by that company or to create
software which is reliant upon proprietary data standards, formats
or interfaces owned by that company.
Another situation where this arises is where a company has market
power in relation to a market for a particular product or kind of
product which it uses to leverage itself into markets for other
products, safe in the knowledge that any court action taken to redress
the exercise of that power will result in a decision, let alone
have that decision put into effect, far too late. This is not helped
by the frequent explicit exclusion of copyright and similar rights
from anti-trust legislation [79].
There is also a feeling that the rights granted by copyright are
overreaching in that they provide rights in excess of the rights
held by an equivalent manufacturer of physical items. For example,
if a person purchases a physical item they are able to make any
changes to that item that they consider necessary or appropriate
and are able to subsequently re-sell that item as modified to any
person that they choose.
The same, however, is not the case for items protected by copyright.
Should a consumer consider that the way a director has cut a certain
film is actually quite hopeless or prolix (or contains themes or
scenes the consumer considers inappropriate for their community)
they are not permitted to recut their own version of the film even
if that recutting is for their own use - and definitely not if they
intend to re-sell it [80]. The nature of the monopoly granted effectively
creates restrictions on resale (through the absence of passage of
title) which would be considered anti-competitive if applied to
goods.
Even in the case of real property, arguably the most hallowed legal
concept of western legal systems, courts have developed an extensive
system of limitations on the rights of the owner of the property,
through tiered concepts such as leases and licences, with, in the
case of a lease, associated doctrines protecting the leaseholder
[81].
The key aspect is that the factual situation determines the presence
or absence of a lease, rather than the subjective intention of the
property owner. With the copyright monopoly this is not the case.
As the monopoly is an absolute one, tempered only by permissions
given by the monopoly holder (i.e. licences), everything is at the
whim of the monopoly holder [82]. There are no developed common
law consumer protections, the only defenses being legislative ones.
The Internet has harnessed the creativity of a number of individuals
through the creation of fan sites and chat sites. These sites, almost
invariably including copyrighted material without permission, are
by and large illegal and some have been subject to legal action
by the holders of the respective copyright rights.
The problem faced by copyright holders here is the explosion of
choice. No single choice available on the Internet would sate user
demand, and, equally no choice would be commercially viable for
copyright holders to pursue. Ironically, it is the lack of choice
which breeds profitability for the holder of copyright. It is simply
not profitable to attempt to cater for the wild profusion of submarkets
and interests that proliferate in relation to any given object of
copyright - especially if it is popular.
This is less of an issue in relation to software in which items
of no value to a user are simply not used. However, in areas such
as film or music, where the consumer's interaction with the work
is more linear, the effects of this phenomenon can be pronounced.
|