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Creative License Crossfire
December 18, 2006
I have often dabbled in remixing and sampling music, and
the thought that I could be legally punished for an artistic expression
is disturbing. Some time ago, if I sampled something off of vinyl or a
CD, for example, I made every attempt possible at mangling the sound beyond
recognition. I knew I could get away with it though, because the Chemical
Brothers did, they built their careers off of it. Over the years, I have
encountered many other artists that create derivative work of some sort
which includes copying, altering and distributing every sort of intellectual
property imaginable including music, films, television shows, video games,
comics, and books. Seeing so much of this going on around me has given
me confidence that it is ok to sample a pop song, copy a CD, or do something
creative by building off of someone else's ideas. It is hard to find anyone
out there who does not indulge in some sort of copyright infringement.
In this essay I would like to
examine what impact derivative work is having on our culture and if, in
fact, anyone is being harmed by it. I believe that the current laws that
protect media content are unreasonably unpermissive and actually hinder
our culture's ability to progress and adapt to developing technology.
There is a shift happening towards remixed work which is glaringly evident
on the internet. The message that we are getting about this is that these
acts are having a negative impact on the entertainment industry, but beyond
a few cases of people that are actively trying to make money off of an
existing franchise, there is no clear evidence that independent artists,
doing it purely for the sake of creativity, are hurting anyone. More likely,
if the entertainment industry is feeling financial troubles, this problem
is caused by the laws that have been instated to protect it.
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Harry Potter Fan
Art |
In his book Convergence Culture, Henry Jenkins explains
how business and consumer relationships are changing in reaction to cross-platform
entertainment. His central theory is that cultural production in America,
which in the nineteenth century was happening on a grassroots level, was
pushed underground by mass media, and is now starting to emerge again.
For example, folk tales were created and reformed by storytellers who
did not claim ownership over them, expect to be payed for their retelling,
or set guidelines on how they should be used. It can be said that folk
storytelling evolved into the film industry. At first the grassroots community
remained creatively involved in film showings, engaging in community sing-alongs
before the show, for example. But eventually the creative elements were
delivered exclusively from the top down and folk culture receded into
the underground.
Through the internet, the creative grassroots culture, recently
hidden in the cracks, has become visible and has united en mass to deliver
stories to the world. Jenkins gives the example of Harry Potter book fans
and their creative fiction websites. One such individual, Heather Lawver,
in her young teens, upon reading Harry Potter and the Sorcerer's Stone,
created a website called The Daily Prophet, an imagined school newspaper
for the fictional Hogwarts, where Harry Potter learns witchcraft. As managing
editor, she has teamed up with over a hundred children to maintain the
site and without any adult supervision, they write and edit weekly columns
for the newspaper. Each child creates a persona, characters that do not
appear in any of the books (but may be related to them) and weave themselves
into the fantasy through creative writing. Many other similar websites
have surfaced from all over the world. J.K. Rowling, the author, and Scholastic,
her publisher, initially supported these efforts, recognizing the educational
value that these sites had to young adults taking a shot at creative writing.
When Warner Bros. stepped in, buying the rights to the film version in
2002, they started taking control of, or otherwise shutting down these
websites. After catching wind that they were issuing cease-and-desist
orders to many of her friend's sites, Heather formed an alliance called
"Defense Against the Dark Arts".
"There are dark forces afoot, darker
even than He-Who-Must-Not-Be-Named, because these dark forces are daring
to take away something so basic, so human, that it's close to murder.
They are taking away our freedom of speech, our freedom to express our
thoughts, feelings, and ideas, and they are taking away the fun of a
magical book." (qtd. in Jenkins 187)
After this incident reached international attention, Warner
Bros. issued a public apology and made an effort to amend the situation
by granting the children some rights to create derivative works. Heather
believes that this was merely an effort for the studio to save their reputation
and win public appeal.
Lucasfilm has had much more time to develop their interconnection
with the Star Wars fan base. Since the film was released in 1975, fans
have been producing derivative art work, writing fiction and shooting
films based on the Star Wars universe. The most recognized fan creations
are the low budget films that they have made in their backyards and basements,
using the widely available costumes, figurines, plastic space ships and
toy light sabres. Those who did not have the means to buy would make the
props themselves, using whatever materials they could get their hands
on. Now these home movies have been widely distributed, revealing decades
worth of work inspired by the original films. With the internet, the hidden
Star Wars fan culture became public and started to enkindle its own fire.
As Lucasfilm became alert to the immense amount of fan films being produced
and distributed, they had to make a decision about what stance to take.
They have swayed between prohibiting, ignoring and declaring ownership
of films and fan fiction. Mostly, Lucasfilm has been supporting and collaborating
with this movement, understanding that the work of creative fans can be
leveraged to promote the franchise.
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This fan, Shane Felux, spent $20,000
to make his own fan film called Revelations. It took three years
to complete.
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Because of the tools and know-how required to create these
films, most of the early work was not very good, sometimes awful, but
in 1997 a mockumentary fan film by Kevin Rubio called "Troops"
was released on the internet, winning an award in the 2002 Official Star
Wars Fan Film Awards sponsored by Lucasfilm. It was touted as one of the
most pivotal works in fan film history. A parody of the TV series COPS,
it features fans dressed up in the official stormtrooper armor, playing
the role of patrol officers, policing the Tatooine desert and having several
run-ins with vagrant Jawas and Jedis. Not only was it clever and skillfully
crafted, it was one of the first times that software based tools were
being utilized to create a Star Wars fan film. This has brought high production
values into the hands of the producers, enabling them to create work that
competed and compared with Hollywood. Fans now have nearly everything
they need at their disposal and the quality of the work mostly comes down
to ambition, creative decision-making and technical skills.
In 2003 AtomFilms teamed up with Lucasfilm and hosted a
Star Wars fan film contest, which received over 250 submissions, the enthusiasm
undoubtedly triggered by the success of Troops. Many fans saw this as
an opportunity to get recognized by the industry, perhaps landing jobs
at Lucasfilm, and some of them have. The contest continues and each year
there are hundreds of additional postings. The site has placed very strict
guidelines on what can be done in the Star Wars films, narrowing down
the options to documentaries and spoofs. However, this has not stopped
fans from creating and distributing films which break the rules. TheForce.net
showcases many more Star Wars fan films than AtomFilms most of which are
illegal, and show characters, planets, and devices only described in the
Star Wars books. Lucasfilm has always kept a close eye on this website,
but has never shut it down.
There is a growing understanding that prohibiting too much
of this activity could alienate fans, but the film industry is trying
to figure out where to draw the line. Devoted consumers are a powerful
force in advertising, bu there is a strong belief that if their actions
are not regulated enough, a product's marketability could be damaged.
LucasArts, George Lucas's video game development company,
invited fans to co-produce content in a MMORPG game called Star Wars Galaxies.
Whereas the Star Wars films were done under a veil of secrecy, LucasArts
openly communicated details about elements being designed into the game
and allowed fans to contribute ideas and give feedback via forums. The
end result was a game that included items designed by the players. Raph
Koster, Creative Director for the game has a philosophy about on-line
games that players should feel an ownership of the gameworld and not be
completely at the mercy of game developer decisions. He says:
"Just like it is not a good idea for
a government to make radical legal changes without a period of public
comment, it is often not wise for an operator of an online world to
do the same" (qtd. in Jenkins 160)
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A 1980s anti-copyright infringement
slogan launched by the British Phonographic Industry. |
Record labels are also deciding how to protect their intellectual
property. It seems that music copyright infringement has completely spun
out of control with illicit filesharing distribution, which some say is
having a more negative impact on CD sales each year. Though lawsuits have
shut down most illegal filesharing activities, and legal downloads have
become so widely accessible via iTunes, sales continue to drop, leaving
industry analysts scratching their heads. Many believe filesharing has
had no noticeable effect on CD sales and may even help promote it. For
example, the young adults doing most of the filesharing would not buy
the music they are downloading anyway, and being able to get things without
paying for them introduces them to music that they otherwise would not
have known about.
In March 2004, Felix Oberholzer-Gee, a Harvard Business
School professor and Koleman Strumpf, a UNC economics professor released
findings showing the effect of file sharing on the sale of music. It was
found that file sharing is having no major effect on the industry, that
only the less popular artists, selling few albums would be effected by
it, and that even then, the influence would be insignificant.
In a follow-up interview with HBS Working Knowledge editor
Sean Silverthorne, Felix Oberholzer-Gee talked about the strategies that
the industry should take moving forward:
Suing potential customers is not exactly a
standard entry in the book of good CRM. More importantly, the RIAA's
[Recording Industry Association of America] legal strategy is hopeless
and smacks of short-sighted panic...Those who dream of legal solutions
do not recognize the truly global nature of the peer-to-peer (P2P) phenomenon.
Even worse, the RIAA's legal strategy does not even seem to work here
in the United States. Despite the lawsuits—the RIAA has sued about
2,000 individuals to date—file sharing is more popular than ever.
He states that the solution to this problem is in using
the P2P (Person to Person) networks to promote free music in order to
stimulate sales, much like the radio but not so expensive. Competition
between the P2P service's promotions would also lower the cost to the
labels for promoting the music.
This represents the way the industry is shifting from private
to public. Rather than consumers having a one-to-one relationship with
media producers, they are beginning to cooperate together in order to
sort through and interact with the data. Currently the RIAA are shooting
themselves in the foot and it may be some time before they understand
how to use the internet as a tool for promotion. It is clear that the
music industry reacts very slowly to changes and it may even be that the
current generation of industry professionals are too old-school to adapt
to this new trend.
Lawrence Lessig, a professor of law at Stanford Law School,
believes that the internet is replacing the industries that manufactured
and distributed consumer goods in the twentieth century. Corporations,
threatened by this shift, are converging their power and creating laws
to protect themselves at the expense of cultural progress. Ultimately,
these laws are prohibiting derivative works and creating a more unhealthy,
stagnant, non-productive society.
"A free culture is not a culture without
property, just as a free market is not a market in which everything
is free. The opposite of a free culture is a “permission culture”—a
culture in which creators get to create only with the permission of
the powerful, or of creators from the past." (Lessig XIV)
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Lawrence Lessig |
Lessig compares this to FM radio replacing AM radio, trucks
replacing trains, both of which involved long intense legal battles, and
that such changes are interpreted as economic vulnerability rather than
a signal to start adapting. He believes in the protection of creative
property but that the war against copyright infringement is masking the
solution to the problem. This, he says, is bringing us too close to a
world of "all rights reserved", rather than towards a healthy
balance of freedom and protection.
One way he proposes dealing with this on the internet is
by using a free copyright plan called Creative Commons. The first set
of these licenses was introduced in December 2002 along with an RDF/XML
web application that works in tandem with the licenses. This software
allows content in derivative work to be linked back to its source so that
the originator retains their copyright. It also acts as a search engine
to find more free content. Artists can submit original work into the system
while granting and retaining some of their rights. The intention is to
generate more creative work for artists to legally share, remix and distribute,
with the goal of preserving the balance between freedom and permission,
and breaking down the distinction between producers and end users. This
would create what he calls a 'remix culture', a society that is empowered
to transform, refine, and build upon the work of its copyright holders.
Most creatives involved in the art of remixing have cast
the legal system aside completely as the fact that their work is illegal
helps to shape their role in the remix culture. Up until the early 90's
a bootlegger was simply someone who created an illegal copy of a pressed
record or live performance (the term 'bootleg' was given to someone who
had a microphone hidden in their boot). Usually these recordings were
made by devoted fans and were copies of concerts or limited production
disks not commercially available. When bootlegging made the jump to digital
distribution (internet) and music production software such as Protools
and Acid were introduced, these fans were suddenly endowed with the ability
to manipulate their mp3's, rather than just distribute them. Hip hop artists
had been sampling and remixing works since the mid-70's, but the samples
were always an additive ingredient on top of original vocals. Modern bootleggers,
on the other hand, create music by mashing together two or more popular
songs, the creative element being what songs they decide to use, and how
they combine them. Bootleg culture has risen out of the need for fans
of pop music to creatively contribute back to popular culture.
Putting aside any qualitative judgments, on
one level or another they are all just appropriators of sound. They
are all combining elements of other people's works in order to create
new ones, in effect challenging the old model of authorship that presupposes
that the building blocks of creativity should spill forth directly from
the mind of the artist...And at a time when it has become increasingly
difficult for pop music to be shocking (witness the mainstream acceptability,
however grudging, of Eminem), it may be that the only way to write a
transgressive pop song is to flat-out steal it from someone else. In
other words, the only way left to shock is not through controversial
content, but by subverting the very form and structure of the song itself.
(Rojas)
Needless to say, this has created a lot of confusion and
panic for record executives who want to control distribution. There has
been very little success in setting up legal, collaborative interactions
between the license holders and bootleg culture. Perhaps the first positive
sign was David Bowie's mash-up contest in 2004, where he encouraged his
fans to mix up any of his songs. He screened the entries himself and rewarded
the winning artist with an licensed single and a car. The response did
nothing to lessen album sales but more likely exposed more people to his
work and encouraged people to buy more of his albums.
Not only is music the source material of bootleggers but more recently
films are being re-edited, mashed up and shared on P2P servers. Fanedited.com
showcases a large collection of unauthorized movies that fans have creatively
customized or 'fixed'. "The Phantom Edit", is a re-edited version
of The Phantom Manance that has received world wide critical acclaim as
being superior to George Lucas's original edit. Many fans believe that
by comparison it is a stronger, more focused film.
"...Materialized from out of nowhere
was a good film that had been hidden inside the disappointing original
one." (Kraus)
A more recent trend in the creative bootleg scene is to
make fake movie trailers by combining clips from different films and mixing
in new music. Some examples include The Shining as a romantic comedy,
and the hilarious and clever Scary Mary, a horror version of Disney's
Mary Poppins. This scene seems to be growing even faster than film re-edits,
no doubt because the files are more easily accessible, not to mention
the fact that they pack more creative punch per minute.
To conclude, the current trend seems to be that our
culture is asking to be creatively involved beyond consumable entertainment
and interactive media. Until recently media has been exclusively controlled
by the producer. As our culture becomes more public, through the internet,
control is getting into the hands of consumers. Media producers are scrambling
in fear to protect their intellectual property, sometimes at the cost
of damaging their relationship with consumers. We are at the edge of a
positive development in social participation, and the entertainment industry
needs to recognize the benefits and rethink their relationship with consumers.
Everyone will benefit by a culture built upon creative exchange.
Works Cited:
Jenkins, Henry. Convergence Culture. New York: New York
University Press, 2006
Kraus, Daniel. "The Phantom Edit." Salon.com (2001):
n. pag. Online. Internet. Available: www.salon.com
Lawver, Heather. "Defense Against the Dark Arts."
The Daily Prophet (2002): n. pag. Online. Internet. Available: www.dprophet.com
Lessig, Lawrence. Free Culture. New York: The Penguin Press
HC, 2004
"Music's Brighter Future." The Economist (2004):
n. pag. Online. Internet. Available: www.economist.com
Oberholzer, Felix and Strumpf, Koleman. "The Effect
of File Sharing on Record Sales an Empirical Analysis." (2004): n.
pag. Online. Internet. Available: www.unc.com
Rojas, Pete. "Bootleg Culture." Salon.com (2002):
p. 2. Online. Internet. Available: www.salon.com
Silverthorne, Sean and Oberholzer, Felix. "Music Downloads:
Pirates—or Customers?" Working Knowledge. (2004): n. pag. Online.
Internet. Available: hbswk.hbs.edu
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