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Addressing Piracy in User-Generated Content Platforms

Event SXSW Interactive 2009
Format Panel
Organizer Jameson Hsu Mochi Media
Description With the mass, viral adoption of user-generated content, piracy has quickly become an issue for content platforms to grapple with. How does the need to balance mass-audience reach with IP protection affect the business models of platforms ranging from video to music to casual gaming content?
Questions
Answered
  1. What’s software piracy vs. legally copied content?
  2. What is the true cost of piracy for content platforms?
  3. How do you address the inherent copyright issues associated with the goals of mass content distribution and possible IP infringements?
  4. What role should platforms play in addressing complaints of stolen content?
  5. What are some existing legal resources and tools you can leverage to address this issue?
  6. How do you leverage your community to help thwart and react to cases of piracy and IP infringements?
  7. What copy-protection technologies are available on the market to help streamline the process of addressing these issues?
  8. How does this overall issue affect your monetization strategy and, specifically, revenue-share models?
  9. How can we apply what we’re learning about addressing piracy issues in UGC to the more traditional top-down entertainment industries (e.g., music)?
  10. How do you address this issue when it involves advertiser or sponsor-related content?
Panelists Jameson Hsu (Mochi Media), Joyce Kim, moderator (SOOMPI.com), Matt Robinson (Attributor), Roy Schwartz (Politico)
Level Advanced
Category Content