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Brian Fitzgerald (ed.), Open Content Licensing:
Cultivating the Creative Commons, Sydney, Sydney University
Press, 2007, $26.95, ISBN: 9781920898519
By Tama Leaver
Issues of copyright, intellectual property, fair dealing (to
use the Australian term) or fair use (to use the American term)
have huge importance in education and academia. Most academics
have a foot in two camps, as a producer of intellectual property
in the form of articles, software, patented means to produce
material goods, and as an educator who needs to display, quote,
demonstrate and play work done by others in the processes of
teaching and encouraging student learning. Students equally need
to have a very clear picture of what they can do with the
intellectual property of others – otherwise lack of
understanding can lead to plagiarism or copyright violation
– but increasingly so, students are also producers of
creative and intellectual works, both in print and multi-media
forms, which fall under the auspices of copyright control.
It is widely acknowledged that the era of digital media has
presented very real challenges to the legal and conceptual
understandings of copyright law, exemplified by the debates about
the primarily illegal downloading of music and films. However, as
educators seek new ways to enhance learning, students are often
being asked to create short films, image-laden slide
presentations or construct websites. More to the point, students
often find that while they can use certain material within an
educational context, they cannot use the exact same presentation
or production as part of a portfolio when seeking employment,
because different copyright rules apply outside of the university
context. What, then, is the best way to equip students –
and academics – with the tools and understanding about what
can and cannot be used in such presentations and productions?
Copyright law tends to have two extremes: full copyright, which
allows little re-use, if any; and items in the public domain,
about which creators have had to relinquish any rights at all.
However, in the past few years a number of organisations and
initiatives have sought to find a middle path between these two
extremes, and the most notable of these in Australia is explored
in Open Content Licensing: Cultivating the Creative
Commons.
Open Content centres on the Australian arm of the
Creative Commons organisation, whose primary purpose is to allow
creators to explicate their intended copyright. For example,
using a Creative Commons license, creators may explicitly state
that a work can be used as long as Attribution of the original
authorship is given, and only in a non-commercial manner. For
educational purposes, such licensing is extremely useful as it
means with proper citation, these works could be used by students
and academics alike both within and beyond educational contexts,
without copyright violation.
Open Content is edited by Brian Fitzgerald, Head of
Queensland University of Technology’s Law School, who is
also the chair of the Creative Commons organisation in Australia.
The collection is based on a late 2005 conference which launched
the Australian versions of the Creative Commons licenses and
brought together local academics, producers and others, including
Lawrence Lessig, a Stanford Law Professor, who began the Creative
Commons organisation and, until recently, was also chairperson.
The articles in Open Content, range from the broad and
philosophical, to those with a narrow focus on specific issues in
production or distribution. For academics and students, many
articles provide important guidance about laws in Australia and
specific ways Creative Commons licensing can be used in
education. While it might be odd for many people to hear the head
of a Law School talking about videogames, one of the most
interesting articles is Fitzgerald talking about 'machinima',
which entails videos created using the virtual landscapes of
videogames rather than the material world. In exploring who owns
such productions, and who can share them, he makes a point which,
broadly, summarises the issues and the value of Open
Content to readers: "By recognising that copyright law
should exist not only to protect investment in the production of
intellectual property, but also encourage further creativity,
innovation and social interaction, a balance can be sought which
both protects game developers from piracy, and also protects the
rights of players to play, and the ability of players to express
themselves, inside and outside of games." (228)
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