Computer ScienceScience & MathematicsEconomics & FinanceBusiness & ManagementPolitics & GovernmentHistoryPhilosophy
The Piracy Crusade
In the decade and a half since Napster first emerged, forever changing the face of digital culture, the claim that "internet pirates killed the music industry" has become so ubiquitous that it is treated as common knowledge. Piracy is a scourge on legitimate businesses and hard-working artists, we are told, a "cybercrime" simila...
Crisis and Legitimacy in Atlantic American Narratives of Piracy
This open book, Crisis and Legitimacy in Atlantic American Narratives of Piracy: 1678-1865, examines literary and visual representations of piracy beginning with A.O. Exquemelin's 1678 Buccaneers of America and ending at the onset of the US-American Civil War. Examining both canonical and understudied texts - from Puritan sermons, James Fenimo...
Piracy in World History
In a modern global historical context, scholars have often regarded piracy as an essentially European concept which was inappropriately applied by the expanding European powers to the rest of the world, mainly for the purpose of furthering colonial forms of domination in the economic, political, military, legal and cultural spheres. By contrast, th...
Warez
When most people think of piracy, they think of Bittorrent and The Pirate Bay. These public manifestations of piracy, though, conceal an elite worldwide, underground, organized network of pirate groups who specialize in obtaining media - music, videos, games, and software - before their official sale date and then racing against one another to rele...
Japan's Arduous Rejuvenation as a Global Power
This book assesses the profound impact of Japan's aspirations to become a great power on Japanese security, democracy and foreign relations. Rather than viewing the process of normalization and rejuvenation as two decades of remilitarization in face of rapidly changing strategic environment and domestic political circumstances, this volume co...
Gaming Rhythms
This book is about digital games, the people who play digital games, and how they play them. This poses a large problem: even when discussing one game, each instance of play is different. Combine this with the thousands of digital games, and the millions of players, and it is apparent that the number of individual instances of game play is unfathom...
The Golden and Ghoulish Age of the Gibbet in Britain
This book is the first academic study of the post-mortem practice of gibbeting ('hanging in chains'), since the nineteenth century. Gibbeting involved placing the executed body of a malefactor in an iron cage and suspending it from a tall post. A body might remain in the gibbet for many decades, while it gradually fell to pieces. Hanging ...
Innovation, Economic Development, and Intellectual Property in India and China
This book analyses intellectual property and innovation governance in the development of six key industries in India and China. These industries are reflective of the innovation and economic development of the two economies, or of vital importance to them: the IT Industry, the film industry, the pharmaceutical industry, plant varieties and food sec...
Circulation and Control
The nineteenth century witnessed a series of revolutions in the production and circulation of images. From lithographs and engraved reproductions of paintings to daguerreotypes, stereoscopic views, and mass-produced sculptures, works of visual art became available in a wider range of media than ever before. But the circulation and reproduction of a...