Table of Contents

Knowledge Management and Intellectual Property

Knowledge Management and Intellectual Property

Concepts, Actors and Practices from the Past to the Present

Queen Mary Studies in Intellectual Property series

Edited by Stathis Arapostathis and Graham Dutfield

The book links the practices and regimes of the past with those of contemporary and emerging forms, covering the mid-19th century to the present. The contributors are noted scholars from various disciplines including history of science and technology, intellectual property law, and innovation studies. The chapters offer original perspectives on how proprietary regimes in knowledge production processes have developed as a socio-political phenomenon of modernity, as well as providing an analysis of the way individuals, institutions and techno-sciences interact within this culture.

Chapter 4: Software piracy: Not necessarily evil – or, its role in software development in Greece

Theodore Lekkas

Subjects: business and management, knowledge management, innovation and technology, knowledge management, law - academic, intellectual property law


October 1983 saw the release of a new magazine in the limited Greek computer press market as a supplement to the already well-established Computer for All magazine. The title of the new publication was Pixel, by Compupress. Pixel, directed at users of 8-bit and 16-bit home computers, was destined to prosper for the best part of a decade during the rise and fall of the home and micro business computer market. In the early 1980s, home computers were mostly based on 8-bit microprocessor technology (ZX Spectrum, Amstrad CPC 464, Commodore C64, BBC, etc.). In the mid- 1980s home computers that used the 16-bit technology began to appear (for example, Amiga, Atari ST). Pixel contained both standard articles and type-in programs and soon became the ‘bible’ of the home computer users. After just a few issues, Pixel started to cultivate a programming culture that promoted the idea of a user more actively involved in programming; a user that would examine a program and alter it by modifying certain commands, making a game more accessible to himself and others. Since most games were written in machine code, users had to have a grasp of that too and since most home computers are mainly remembered as game machines, this hobby programming posed a significant challenge to many users. The act of copying the original software was integral to this computing practice. In the context of the modern socio-technical environment, in contrast, software piracy is considered a severe crime to be heavily prosecuted in a world where software piracy runs rampant.

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