Social Media and Copyright in Digital Libraries

Social Media and Copyright in Digital Libraries

Ganiyu Ojo Adigun (Ladoke Akintola University of Technology, Nigeria), Adewale Joel Sobalaje (Ladoke Akintola University of Technology, Nigeria) and Sadiat Adetoro Salau (Federal University of Technology Minna, Nigeria)
DOI: 10.4018/978-1-5225-3093-0.ch002
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This chapter examines copyright issues surrounding the use of social media platforms for services delivery in digital library environments. The chapter traces the evolutionary development of online participation, where people of common interest communicate, share and contribute content on the social cyberspace. The chapter also discusses social media, digital libraries, copyright and intellectual property right (IPR), digital rights management (DRM) and social media, copyright challenges in digital libraries and some recommendations on how best to overcome the challenges.
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Social media has been the front runner of discussion for almost a decade now due to its unprecedented popularity and acceptance in the media world. Its use has permeated virtually all facets of activities including the academia and scholarly communication world. Libraries are also not left out because of the ubiquitous use of this interactive tool among its teeming techno-savvy users for information and communication. Social media which includes social networking involves the use of Internet and mobile applications for interaction, communication and the exchange of information in various formats. Adigun et. al (2015) submitted that social networking can be seen as an evolutionary development of online participation, where people of common interest communicate, share and contribute content on the social cyberspace. This is possible due to advent of Information and Communication Technologies (ICTs).

New invents has crept into the field of information communication following the impact of emerging information technology tools such as computer systems, Internets, and mobile phones, to mention but a few. Tokunbo, et. al (2013) were of the opinion that the new media, promoted by Internet technology exhibit an integration and convergence of the existing media to extend the frontiers of the possibilities of the media of communication. The new media, that resulted from the ICTs invention, incorporated the characteristics of the old or traditional media, and extended the potentials and possibilities into which both the “old” and “new” media could be put into use for social interaction.

Digital libraries on the other hand are revolutionary in the information world. It has broken the barriers of access to information which was a major challenge for libraries worldwide. In the traditional libraries, when printed books where purchased, the libraries own these resources. The ownership issue is however quite different for digital resources. Digital libraries have their resources in digitized form and access is usually via a computing or mobile device usually with the use of Internet. Digital libraries thus come with its own twist of social interaction because of the nature of the format of its resources which does not restrict access to only the parent library. Accordingly, the digital library is known less for the extent and nature of the collections it owns than for the networked information space it defines through its online services. Phrases like “virtual library,” “electronic library,” “library without walls” and, most recently, “digital library,” all have been used interchangeably to describe this broad concept. An interesting concept of digital libraries by Smith (2001) pays attention not only on the organized and focused collection of digital objects, including text, images, video and audio. It also focus on the advantage of digitization which is the easy, fast, and convenient access to the world’s information regardless of where that information is stored at any time, from anywhere in the world. This is a situation of accessing massive contents that might not necessarily originate from a single library.

In the entire world, the protection of literary and artistic work is not new. This brings in the issue of copyright over a particular work which is very important. Copyright Infringement can be very common when there are exchanges of information in various formats on the social cyberspace. It enables the creator of the work to have a sole responsibility over his/her work and to enjoy the work of his/her hand. This will motivate such creators to invest more in creativity since it is profitable to do so.

Key Terms in this Chapter

Social Media Platforms: Online means of communication that are used by large group of people to share information and to develop social and professional contacts. Examples: MySpace, Flickr, Library Thing, Facebook, Twitter, LinkedIn, Academia / Research Gates, Google+, etc. Social Media: A Web-based means for social interaction using highly accessible publishing techniques that transforms people from only content consumers to content producers.

Digital Library: An organised and focused collection of digital objects, including texts, images, video and audio, with the methods of access and retrieval. The main objectives of digitalization are easy, fast and convenient access to the world’s information.

Copyright: The legal and exclusive right that is granted to copyright owners to regulate the use of their intellectual creation for a limited period of time. A copyright is a law that gives the owner of a document, book, or other pieces of information and artistic work in the library or elsewhere, the right to decide what others can do with the work.

Intellectual Property Rights (IPR): IPR also refer to as copyright is the legal rights of a creator, writer, composer etc. of an artistic or literary work or design, to distribute, publish or sell such works.

Digital Rights Management (DRM): Systems for protecting the copyright of digital content. Just as the same as copyright provides the copyright holder with the right control of who makes copies of the copyrighted work and how these copies are made and distributed, DRM technologies aim to control what can or cannot be done with the media and hardware that you have purchased.

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