Newstex Blog
The other day, a friend was telling me about the new Lego kit he purchased. According to their website, the Hogwarts™ Castle Owlery is “the best kids’ toy to recreate the scene at the Owlery where Harry Potter™ invites Cho Chang™ to the Yule Ball, and more.” You probably noticed the three ™ symbols after the various proper names. With its cousin ®, it’s a ubiquitous part of our lives. But these symbols aren’t just ornaments, and there are rules governing their use. Think of this post as a field guide to these little heralds of intellectual property.
The other day, a colleague told me about a YouTuber called WilliamSRD who recently informed his audience that he was in a predicament. He’d recently uploaded a video about a VR game called Wraith: The Oblivion - Afterlife, and while it was well received by his viewers, YouTube unexpectedly decided to slap it with the ‘age restricted’ label. Their rationale for doing so wasn’t entirely clear. The video wasn’t graphic or offensive, but the game’s setting did have some very dark themes. This put the creator in a bind. If he left the video unaltered it would likely be doomed to languish in the backwater of YouTube–the algorithm doesn’t like age-restricted content, after all. But if he went ahead and scrubbed anything remotely controversial, he’d arguably be disrespecting the source material. It would be like doing a video about Jurassic Park without mentioning any dinosaur attacks.
Around 1589, an English clergyman named William Lee asked Queen Elizabeth I for a patent. He’d invented a machine that could knit stockings, and he was eager to have the royal seal of approval. But when she saw Lee’s device, the Monarch is said to have replied “thou aimest high, Master Lee. Consider thou what this invention could do to my poor subjects. It would assuredly bring to them ruin by depriving them of employment, thus making them beggars.”
While social media can foster connectivity and creativity, it can also be a powerful vector for the spread of false information. In a 2005 survey by the Pew Research Group, only 5% of adults reported using at least one social media platform. By 2021, that number had grown to 72%.