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Plagiarism is stealing and publishing the language, thoughts, ideas, or expressions of another author’s work, representing as one’s original work. Plagiarism is a breach of journalistic ethics and considered academic dishonesty.
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From the Latin plagium, the term plagiarism mentions both the action and the effect of plagiarism. This verb, on the other hand, refers to copying other people’s works, usually without authorization or undercover.
Plagiarism, therefore, is a copyright infringement. The creator of a work, or who owns the corresponding rights, suffer damage from these illegitimate copies and is in a position to demand compensation.
Types of Plagiarism
There are two ways to plagiarize a work:
Make illegitimate copies of a copyrighted work or submit a copy and pass it through an original product. Both actions entitle the injured parties to bring the offender to trial, and the consequences usually consist of the imposition of different types of fines and penalties.
Films with similar plots, books that present related stories and logos that look too similar are some of the clearest examples of plagiarism.
The line that divides the plagiarism of suspicious similarities is fragile; It is always possible to claim that similarities are due to cultural or historical issues, to an inspiration shared by the fact of belonging to the same era, for living in the same country.
Plagiarism of texts became widespread with the rise of the Internet. Despite the existence of several computer tools that allow plagiarized material to be detected, it is common to find texts that have been copied directly from an unknown source, and without having requested the relevant authorities; This represents a deception to the users and a way to contaminate the information that circulates in the Network.
In the mid-80s, mainly from the year 82 and until 85, the well-known video game crisis took place. Which was characterized by a profound disinterest of the public for such entertainment, and for the closure of several North American companies developers and manufacturers of computers. One of the main reasons for this phenomenon was the abuse of plagiarism; given the deficient measures of registration of intellectual property by many companies of the time (Atari being the most remembered), the market got flooded with low-quality clones.
This moment in the history of the play industry demonstrates the risk of plagiarism when it goes to the extreme level. Consumers lose confidence in the market and, as a consequence, seek new horizons to invest their money. Also, it is worth mentioning that the benefits of this unfair practice reach not only its executors. But also the portion of the public that values savings more. However small, than the quality of the products.
Regarding the priorities of specific buyers, there are endless false brands, imitations of products of all kinds that are offered at prices much lower than the originals. And that satisfy those who do not want to face a considerable expense. Plagiarism is present in the textile industry with total normality. A large percentage of people usually wear the garments that are the image and likeness of the leading brand. With the significant differences to be able to market them, and with a very different finish.
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