The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)

leondumoulin.nl: The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society) (): Beth Simone Noveck, Jack.
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Law may eventually get some traction in virtual reality, but it hasn't happened yet. Just don't plan on keeping your job or your marriage.


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Great book, interesting essays about where our digital lives are going. One person found this helpful 2 people found this helpful. Amazon Giveaway allows you to run promotional giveaways in order to create buzz, reward your audience, and attract new followers and customers. Learn more about Amazon Giveaway. The State of Play: Law, Technology, and Society.

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The State of Play Law Games and Virtual Worlds Ex Machina Law Technology and Society

Crawford, Julian Dibbell, A. It's a perfect introduction for those who have yet to experience them, and more important, a thoughtful companion for those who do. If you want to understand where modern culture is headed and learn more about incredibly fascinating experiences taking place in virtual worlds, pick up and read this book now. Where Old and New Media Collide. New York University Press is proud to make many of our titles available in eBook editions. Below is the list of vendors that carry our titles in electronic format.

Each vendor has its own pricing and delivery policies. Please list your name, institutional affiliation, course name and size, and institution address. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them.

As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them.

The State of Play

But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play , where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds.

The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws.


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