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The state of play : law, games, and virtual worlds / edited by Jack M. Balkin and Beth Simone Noveck.

De Gruyter New York University Press Backlist 2000-2013 Available online

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EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Contributor:
Balkin, J. M.
Noveck, Beth Simone.
Series:
Ex machina.
Ex machina
Language:
English
Subjects (All):
Video games--Law and legislation.
Video games.
Virtual reality.
Physical Description:
1 online resource (320 p.)
Edition:
1st ed.
Place of Publication:
New York : New York University Press, c2006.
Language Note:
English
Summary:
The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. 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. 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.Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.
Contents:
Introduction / Jack M. Balkin and Beth Simone Noveck
Virtual worlds : a primer / F. Gregory Lastowka and Dan Hunter
Virtual worldliness / Richard A. Bartle
Declaring the rights of players / Raph Koster
The right to play / Edward Castronova
Law and liberty in virtual worlds / Jack M. Balkin
Virtual crime / F. Gregory Lastowka and Dan Hunter
Owned! Intellectual property in the age of eBayers, gold farmers, and other enemies of the virtual state / Julian Dibbell
Virtual power politics / James Grimmelmann
Escaping the gilded cage : user-created content and building the metaverse / Cory Ondrejka
There is no spoon / Yochai Benkler
Who killed Miss Norway? / Tracy Spaight
Who's in charge of who I am? : identity and law online / Susan P. Crawford
Privacy and data collection in virtual worlds / Tal Zarsky
Virtual worlds, real rules : using virtual worlds to test legal rules / Caroline Bradley and A. Michael Froomkin
The new visual literacy : how the screen affects the law / David R. Johnson
Democracy
the video game : virtual worlds and the future of collective action / Beth Simone Noveck.
Notes:
Description based upon print version of record.
Includes bibliographical references (p. 289-290) and index.
Description based on publisher supplied metadata and other sources.
ISBN:
0-8147-3907-5
OCLC:
916951572

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