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Herausgeber: 
  • Beth Simone Noveck
  • Jack M Balkin
  • The State of Play: Law, Games, and Virtual Worlds 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   i.d.R. innert 14-24 Tagen versandfertig
    Veröffentlichung:  November 2006  
    Genre:  Naturwissensch., Medizin, Technik 
    ISBN:  9780814799727 
    EAN-Code: 
    9780814799727 
    Verlag:  New York University Press 
    Einband:  Kartoniert  
    Sprache:  English  
    Serie:  Ex Machina: Law, Technology, and Society  
    Dimensionen:  H 227 mm / B 154 mm / D 19 mm 
    Gewicht:  422 gr 
    Seiten:  304 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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 shot 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.

      
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