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Details

Autor(en) / Beteiligte
Titel
Law, video games, virtual realities : playing law
Ist Teil von
  • TechNomos
Ort / Verlag
Abingdon, Oxon [UK] : Routledge
Erscheinungsjahr
2024
Link zu anderen Inhalten
Beschreibungen/Notizen
  • Includes bibliographical references and index
  • Introduction : playing law / Dale Mitchell, Ashley Pearson and Timothy D. Peters -- Towards a legal ludology : language games, playful magic, and the game of law / Dale Mitchell -- Invisible walls : facts and freedom in coded space / James C. Fisher -- Emergent governance from polycentric order in virtual reality social spaces / Anne Hobson -- Emergent systems : virtuality, legality, formality / Daniel Hourigan -- Decoding legal (un)certainty in Doki Doki Literature Club! / Ashley Pearson -- Playing with borders : using video games to bring emotion into the law classroom / Jean Ketterling -- One more turn : the gamic afterlives of Johnson v M'Intosh and digital settler colonialism in Sid Meier's Civilization VI / S. Thomas Keynes -- Playing the world picture : Sid Meier's Civilization and the Law of Abstraction / Kieran Tranter -- A minor jurisprudence of play : becoming jurisprudents through play in the Majora's Mask / Joshua D.M. Shaw -- Gaming at the margins of law or, Niko Bellic's (critical) Theory of Justice / Luis Gómez Romero -- Law among chaos : an anti-Schmittian reading of Skyrim / Anna Lukina and Shane Finn -- Grand theft neoliberalism / James Gilchrist Stewart -- Terra nullius : claiming land on civilization's empty earth / Conor Leggott -- Game over : on emptying the public square / Desmond Manderson.
  • "This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject - the player-avatar of law - in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers and players, this collection examines how players simulate, relate and engage with environments and experiences shaped by legality in the realm of video game-space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists"--
Sprache
Englisch
Identifikatoren
ISBN: 9781032054971, 9781032054988
Titel-ID: 9925130951606463
Format
313 Seiten; Illustrationen
Systemstelle
KNZS
Schlagworte
Video games, Game laws, Augmented reality, Digital media, Online identities

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