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State of Play: Law, Games and Virtual World (06 Edition)

by Balkin

State of Play: Law, Games and Virtual World (06 Edition) Cover

ISBN13: 9780814799727
ISBN10: 0814799728
Condition: Student Owned
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Synopses & Reviews

Please note that used books may not include additional media (study guides, CDs, DVDs, solutions manuals, etc.) as described in the publisher comments.

Publisher Comments:

View the #LINK<Table of Contents>#.   Read the #LINK<Introduction>#.

"This is a spectacular collection of essays on the present and future of virtual worlds. It's a perfect introduction for those who have yet to experience them, and more important, a thoughtful companion for those who do."

—Jonathan Zittrain, Oxford University

"The State of Play is an extremely comprehensive look into digital worlds and how those worlds are evolving cultures, changing lives, reshaping the way we think and communicate. 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."

—Richard Garriott, a.k.a. Lord British, Creator of Ultima Online and Executive Producer, NCsoft

"These essays, by the best thinkers in their fields, will be read, debated, taught, and cited in court cases as we struggle to figure out how to live in a world which is part digital and part social, part real and part imaginary."

—Henry Jenkins, author of Convergence Culture: Where Old and New Media Collide

"With diverse essays from game designers, social scientists and legal scholars, The State of Play is a provocative consideration of virtual jurisprudence."

Paste Magazine

"For those who want to skip over the hype and dive into the issue, it is hard to imagine a better resource."

—Cecily Deane Mak, Senior Counsel, Music at RealNetworks.

"Reading The State of Play is an adventure. It is the first real step of a journey into the outer limits of the physical world and the inner realms of the virtual within the boundaries of society's comfort zone. It is an exploratory glimpse into how digital worlds may change the future, reshape our own reflection, and challenge real-world laws."

New York Law Journal

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.

Synopsis:

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.

About the Author

Jack M. Balkin is Knight Professor of Constitutional Law and the First Amendment at Yale Law School, where he directs Yale's Information Society Project. His books include What Brown v. Board of Education Should Have Said (2001) and What Roe v. Wade Should Have Said (2005), both published by NYU Press. Beth Simone Noveck is associate professor at New York Law School, where she directs the Democracy Design Workshop.

Product Details

ISBN:
9780814799727
Subtitle:
Law, Games, and Virtual Worlds
Author:
Balkin
Editor:
Balkin, Jack M.
Editor:
Noveck, Beth Simone
Author:
Balkin, Jack
Author:
Noveck, Beth
Publisher:
New York University Press
Subject:
General
Subject:
Communications
Subject:
Virtual Reality
Subject:
Computer games
Subject:
Privacy.
Subject:
Video & Electronic - General
Subject:
Computer games - Law and legislation
Edition Description:
Trade paper
Series:
Ex Machina: Law, Technology, and Society
Publication Date:
November 2006
Binding:
Paperback
Language:
English
Pages:
320
Dimensions:
8.92x6.06x.76 in. .93 lbs.

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