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

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

 

Synopses & Reviews

Publisher Comments:

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:

One of literature's greatest gifts is its portrayal of realistically drawn characters--human beings in whom we can recognize motivations and emotions. In Imagined Human Beings, Bernard J. Paris explores the inner conflicts of some of literature's most famous characters, using Karen Horney's psychoanalytic theories to understand the behavior of these characters as we would the behavior of real people.

When realistically drawn characters are understood in psychological terms, they tend to escape their roles in the plot and thus subvert the view of them advanced by the author. A Horneyan approach both alerts us to conflicts between plot and characterization, rhetoric and mimesis, and helps us understand the forces in the author's personalty that generate them. The Horneyan model can make sense of thematic inconsistencies by seeing them as the product of the author's inner divisions. Paris uses this approach to explore a wide range of texts, including Antigone, "The Clerk's Tale," The Merchant of Venice, A Doll's House, Hedda Gabler, Great Expectations, Jane Eyre, The Mayor of Casterbridge, Wuthering Heights, Madame Bovary, The Awakening, and The End of the Road.

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, and the founder and director of Yales Information Society Project. He is the author of numerous books and the editor of What Brown v. Board of Education Should Have Said (NYU Press, 2002). He lives in New Haven, CT.

Product Details

ISBN:
9780814799727
Subtitle:
Law, Games, and Virtual Worlds
Publisher:
NYU Press
Editor:
Balkin, Jack M.
Editor:
Noveck, Beth Simone
Author:
Noveck, Beth Simone
Author:
Noveck, Beth
Author:
Balkin, Jack M.
Author:
Paris, Bernard
Author:
Balkin, Jack
Subject:
General
Subject:
Communications
Subject:
Virtual Reality
Subject:
Computer games
Subject:
Privacy.
Subject:
Video & Electronic - General
Subject:
Computer games - Law and legislation
Subject:
Intellectual Property
Subject:
General-General
Subject:
General Literary Criticism & Collections
Edition Description:
Trade paper
Series:
Ex Machina: Law, Technology, and Society
Publication Date:
20061101
Binding:
Paperback
Language:
English
Pages:
320
Dimensions:
9 x 6 in
The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)
0 stars - 0 reviews
$ In Stock
Product details 320 pages New York University Press - English 9780814799727 Reviews:
"Synopsis" by , One of literature's greatest gifts is its portrayal of realistically drawn characters--human beings in whom we can recognize motivations and emotions. In Imagined Human Beings, Bernard J. Paris explores the inner conflicts of some of literature's most famous characters, using Karen Horney's psychoanalytic theories to understand the behavior of these characters as we would the behavior of real people.

When realistically drawn characters are understood in psychological terms, they tend to escape their roles in the plot and thus subvert the view of them advanced by the author. A Horneyan approach both alerts us to conflicts between plot and characterization, rhetoric and mimesis, and helps us understand the forces in the author's personalty that generate them. The Horneyan model can make sense of thematic inconsistencies by seeing them as the product of the author's inner divisions. Paris uses this approach to explore a wide range of texts, including Antigone, "The Clerk's Tale," The Merchant of Venice, A Doll's House, Hedda Gabler, Great Expectations, Jane Eyre, The Mayor of Casterbridge, Wuthering Heights, Madame Bovary, The Awakening, and The End of the Road.

"Synopsis" by , 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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