TY - BOOK AU - Balkin,Jack M. AU - Bartle,Richard A. AU - Benkler,Yochai AU - Bradley,Caroline AU - Castronova,Edward AU - Crawford,Susan P. AU - Dibbell,Julian AU - Froomkin,A.Michael AU - Grimmelmann,James AU - Hunter,Dan AU - Johnson,David R. AU - Koster,Raph AU - Lastowka,F.Gregory AU - Noveck,Beth Simone AU - Ondrejka,Cory AU - Spaight,Tracy AU - Zarsky,Tal TI - The State of Play: Law, Games, and Virtual Worlds T2 - Ex Machina: Law, Technology, and Society SN - 9780814739075 AV - K3705.V53 S73 2006eb U1 - 343.09/944 22 PY - 2006///] CY - New York, NY : PB - New York University Press, KW - Computer games KW - Law and legislation KW - Video games KW - Virtual reality KW - LAW / Intellectual Property / General KW - bisacsh KW - Presents KW - change KW - digital KW - essential KW - first KW - future KW - step KW - understanding KW - universe KW - will KW - worlds N1 - Frontmatter --; Contents --; PART I: Introduction --; 1. Introduction --; 2. Virtual Worlds --; PART II: Game Gods and Game Players --; 3. Virtual Worldliness --; 4. Declaring the Rights of Players --; 5. The Right to Play --; 6. Law and Liberty in Virtual Worlds --; PART III: Property and Creativity in Virtual Worlds --; 7. Virtual Crime --; 8. Owned! --; 9. Virtual Power Politics --; 10. Escaping the Gilded Cage --; 11. There Is No Spoon --; PART IV: Privacy and Identity in Virtual Worlds --; 12. Who Killed Miss Norway? --; 13. Who’s In Charge of Who I Am? --; 14. Privacy and Data Collection in Virtual Worlds --; PART V: Virtual Worlds and Real-World Power --; 15. Virtual Worlds, Real Rules --; 16. The New Visual Literacy --; 17. Democracy—The Video Game --; About the Contributors --; Acknowledgments --; Case List --; Index; restricted access N2 - 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 UR - https://doi.org/10.18574/nyu/9780814739075.001.0001 UR - https://www.degruyter.com/isbn/9780814739075 UR - https://www.degruyter.com/document/cover/isbn/9780814739075/original ER -