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      Law, Video Games, Virtual Realities: Playing Law

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      SKU 9781032054971 Categories ,
      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.

      This edited volume explores the intersection between the coded realm of the video game and the equally codified sp...

      £135.00

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      Description

      Product ID:9781032054971
      Product Form:Hardback
      Country of Manufacture:GB
      Series:TechNomos
      Title:Law, Video Games, Virtual Realities
      Subtitle:Playing Law
      Authors:Author: Ashley Pearson, Timothy D. Peters, Dale Mitchell
      Page Count:314
      Subjects:Philosophy, Philosophy, Popular culture, Media studies, Sociology, Politics and government, Methods, theory and philosophy of law, Law and society, sociology of law, IT and Communications law / Postal laws and regulations, Social law and Medical law, Digital and information technologies: Legal aspects, Computer science, Popular culture, Media studies, Sociology, Politics & government, Jurisprudence & philosophy of law, Law & society, IT & Communications law, Social law, Legal aspects of IT, Computer science
      Description: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.

      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.


      Imprint Name:Routledge
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2023-10-20

      Additional information

      Weight592 g
      Dimensions162 × 241 × 25 mm