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This book examines how science fiction informs the legal imagination of technological futures. Science fiction, the contributors to this book argue, is a storehouse of images, tropes, concepts and memes that inform the legal imagination of the future, and in doing so generate impetus for change. Specifically, the contributors examine how science fictions imagine human life in space, in the digital and as formed and negotiated by corporations. They then connect this imaginary to how law should be understood in the present and changed for the future. Across the chapters, there is an urgent sense of the need for law – as it is has been, and as it might become – to order and safeguard the future for a multiplicity of vulnerable entities. This book will appeal to scholars and students with interests in law and technology, legal theory, cultural legal studies and law and the humanities.
The fantasies that underpin common perceptions of Virtual Reality—and what we need to know about VR’s potential risks as well as its opportunities. Virtual reality is the next new frontier for Silicon Valley. Mark Zuckerberg, who has overseen Meta’s investment of billions into VR, pitches it as the next dominant computing paradigm. More than just a gaming technology, VR is top of mind for academics, tech reportage, and industry evangelists who all see the potential for VR to revolutionize fields such as education and health, as well as the way we work and communicate. But will VR achieve all this? In Fantasies of Virtual Reality, Marcus Carter and Ben Egliston strip bare the tech indus...
Thoroughly updates the first edition by addressing the significant advances in data-driven technologies, their intrusion deeper in our lives, the limits on data collection newly required by governments in North America and Europe, and the new security challenges of a world rife with ransomware and hacking.
This Research Handbook analyses the role of law in a universe fractured by new disruptive technologies such as metaverse platforms. Contributing authors explore how the law will adapt as new dimensions of the metaverse are introduced to issues such as intellectual property rights, e-commerce, NFTs and cryptocurrencies, data privacy, contract law, as well as human rights, consumer law and criminal law. The abuse and manipulation of users is studied in several contributions.
This discerning and detailed Research Handbook examines the law of trademarks, unfair competition, and dilution from a variety of law and economics perspectives. With a comprehensive exploration of trademarks and trademark law, it provides an excellent illustration of the analytical diversity that the law and economics approach can bring to legal issues.
Utilising Lon Fuller’s conception of legality, this book argues that current legal provisions often used to control online abuse aided by social media do not conform to the basic principles of legality in the criminal law, in turn, threatening freedom of expression. How we regulate inappropriate behaviour online, often referred to as online abuse, particularly online abuse aided by social media, is a contemporary concern for governments across the globe. Tragedies, such as the death of a celebrity following a campaign of online abuse, often hit the headlines, followed by the same echo: there should be a law against this. Yet, in England and Wales, numerous laws exist to control, prosecute,...
The fantasies that underpin common perceptions of Virtual Reality—and what we need to know about VR’s potential risks as well as its opportunities. Virtual reality is the next new frontier for Silicon Valley. Mark Zuckerberg, who has overseen Meta’s investment of billions into VR, pitches it as the next dominant computing paradigm. More than just a gaming technology, VR is top of mind for academics, tech reportage, and industry evangelists who all see the potential for VR to revolutionize fields such as education and health, as well as the way we work and communicate. But will VR achieve all this? In Fantasies of Virtual Reality, Marcus Carter and Ben Egliston strip bare the tech indus...
Global esports explores the recent surge of esports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing esports, the contributors analyze the rapid growth of esports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why esports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of esports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy esports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global esports culture.
The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how...