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Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every vid- eo game company has the financial resources to retain in-house counsel – Video Game Law addresses many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne and Sean F. Kane, the most prominent,sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know to better protect their game and grow their company.
"With artificial intelligence developing so rapidly that even some of the biggest names behind the advances are calling for pauses and increased regulation, discussions of the future of work in the age of AI have reached a new level of urgency. While certain less specialized jobs have long faced the threat of being replaced by more efficient and profitable machines (e.g., self-checkout lanes at grocery stores), many specialized jobs and jobs requiring high levels of human interaction have remained safe. Now, however, with enrollment in "virtual preschools" skyrocketing and thousands of mental health apps on the market, this threat has expanded to include even the educational, medical, and le...
Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.
本书从虚拟财产司法保护的视角,总结和分析国内外有关虚拟财产纠纷的司法判决,找出困扰我们的实质性法律问题,并根据国内外最新的理论研究成果和实务突破,以民法的适用为核心,提出符合我国实际的虚拟财产司法保护基本原则和具体规则。
上海社会科学院法学研究所近年来发表的法学方面的论文集,约40万字。涉及刑法、民法、行政法与行政诉讼法、国际法、比较法、党内法规等多方面多领域的法律研究。
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.