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

Autor Jack M. Balkin, Beth Simone Noveck
en Limba Engleză Paperback – 31 oct 2006
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? This work considers such questions. It contains essays that explore the emergence of law in multiplayer online games.
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Specificații

ISBN-13: 9780814799727
ISBN-10: 0814799728
Pagini: 304
Dimensiuni: 152 x 229 x 17 mm
Greutate: 0.42 kg
Ediția:New.
Editura: MI – New York University
Seria Ex Machina: Law, Technology, and Society


Recenzii

"This is a spectacular collection of essays on the present and future of virtual worlds. It's a perfect introduction for those who have yet to experience them, and more important, a thoughtful companion for those who do."
--Jonathan Zittrain, Oxford University"The State of Play is an extremely comprehensive look into digital worlds and how those worlds are evolving cultures, changing lives, reshaping the way we think and communicate. If you want to understand where modern culture is headed and learn more about incredibly fascinating experiences taking place in virtual worlds, pick up and read this book now."
--Richard Garriott, a.k.a. Lord British, Creator of Ultima Online and Executive Producer, Ncsoft "These essays, by the best thinkers in their fields, will be read, debated, taught, and cited in court cases as we struggle to figure out how to live in a world which is part digital and part social, part real and part imaginary."
--Henry Jenkins, author of Convergence Culture: Where Old and New Media Collide”Is useful and interesting for students of surveillance.”--Surveillance & Society”With diverse essays from game designers, social scientists and legal scholars, The State of Play is a provocative consideration of virtual jurisprudence.”
--Paste Magazine ”For those who want to skip over the hype and dive into the issue, it is hard to imagine a better resource.”
--Cecily Deane Mak, Senior Counsel, Music at RealNetworks. “Reading The State of Play is an adventure. It is the first real step of a journey into the outer limits of the physical world and the inner realms of the virtual within the boundaries of society’s comfort zone. It is an exploratory glimpse into how digital worlds may change the future, reshape our own reflection, and challenge real-world laws.”
--New York Law Journal”...traces the fate of playtime over the centuries.”
--Slate.com
"This is a spectacular collection of essays on the present and future of virtual worlds. It's a perfect introduction for those who have yet to experience them, and more important, a thoughtful companion for those who do." --Jonathan Zittrain, Oxford University"The State of Play is an extremely comprehensive look into digital worlds and how those worlds are evolving cultures, changing lives, reshaping the way we think and communicate. If you want to understand where modern culture is headed and learn more about incredibly fascinating experiences taking place in virtual worlds, pick up and read this book now." --Richard Garriott, a.k.a. Lord British, Creator of Ultima Online and Executive Producer, Ncsoft "These essays, by the best thinkers in their fields, will be read, debated, taught, and cited in court cases as we struggle to figure out how to live in a world which is part digital and part social, part real and part imaginary." --Henry Jenkins, author of Convergence Culture: Where Old and New Media Collide"Is useful and interesting for students of surveillance."--Surveillance & Society"With diverse essays from game designers, social scientists and legal scholars, The State of Play is a provocative consideration of virtual jurisprudence." --Paste Magazine "For those who want to skip over the hype and dive into the issue, it is hard to imagine a better resource." --Cecily Deane Mak, Senior Counsel, Music at RealNetworks. "Reading The State of Play is an adventure. It is the first real step of a journey into the outer limits of the physical world and the inner realms of the virtual within the boundaries of society's comfort zone. It is an exploratory glimpse into how digital worlds may change the future, reshape our own reflection, and challenge real-world laws." --New York Law Journal"...traces the fate of playtime over the centuries." --Slate.com