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THE STATE OF PLAY (EX MACHINA: LAW, TECHNOLOGY, AND By Beth Simone Noveck & Jack

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ISBN-10
0814799728
Book Title
The State of Play (Ex Machina: Law, Technology, and Society)
Genre
Law
ISBN
9780814799727
Publication Name
State of Play : Law, Games, and Virtual Worlds
Item Length
9in
Publisher
New York University Press
Series
Ex Machina: Law, Technology, and Society Ser.
Publication Year
2006
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.7in
Author
Beth Simone Noveck
Item Width
6in
Item Weight
23.5 Oz
Number of Pages
304 Pages

關於產品

Product Information

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.

Product Identifiers

Publisher
New York University Press
ISBN-10
0814799728
ISBN-13
9780814799727
eBay Product ID (ePID)
54036966

Product Key Features

Author
Beth Simone Noveck
Publication Name
State of Play : Law, Games, and Virtual Worlds
Format
Trade Paperback
Language
English
Series
Ex Machina: Law, Technology, and Society Ser.
Publication Year
2006
Type
Textbook
Number of Pages
304 Pages

Dimensions

Item Length
9in
Item Height
0.7in
Item Width
6in
Item Weight
23.5 Oz

Additional Product Features

Series Volume Number
2
Lc Classification Number
K3705.V53s73 2006
Reviews
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., With diverse essays from game designers, social scientists and legal scholars, The State of Play is a provocative consideration of virtual jurisprudence., " 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, "The State of Playis 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, "With diverse essays from game designers, social scientists and legal scholars,The State of Playis a provocative consideration of virtual jurisprudence." -Paste Magazine, "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, 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., "With diverse essays from game designers, social scientists and legal scholars, The State of Play is a provocative consideration of virtual jurisprudence." - Paste Magazine, "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., "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, " 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, "This is literary criticism at its most perceptive. Theory is subservient to a deeply engaged reading of works Professor Paris clearly loves. To read his analysis of Emma Bovary or Hedda Gabler is to gain an enriched insight into characters whom we thought we knew so well." - Phyllis Grosskurth, author of Byron, The Flawed Angel, "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 ofConvergence Culture: Where Old and New Media Collide, "With diverse essays from game designers, social scientists and legal scholars, The State of Play is a provocative consideration of virtual jurisprudence." - Paste Magazine ,
Table of Content
Part I: Introduction1. Introduction 2. Virtual Worlds: A PrimerPart II: Game Gods and Game Players3. Virtual Worldliness 4. Declaring the Rights of Players5. The Right to Play 6. Law and Liberty in Virtual Worlds Part III: Property and Creativity in Virtual Worlds7. Virtual Crime 8. Owned! Intellectual Property in the Age of eBayers, Gold Farmers, and Other Enemies of the Virtual State9. Virtual Power Politics 10. Escaping the Gilded Cage: User-Created Content and Building the Metaverse11. There Is No Spoon Part IV: Privacy and Identity in Virtual Worlds12. Who Killed Miss Norway? 13. Who's in Charge of Who I Am? Identity and Law Online14. Privacy and Data Collection in Virtual Worlds Part V: Virtual Worlds and Real-World Power15. Virtual Worlds, Real Rules: Using Virtual Worlds to Test Legal Rules16. The New Visual Literacy: How the Screen A?ects the Law17. Democracy-The Video Game: Virtual Worlds and the Future of Collective ActionAbout the Contributors Acknowledgments Case List Index
Copyright Date
2006
Topic
Constitutional, Intellectual Property / General, Video & Electronic, Virtual Worlds
Lccn
2006-018394
Dewey Decimal
343.09/944
Intended Audience
Scholarly & Professional
Dewey Edition
22
Genre
Computers, Law, Games & Activities

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