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    Law, Video Games, Virtual Realities: Playing Law

    Law, Video Games, Virtual Realities by Mitchell, Dale; Pearson, Ashley; Peters, Timothy D.;

    Playing Law

    Series: TechNomos;

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      • Publisher's listprice GBP 39.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        20 238 Ft (19 275 Ft + 5% VAT)
      • Discount 10% (cc. 2 024 Ft off)
      • Discounted price 18 215 Ft (17 348 Ft + 5% VAT)

    20 238 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Short 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.

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    Long 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.


    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.

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    Table of Contents:

    1. Introduction: Playing Law Dale Mitchell, Ashley Pearson, and Timothy D. Peters Part I: Code as Law, Law as Play 2. Towards a Legal Ludology: Language Games, Playful Magic, and the Game of Law Dale Mitchell 3. Invisible Walls: Facts and Freedom in Coded Space James C. Fisher 4. Emergent Governance from Polycentric Order in Virtual Reality Social Spaces Anne Hobson 5. Emergent Systems: Virtuality, Legality, Formality Daniel Hourigan 6. Decoding Legal (Un)certainty in Doki Doki Literature Club! Ashley Pearson Part II: Worldbuilding and Subject Formation 7. Playing With Borders: Using Video Games to Bring Emotion into the Law Classroom Jean Ketterling 8. One More Turn: The Gamic Afterlives of Johnson v M'Intosh and Digital Settler Colonialism in Sid Meier's Civilization VI S. Thomas Keynes 9. Playing the World Picture: Sid Meier's Civilization and the Law of Abstraction Kieran Tranter 10. A Minor Jurisprudence of Play: Becoming Jurisprudents Through Play in the Majora's Mask Joshua D.M. Shaw Part III: Sites of Law and Jurisprudence 11. Gaming at the Margins of Law or, Niko Bellic's (Critical) Theory of Justice Luis Gómez Romero 12. Law Among Chaos: An Anti-Schmittian Reading of Skyrim Anna Lukina and Shane Finn 13. Grand Theft Neoliberalism James Gilchrist Stewart 14. Terra Nulllius: Claiming Land on Civilization's Empty Earth Conor Leggott 15. Game Over: On Emptying the Public Square Desmond Manderson


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