The Law of Virtual Worlds and Internet Social Networks

The Law of Virtual Worlds and Internet Social Networks
Author: Andrew Sparrow
Publisher: CRC Press
Total Pages: 317
Release: 2016-03-03
Genre: Business & Economics
ISBN: 1317026101


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Virtual worlds are the latest manifestation of the internet's inexorable appetite for development. Organisations of all kinds are enthusiastically pursuing the commercial opportunities offered by the growth of this phenomenon. But if you believe that there are no laws which govern internet social networks and virtual worlds this book will persuade you otherwise. There is law, and a good deal of it. Why would there not be? As with many other aspects of the world wide web, this new medium is unregulated and offers many opportunities for companies to damage their reputation, run into a whole host of problems relating to intellectual property, trade marks and copyrights, and compromise the rights of individuals participating within the virtual environment. By reading The Law of Virtual Worlds and Internet Social Networks you will gain a good understanding of the legal issues which govern this expanding and fascinating world - are you ready for the leap from internet plaything to meaningful social and business tool? The Law of Virtual Worlds and Internet Social Networks is an essential reference for advertising and media agencies; television broadcast producers; academic institutions including university law, knowledge and information departments. In fact, it has been written for anyone interested in virtual worlds and social networks whether commercially because you want to explore the possibilities such environments present, or for academic curiosity.

The Law of Virtual Worlds and Internet Social Networks

The Law of Virtual Worlds and Internet Social Networks
Author: Andrew Sparrow
Publisher: CRC Press
Total Pages: 262
Release: 2016-03-03
Genre: Business & Economics
ISBN: 131702611X


Download The Law of Virtual Worlds and Internet Social Networks Book in PDF, Epub and Kindle

Virtual worlds are the latest manifestation of the internet's inexorable appetite for development. Organisations of all kinds are enthusiastically pursuing the commercial opportunities offered by the growth of this phenomenon. But if you believe that there are no laws which govern internet social networks and virtual worlds this book will persuade you otherwise. There is law, and a good deal of it. Why would there not be? As with many other aspects of the world wide web, this new medium is unregulated and offers many opportunities for companies to damage their reputation, run into a whole host of problems relating to intellectual property, trade marks and copyrights, and compromise the rights of individuals participating within the virtual environment. By reading The Law of Virtual Worlds and Internet Social Networks you will gain a good understanding of the legal issues which govern this expanding and fascinating world - are you ready for the leap from internet plaything to meaningful social and business tool? The Law of Virtual Worlds and Internet Social Networks is an essential reference for advertising and media agencies; television broadcast producers; academic institutions including university law, knowledge and information departments. In fact, it has been written for anyone interested in virtual worlds and social networks whether commercially because you want to explore the possibilities such environments present, or for academic curiosity.

Virtual Law

Virtual Law
Author: Benjamin Tyson Duranske
Publisher: American Bar Association
Total Pages: 484
Release: 2008
Genre: Law
ISBN: 9781604420098


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If you are one of the many who have read about and heard about virtual worlds but do not really understand what a virtual world is, or even how to use appropriate terminology when discussing them, then this is the book for you."--Jacket.

The State of Play

The State of Play
Author: Jack M. Balkin
Publisher: NYU Press
Total Pages: 313
Release: 2006-11-01
Genre: Law
ISBN: 081479937X


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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.

Virtual Justice

Virtual Justice
Author: Greg Lastowka
Publisher: Yale University Press
Total Pages: 239
Release: 2010-10-26
Genre: Law
ISBN: 0300163169


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Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today's virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law.Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come.

Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights

Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights
Author: Adrian, Angela
Publisher: IGI Global
Total Pages: 238
Release: 2010-05-31
Genre: Computers
ISBN: 1615207961


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"This book examines the legal realities which are emerging from Massively Multiplayer Online Role-playing Games (MMORPGs) or virtual worlds that demonstrate many of the traits we associate with the Earth world: interpersonal relationships, economic transactions, and organic political institutions"--Provided by publisher.

Social Interactions in Virtual Worlds

Social Interactions in Virtual Worlds
Author: Kiran Lakkaraju
Publisher: Cambridge University Press
Total Pages: 433
Release: 2018-07-05
Genre: Computers
ISBN: 110712882X


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This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.

Technical, Social, and Legal Issues in Virtual Communities: Emerging Environments

Technical, Social, and Legal Issues in Virtual Communities: Emerging Environments
Author: Dasgupta, Subhasish
Publisher: IGI Global
Total Pages: 374
Release: 2012-05-31
Genre: Computers
ISBN: 1466615540


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Technical, Social and Legal Issues in Virtual Communities: Emerging Environments examines a variety of issues related to virtual communities and social networking, addressing issues related to team identification, leader-member issues, social networking for education, participation in social networks, and other issues directly related to this eclectic field of study. This publication provides comprehensive coverage and understanding of the social, cultural, organizational, human, and cognitive issues related to the virtual communities and social networking. Readers will find that this book encompasses an overall body of knowledge regarding participation of individuals, groups and organizations in virtual communities and networks, by providing an outlet for scholarly research in the area.

Analysis of Social Networks in a Virtual World

Analysis of Social Networks in a Virtual World
Author: Gregory Thomas Stafford
Publisher:
Total Pages: 98
Release: 2013
Genre: Avatars (Virtual reality)
ISBN: 9781303480270


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As three-dimensional virtual environments become both more prevalent and more fragmented, studying how users are connected via their avatars and how they benefit from the virtual world community has become a significant area of research. An in-depth analysis of virtual world social networks is needed to evaluate how users interact in virtual worlds, to better understand the impact of avatar social networks on the virtual worlds, and to improve future online social networks. Our current efforts are focused on building and exploring the social network aspects of virtual worlds. In this thesis, we build a social network of avatars based on their interaction in the Second Life virtual world and compare it to other social networking sites found on the web. Experimental results with data crawled from Second Life virtual worlds demonstrate that our approach was able to build a representative network of avatars in a virtual world from the sample data. The analysis comparison between virtual world social networks and others in the flat web allows us to gauge measures that better explore the relationship between locations linked by multiple users and their avatars. Using this comparison, we can also determine if techniques of personalized search and content recommendation are feasible for virtual world environments.