Copyright, Contract, and Video Games : Terms of Play
by
Amy Thomas
Book Details
Format
Hardback or Cased Book
ISBN-10
1509988068
ISBN-13
9781509988068
Publisher
Bloomsbury Publishing PLC
Imprint
Hart Publishing
Country of Manufacture
GB
Country of Publication
GB
Publication Date
May 14th, 2026
Print length
208 Pages
Weight
480 grams
Dimensions
23.60 x 16.20 x 2.00 cms
Ksh 17,450.00
Manufactured on Demand
0 in stock
Delivery Location
Delivery fee: Select location
Secure
Quality
Fast
Uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies.
This book uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies.
In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms.
By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries.
With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player''s role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries.
In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms.
By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries.
With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player''s role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries.
Get Copyright, Contract, and Video Games by at the best price and quality guaranteed only at Werezi Africa's largest book ecommerce store. The book was published by Bloomsbury Publishing PLC and it has pages.