The State of Play

Author: Jack Balkin
Publisher: NYU Press
ISBN: 081479937X
Format: PDF, Docs
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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.

Digital Ego

Author: Jacob van Kokswijk
Publisher: Eburon Uitgeverij B.V.
ISBN: 9059722035
Format: PDF, ePub, Mobi
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Human Aspects of IT for the Aged Population Design for Aging

Author: Jia Zhou
Publisher: Springer
ISBN: 3319208926
Format: PDF, Docs
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The two LNCS volume set 9193-9194 constitutes the refereed proceedings of the First International Conference on Human Aspects of IT for the Aged Population, ITAP 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Los Angeles, CA, USA, in August 2015, jointly with 15 other thematically conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers of the two volume set address as follows: LNCS 9193, Design for Aging (Part I), addressing the following major topics: HCI design and evaluation methods for the elderly; ICT use and acceptance; aging, the web and social media; and the elderly and mobile devices and LNCS 9194, Design for Everyday Life (Part II), addressing the following major topics: health care technologies and services for the elderly; home and work support; smart environment and AAL; and communication, games, and entertainment.

Exodus to the Virtual World

Author: Edward Castronova
Publisher: Palgrave Macmillan
ISBN: 0230607853
Format: PDF, ePub, Mobi
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Surveys the growing popularity of virtual reality worlds as represented by such online games as World of Warcraft and Second Life, explaining how virtual arenas have become representative of new social, political, and economic orders that have captured the attention of millions of everyday people. 20,000 first printing.

The Global Flow of Information

Author: Ramesh Subramanian
Publisher: NYU Press
ISBN: 0814748961
Format: PDF, ePub
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The Internet has been integral to the globalization of a range of goods and production, from intellectual property and scientific research to political discourse and cultural symbols. Yet the ease with which it allows information to flow at a global level presents enormous regulatory challenges. Understanding if, when, and how the law should regulate online, international flows of information requires a firm grasp of past, present, and future patterns of information flow, and their political, economic, social, and cultural consequences. In The Global Flow of Information, specialists from law, economics, public policy, international studies, and other disciplines probe the issues that lie at the intersection of globalization, law, and technology, and pay particular attention to the wider contextual question of Internet regulation in a globalized world. While individual essays examine everything from the pharmaceutical industry to television to “information warfare” against suspected enemies of the state, all contributors address the fundamental question of whether or not the flow of information across national borders can be controlled, and what role the law should play in regulating global information flows. Ex Machina series Contributors: Frederick M. Abbott, C. Edwin Baker, Jack M. Balkin, Dan L. Burk, Miguel Angel Centeno, Dorothy E. Denning, James Der Derian, Daniel W. Drezner, Jeremy M. Kaplan, Eddan Katz, Stanley N. Katz, Lawrence Liang, Eli Noam, John G. Palfrey, Jr., Victoria Reyes, and Ramesh Subramanian

Get Real

Author: Philip Zhai
Publisher: Rowman & Littlefield
ISBN: 9780847689835
Format: PDF
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A fascinating look at the brave new world of virtual reality.

Beyond Reality

Author: John Gosney
Publisher: Course Technology Ptr
ISBN:
Format: PDF, ePub
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Provides information on designing alternate reality games.

Total Engagement

Author: Byron Reeves
Publisher: Harvard Business Press
ISBN: 9781422155134
Format: PDF, Kindle
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Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.

Wiki Government

Author: Beth Simone Noveck
Publisher: Brookings Institution Press
ISBN: 9780815703464
Format: PDF, ePub
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Collaborative democracy—government with the people—is a new vision of governance in the digital age. Wiki Government explains how to translate the vision into reality. Beth Simone Noveck draws on her experience in creating Peer-to-Patent, the federal government's first social networking initiative, to show how technology can connect the expertise of the many to the power of the few. In the process, she reveals what it takes to innovate in government. Launched in 2007, Peer-to-Patent connects patent examiners to volunteer scientists and technologists via the web. These dedicated but overtaxed officials decide which of the million-plus patent applications currently in the pipeline to approve. Their decisions help determine which start-up pioneers a new industry and which disappears without a trace. Patent examiners have traditionally worked in secret, cut off from essential information and racing against the clock to rule on lengthy, technical claims. Peer-to-Patent broke this mold by creating online networks of self-selecting citizen experts and channeling their knowledge and enthusiasm into forms that patent examiners can easily use. Peer-to-Patent shows how policymakers can improve decisionmaking by harnessing networks to public institutions. By encouraging, coordinating, and structuring citizen participation, technology can make government both more open and more effective at solving today's complex social and economic problems. Wiki Government describes how this model can be applied in a wide variety of settings and offers a fundamental rethinking of effective governance and democratic legitimacy for the twenty-first century.

Smart Citizens Smarter State

Author: Beth Simone Noveck
Publisher: Harvard University Press
ISBN: 0674915453
Format: PDF, Mobi
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Governments make too little use of the skills and experience of citizens. New tools—what Beth Simone Noveck calls technologies of expertise—are making it possible to match citizen expertise to the demand for it in government. She offers a vision of participatory democracy rooted not in voting or crowdsourcing but in people’s knowledge and know-how.