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Minecraft As Web 2.0: Amateur Creativity In Digital Games, Greg Lastowka Jan 2012

Minecraft As Web 2.0: Amateur Creativity In Digital Games, Greg Lastowka

Greg Lastowka

This book chapter considers how the digital game Minecraft has both enabled and benefited from various Web 2.0 practices. I begin with an explanation of the concept of Web 2.0 and then consider how that concept applies to the space of digital games.


Games And Other Uncopyrightable Systems, Bruce E. Boyden Mar 2010

Games And Other Uncopyrightable Systems, Bruce E. Boyden

Bruce E. Boyden

This article solves two puzzles in copyright law. First, it has long been blackletter law that games are not copyrightable. But the origins of this rule are lost to history, and the reasons for it are not obvious. Second, it has never been adequately explained what makes something a “system” excluded from copyright protection under Section 102(b) of the Copyright Act. Modern courts interpret “system” as merely a synonym for “idea” or “process,” two other categories of exclusions. Others have interpreted it using the broadest definition in the dictionary, which would sweep in large amounts of copyrightable material as well. …


Virtual Property, Real Concerns, Nelson S. Dacunha Mar 2009

Virtual Property, Real Concerns, Nelson S. Dacunha

Nelson S DaCunha

The status of digital property protection, especially in virtual worlds, is uncertain to say the least. Several theories have been postulated supporting the case for property rights for players of virtual worlds. Game designers have likewise provided support for maintaining full rights to all aspects of their games. North American society outside of the gaming world, and the legal establishment have written off virtual world property as either child’s play, a passing fad, or too complex to regulate effectively. Virtual worlds, however, have a large economic foothold and deal with large amounts of real money. These virtual worlds will likely …