Computer games and virtual worlds
Read Online
Share

Computer games and virtual worlds a new frontier in intellectual property law

  • 148 Want to read
  • ·
  • 65 Currently reading

Published by American Bar Association in Chicago, IL .
Written in English

Subjects:

  • Computer games -- Law and legislation -- United States,
  • Video games -- Law and legislation -- United States,
  • Shared virtual environments -- Law and legislation -- United States,
  • Intellectual property -- United States,
  • Computer games -- Law and legislation,
  • Video games -- Law and legislation,
  • Shared virtual environments -- Law and legislation,
  • Intellectual property

Book details:

Edition Notes

Includes index.

StatementRoss A. Dannenberg ... [et al.].
ContributionsDannenberg, Ross A.
Classifications
LC ClassificationsKF3024.C6 C625 2010
The Physical Object
Paginationp. cm.
ID Numbers
Open LibraryOL24050263M
ISBN 101604427507
ISBN 109781604427509
LC Control Number2010004685
OCLC/WorldCa505018173

Download Computer games and virtual worlds

PDF EPUB FB2 MOBI RTF

Designing Virtual Worlds Computer Games, and Software Studies the book contains original cover artwork by Joe Simko and details all Nintendo-licensed NES games. The book gives a short history of the Nintendo and Famicom systems and box art and a screenshot from each game with an area for collectors to mark for box. Get this from a library! Computer games and virtual worlds: a new frontier in intellectual property law. [Ross A Dannenberg; American Bar Association. Section of Intellectual Property Law.;]. Social Norms in Virtual Worlds of Computer Games. This book is an academic work which reviews and critiques the research literature concerning violent .   IMVU offers more modernized realistic graphics and physics for a virtual world game where you can make and customize your own detailed 3D avatars, content, and rooms. The game has one of the largest virtual goods catalogs out of all the virtual worlds listed with more than 30 million items.

Virtual Worlds Fiction, by default, creates its own world for readers to explore. In Mr. Penumbra’s 24 Hour book store, the characters create worlds both physical and virtual, crafting miniature landscapes with simple materials and mapping the real world into computer generated vistas. Books shelved as virtual-worlds: Ready Player One by Ernest Cline, Snow Crash by Neal Stephenson, Reamde by Neal Stephenson, Off to Be the Wizard by Scot. In case you’re a Flash or an ActionScript developer who must assemble extremely efficient and immersive multiplayer video video games, this book is for you. This book assumes that you’ve got some experience with ActionScript . Computer game studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and Author: Elena Samoylova.

  A brief history of the virtual world. increasing interest in 3D online games and virtual worlds. computer museum in California's Santa Cruz mountains and authored the book. The Journal of Gaming & Virtual Worlds (JGVW) is an international, peer-reviewed journal devoted to the study of games and playful practices across media platforms and is a leading forum for interdisciplinary dialogue within game studies, focusing primarily on theory and criticism of games, the intersection of media, game design and gaming culture, and the . Get this from a library! Designing virtual worlds. [Richard A Bartle] -- This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs. This avatar starter kit and virtual world culture guide includes: Using avatars at home, in the classroom, and at work Designing your own avatar Staying up-to-date on the latest avatar social events and other information using the companion book web site Taking a grand tour of the major virtual worlds Installing and using 10 ready-to-run worlds.