Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the more social experiences of massive multiplayer online role-playing games (MMORPG), gamers are producing new content for their favourite titles at an amazing rate. This paper explores the rewriting of the boundaries in the production and ownership of intellectual property in the computer games industry. The purpose is to examine the potential for computer game studies to contribute to an understanding of an alternative intellectual property regime known as the commons. This paper will explore how computer games users establish commons-like formations, specific to the digital environment, that extend the confines of current intellectual property...
Given the huge economic importance of the intellectual labour which these games represent, one might...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
There is little question of the social, cultural and economic importance of video games in the world...
Copyright Jason Rutter 2009: The Digiplay Initiative.Computer games present challenges to intellectu...
The first essay explores how online, multiplayer games are used as a space for the negotiation of in...
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two s...
MMORPGs are big business; large numbers of people engage in some form of online gaming experience. G...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...
This thesis looks at how copyright laws are used in the home console Gaming industry and, in particu...
This article considers the current licensing regime used to control the exploitation of copyright pr...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
Personality rights and property rights are not adequately protected by End User License Agreements (...
Given the huge economic importance of the intellectual labour which these games represent, one might...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
There is little question of the social, cultural and economic importance of video games in the world...
Copyright Jason Rutter 2009: The Digiplay Initiative.Computer games present challenges to intellectu...
The first essay explores how online, multiplayer games are used as a space for the negotiation of in...
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two s...
MMORPGs are big business; large numbers of people engage in some form of online gaming experience. G...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...
This thesis looks at how copyright laws are used in the home console Gaming industry and, in particu...
This article considers the current licensing regime used to control the exploitation of copyright pr...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
Personality rights and property rights are not adequately protected by End User License Agreements (...
Given the huge economic importance of the intellectual labour which these games represent, one might...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
There is little question of the social, cultural and economic importance of video games in the world...