In the first decade of the twenty-first century, video games have finally taken their place alongside movies, comic books, and drawings as a form of protected First Amendment speech. Since the Seventh Circuit\u27s 2001 decision in American Amusement Machine Association v. Kendrick, court after court has struck down ordinances and statutes aimed at restricting violent video games--on the grounds that such violate game designers\u27 and players\u27 First Amendment speech rights. This series of rulings marks a stark change from courts\u27 previous stance on video games, which consigned them to the same realm of unprotected non-speech conduct as games like tennis, chess, or checkers. Video games were able to escape from this unprotected realm--...
Current legal discourse about video games focuses primarily on freedom of speech issues relating to ...
The paper provides an analysis of virtual reality as a subject of regulation while underlining the s...
Many legal commentators have claimed that virtual worlds owe their popularity to their focus on user...
This Note proposes that video game software, the driving force of all video game entertainment, is a...
Over the past four decades, video games have evolved from the niche market of arcade halls to a mult...
Video games, like motion pictures, failed to qualify for First Amendment protection until well after...
In Brown v. Entertainment Merchants Association (2011), the Supreme Court stated unequivocally that ...
Virtual worlds are upon us. Games are now among the most lucrative parts of the entertainment indust...
(Excerpt) Specifically, this Note will argue that the First Amendment applies to location-based augm...
Are violent video games harming America’s youth? Is it possible a series of interconnected circuit b...
As early as 1976, video games started to incorporate aspects of violence, such as striking enemies w...
The U.S. Supreme Court holds that obscenity warrants no First Amendment protection whereas violent s...
This Article argues that copyright law can and should apply to artistic and literary creations occur...
This Article proposes measures that attempt to strike the balance between creation and access. The v...
Violent video games have drawn the ire of parents and commentators alike ever since their inception ...
Current legal discourse about video games focuses primarily on freedom of speech issues relating to ...
The paper provides an analysis of virtual reality as a subject of regulation while underlining the s...
Many legal commentators have claimed that virtual worlds owe their popularity to their focus on user...
This Note proposes that video game software, the driving force of all video game entertainment, is a...
Over the past four decades, video games have evolved from the niche market of arcade halls to a mult...
Video games, like motion pictures, failed to qualify for First Amendment protection until well after...
In Brown v. Entertainment Merchants Association (2011), the Supreme Court stated unequivocally that ...
Virtual worlds are upon us. Games are now among the most lucrative parts of the entertainment indust...
(Excerpt) Specifically, this Note will argue that the First Amendment applies to location-based augm...
Are violent video games harming America’s youth? Is it possible a series of interconnected circuit b...
As early as 1976, video games started to incorporate aspects of violence, such as striking enemies w...
The U.S. Supreme Court holds that obscenity warrants no First Amendment protection whereas violent s...
This Article argues that copyright law can and should apply to artistic and literary creations occur...
This Article proposes measures that attempt to strike the balance between creation and access. The v...
Violent video games have drawn the ire of parents and commentators alike ever since their inception ...
Current legal discourse about video games focuses primarily on freedom of speech issues relating to ...
The paper provides an analysis of virtual reality as a subject of regulation while underlining the s...
Many legal commentators have claimed that virtual worlds owe their popularity to their focus on user...