Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are international entities, attracting users across the globe. They have one common regulatory mechanism; the End User License Agreement (EULA). This contractual document forms the cornerstone of the regulatory and governing system within each of these distinct spaces. Yet the EULA is regularly contravened by users and the game provider alike, suggesting it is neither fit for purpose, nor adequately designed for these online spaces. The EULA forms not only the contractual relationship between the service provider and the end-user, but is also intended to control the behaviour of the users in the relevant online environment. These are very often th...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
This article considers the current licensing regime used to control the exploitation of copyright pr...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...
Online multi-user platforms like World of Warcraft and Twitter have one common regulatory mechanism;...
MMORPGs are big business; large numbers of people engage in some form of online gaming experience. G...
Online gaming environments feature a number of challenging regulatory issues; a diverse player base,...
This paper examines how the production of interactive, co-creative softwares such as multiplayer onl...
Online multi-user platforms like World of Warcraft and Twitter have one common regulatory mechanism;...
The first essay explores how online, multiplayer games are used as a space for the negotiation of in...
Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the m...
This chapter examines the differences between the categories of online games and virtual worlds. It ...
There are a number of pressing issues facing contemporary online environments that are causing dispu...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
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...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
This article considers the current licensing regime used to control the exploitation of copyright pr...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...
Online multi-user platforms like World of Warcraft and Twitter have one common regulatory mechanism;...
MMORPGs are big business; large numbers of people engage in some form of online gaming experience. G...
Online gaming environments feature a number of challenging regulatory issues; a diverse player base,...
This paper examines how the production of interactive, co-creative softwares such as multiplayer onl...
Online multi-user platforms like World of Warcraft and Twitter have one common regulatory mechanism;...
The first essay explores how online, multiplayer games are used as a space for the negotiation of in...
Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the m...
This chapter examines the differences between the categories of online games and virtual worlds. It ...
There are a number of pressing issues facing contemporary online environments that are causing dispu...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
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...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
This article considers the current licensing regime used to control the exploitation of copyright pr...