Abstract

Computer games may seem mere entertainments, but they are a multi-billion dollar global business of multi-media stories that, beyond entertainment, teach, edify and offend. As with their predecessors - stories, poetry, song, books, cinema and video - the art, politics and business of their creation and commerce have substantial impact in the modern world. In response, the laws of modernity impact computer games. We examine how computer gaming is engaged in the transnational legal regime of intellectual property, personal and state rights and intellectual freedom.

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