This book uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies.
In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms.
By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries.
With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries.
By:
Amy Thomas (University of Glasgow UK) Imprint: Hart Publishing Country of Publication: United Kingdom Dimensions:
Height: 236mm,
Width: 162mm,
Spine: 20mm
Weight: 480g ISBN:9781509988068 ISBN 10: 1509988068 Pages: 208 Publication Date:25 June 2026 Audience:
Professional and scholarly
,
College/higher education
,
Undergraduate
,
Primary
Format:Hardback Publisher's Status: Active
Introduction Level 1 1. The Player in Copyright Law 2. The Player in Contract Level 2 3. Research Design Level 3 4. Authority 5. Access 6. Artifice Conclusion: The Final Boss
Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK.